
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;RtBO
;
;AI̐ݒύX邱Ƃo܂B
;ȉɎw肳ĂӏɎw肳ꂽ𔼊pœ͂A
;㏑ۑƐݒ肪Kp܂B
;wȌꏊAwO̐͂Ɠɕso邱Ƃ܂B
                                                                                                            [statedef 10000]
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[state 10000,AI̍sp^[]
                                                                                                 type = ParentVarSet
                                                                                                 trigger1 = root,var(59) = 0
var(59) = 0 ;̐ύXB
;        ~~~
;12ɂƁAAI펞N܂ivC[͑łȂȂ܂jB
;12ł͐킢SقȂ܂B

;1͉[hłB
;ĔѓA킢܂B
;ѓɗ肫\Ȃ̂ňꕔAIɑ΂ĈIȎɂȂ邱Ƃ܂B

;2͋ߋ[hłB̃[h͉ivR{gp̂ŒӂĉB
;ނivR{_Ă܂B

;0̏ꍇAvC[\ƂȂ܂ACPȔꍇA
;ΐ킪n܂Ɖ[hAIŋN܂iAN܂ŎԂ܂jB

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[state 10000,ߗpAIXCb`]
                                                                                                      type = ParentVarSet
                                                                                                      trigger1 = time = 1
                                                                                                      trigger1 = var(49) = 0
var(56) = 0 ;̐ύX
;        ~~~
;01ĉB
;1ɂƁAb_ŁA[hƋߋ[h؂ւ悤ɂȂ܂B
;RAߋ[h͉ivR{Ȃ̂ŁAivR{߂ĂKȂƂŐ؂グē铮܂B
;oX̗ǂƌĂ悢̂ǂcf͂C܂c

;̃XCb`1ɂꍇAAIsp^[1ɂĂ2ɂĂAߐ؂ւX^CɂȂ̂ŋCĂB
;܂AAIsp^[0ɂĂĂAߗpAIXCb`1ɂȂĂ
;vC[͑łȂȂ̂ŋCĂB

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[state 10000,AI̔x]
                                                                                                 type = ParentVarSet
                                                                                                 trigger1 = root,var(58) = 0
var(58)  = 0 ;̐ύX
;          ~~~
;1`100x̐ĉB
;قǁAAIUK[hfs悤ɂȂ܂B
;50炢łA\łB
;0ɂƈꕔ̋ZSgȂȂĂ܂̂ŋCĂB

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[state 10000,12PJ[̉Ԃ炭x]
                                                                                                      type = ParentVarSet
                                                                                                      trigger1 = time = 1
                                                                                                      trigger1 = var(49) = 0
var(57)  = 5 ;̐ύXB
;         ~~~
;12PJ[Œnʂɍ炭Ԃ̐ݒ肵܂B
;܂hĂ܂Ƃȑΐ킪ł邭炢ȂA1`5炢łł傤B
;10炢ƃGNDɏn߂܂A
;100炢ɂƃWFlSUX|܂B
;󒆂ɕƍ炩ȂȂ邽߁AxU߂Ƃ̂܂KO邩B
;
;܂A̐0ɂĂA12PJ[ł͕KEZ̐\シقA
;Q[WgɂȂ邽߂ȂɋȂĂ܂B

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;ݒ荀ڂ́A܂łłB
;牺́Am̂lȊOA_I
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[State 10000, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;AIN𑁂wp[
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

[Statedef 10001]
anim=10000;Ȃɂ\Ȃ҂łǓȂĂSRȂ
ctrl=0

[State 10001,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10001,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10001,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10001,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;common1$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;
;{s
;
;sNオȂǁA{Iȓ܂B
;
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

[Statedef 0, ]
type = S
physics = S
sprpriority = 0

[state 0, Kɋ]
type = posset
trigger1 = roundstate = 2
y = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[state 0, wp[͋A]
type = destroyself
trigger1 = ishelper

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 10,Ⴊ]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 11,Ⴊł]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 12,Ⴊ݁]
type    = S
physics = S
anim = 12

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 20,s]
type    = S
physics = S
sprpriority = 0

[State 20, AIOi]
type = VelSet
triggerall = var(59) <= 0
trigger1 = command = "holdfwd"
x = const(size.xscale)*2*const(velocity.walk.fwd.x)

[State 20, AI]
type = VelSet
triggerall = var(59) <= 0
trigger1 = command = "holdback"
x = const(size.xscale)*2*const(velocity.walk.back.x)

[State 20, AIOiAj]
type = ChangeAnim
triggerall = var(59) <= 0
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, AIރAj]
type = ChangeAnim
triggerall = var(59) <= 0
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, AIOi]
type = VelSet
triggerall = var(59) = 2
triggerall = ctrl
Trigger1 = p2bodydist x >= 20
x = const(size.xscale)*2*const(velocity.walk.fwd.x)

[State 20, AI]
type = VelSet
triggerall = var(59) = 1
Triggerall = ctrl
Trigger1 = backedgeBodyDist >= 0
x = const(size.xscale)*2*const(velocity.walk.back.x)

[State 20, AIOiAj]
type = ChangeAnim
triggerall = var(59) > 0
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, AIރAj]
type = ChangeAnim
triggerall = var(59) > 0
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 40,ՊJn]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = var(59) >= 1
sysvar(1) = 1

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = const(size.xscale)*2*ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(size.yscale)*2*const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(size.xscale)*2*const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 105 ;obNXebv
trigger1 = sysvar(1) = -1
x = const(size.xscale)*2*const(velocity.runjump.back.x)

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

[state , Y艺ɂȂ璅n]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 52
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 45,󒆃WvJn]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = const(size.xscale)*2*ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(size.yscale)*2*const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 50,Wv㏸H]
type    = A
physics = N

[state , d]
type = veladd
trigger1 = 1
y = const(size.yscale)*2*0.45

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

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

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[state , Y艺ɂȂ璅n]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 52
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 51,Wv]
type    = A
physics = N

[state , d]
type = veladd
trigger1 = 1
y = const(size.yscale)*2*0.45

[state , Y艺ɂȂ璅n]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 52
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 52,Wvn]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 100,_bV]
type    = S
physics = S
ctrl = 1
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(size.xscale)*2*const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
triggerall = var(59) <= 0
trigger1 = command != "holdfwd"
value = 101

;[State 100, 4-2 AI]
;type = ChangeState
;TriggerAll = Var(59) >= 1 ;AIN
;TriggerAll = Time > 5 ;F݂ɂȂ肷Ȃ悤
;Trigger1 = P2BodyDist X < 30 ;QFߋ
;value = 101

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 101,_bV~]
type    = S
physics = S
ctrl = 1
anim = 0
sprpriority = 1

[State 101, I]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 105,obNXebv]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = time = 0
x = const(size.xscale)*2*const(velocity.run.back.x)
y = const(size.yscale)*2*const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 106,obNXebvn]
type    = S
physics = S
ctrl = 0
anim = 47

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 120,K[hJn]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59)<=0
Trigger1 = command = "holddown"
Trigger2 = var(59)>=1
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= (var(58))*10
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59)<=0
Trigger1 = command != "holddown"
Trigger2 = var(59)>=1
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= (var(58))*10
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
Trigger1 = var(59)<=0
trigger1 = command != "holdback"
trigger2 = !inguarddist
;Trigger3 = var(59)>=1
;Trigger3 = P2BodyDist X<0
;Trigger3 = Random <= (10-(AILv))*40 ߂UŃK[hLq炵Bۗc
value = 140

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 130,K[hĂ]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59)<=0
Trigger1 = command = "holddown"
Trigger2 = var(59)>=1
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= (var(58))*10
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 131,Ⴊ݃K[hĂ]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59)<=0
Trigger1 = command != "holddown"
Trigger2 = var(59)>=1
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= (var(58))*10
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 132,󒆃K[hĂ]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 140,K[hI]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 150,K[hu]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((var(59)<=0),(command = "holddown"),(fvar(38)=1))

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 151,K[h̃mbNobN]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 152,Ⴊ݃K[hu]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 153,Ⴊ݃K[h̃mbNobN]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 154,󒆃K[hu]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[Statedef 155,󒆃K[h̃mbNobN]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
first = 0
last = 39

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0
first = 0
last = 39

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
[statedef -2];$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

[state -2, ̂̕];CNSSIZEύXĂoɈa悤ɂĂ܂B
type = Width
trigger1 = 1
value = const(size.xscale)*2*const(size.ground.front)-const(size.ground.front),const(size.yscale)*2*const(size.ground.back)-const(size.ground.back)

[State -2, RtBOpwp[]
type = Helper
triggerall = NumHelper(10000) < 1
trigger1 = roundstate = 0
trigger2 = RoundsExisted = 0
trigger2 = TeamMode = Turns
trigger2 = RoundNo > 0
id = 10000
name = "config"
pos = 9999,9999
postype = Left
stateno = 10000
helpertype = normal
keyctrl = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent=0

[State -2, AINpwp[]
type=helper
trigger1=!NumHelper(10001)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=PrevStateNo=190||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10001
ID=10001
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -2, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10001)
trigger1= stateno!=10001
value=10001

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;VтōĂ܂12PJ[̐\
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[state -2, Q[W]
type = powerset
triggerall = palno = 12
trigger1 = 1
value = 1500 + (random) + (random)

[state -2, zEZJe̔ː]
type = Helper
triggerall = palno = 12
trigger1 = stateno = [1000,1020]
trigger1 = animelem = 6
stateno = 6000
ID = 6000
name = "housenka1" 
helpertype = normal
pos = 0,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
supermovetime =	1
pausemovetime = 6

[state -2, zEZJe̔ː]
type = Helper
triggerall = palno = 12
trigger1 = stateno = [1000,1020]
trigger1 = animelem = 6
stateno = 6002
ID = 6002
name = "housenka2" 
helpertype = normal
pos = 0,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
supermovetime =	1
pausemovetime = 6

[state -2, zEZJe̔ː]
type = Helper
triggerall = palno = 12
trigger1 = stateno = [1000,1020]
trigger1 = animelem = 6
stateno = 6003
ID = 6003
name = "housenka3" 
helpertype = normal
pos = 0,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
supermovetime =	1
pausemovetime = 6

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6020
trigger1 = time = 27
stateno = 6021
ID = 6021
name = "Fhana1" 
helpertype = normal
pos = 52,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6020
trigger1 = time = 29
stateno = 6021
ID = 6021
name = "Fhana1" 
helpertype = normal
pos = 72,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6020
trigger1 = time = 31
stateno = 6021
ID = 6021
name = "Fhana1" 
helpertype = normal
pos = 92,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6020
trigger1 = time = 33
stateno = 6021
ID = 6021
name = "Fhana1" 
helpertype = normal
pos = 112,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6020
trigger1 = time = 35
stateno = 6021
ID = 6021
name = "Fhana1" 
helpertype = normal
pos = 132,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6020
trigger1 = time = 37
stateno = 6021
ID = 6021
name = "Fhana1" 
helpertype = normal
pos = 152,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6020
trigger1 = time = 39
stateno = 6021
ID = 6021
name = "Fhana1" 
helpertype = normal
pos = 172,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6030
trigger1 = time = 28
stateno = 6031
ID = 6031
name = "Fhana2" 
helpertype = normal
pos = 62,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6030
trigger1 = time = 31
stateno = 6031
ID = 6031
name = "Fhana2" 
helpertype = normal
pos = 92,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6030
trigger1 = time = 34
stateno = 6031
ID = 6031
name = "Fhana2" 
helpertype = normal
pos = 122,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6030
trigger1 = time = 37
stateno = 6031
ID = 6031
name = "Fhana2" 
helpertype = normal
pos = 152,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6030
trigger1 = time = 40
stateno = 6031
ID = 6031
name = "Fhana2" 
helpertype = normal
pos = 182,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6040
trigger1 = time = 30
stateno = 6041
ID = 6041
name = "Fhana3" 
helpertype = normal
pos = 72,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6040
trigger1 = time = 35
stateno = 6041
ID = 6041
name = "Fhana3" 
helpertype = normal
pos = 112,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, t@CAt[]
type = Helper
triggerall = palno = 12
trigger1 = stateno = 6040
trigger1 = time = 40
stateno = 6041
ID = 6041
name = "Fhana3" 
helpertype = normal
pos = 152,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, _t[]
type = Helper
triggerall = palno = 12
trigger1 = roundstate >= 2
trigger1 = statetype !=A
trigger1 = random <= var(57)
stateno = 6021
ID = 6021
name = "Fhana1" 
helpertype = normal
pos = -250+(random%500),-10+(random%30)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, _t[]
type = Helper
triggerall = palno = 12
trigger1 = roundstate >= 2
trigger1 = statetype !=A
trigger1 = random <= var(57)
stateno = 6031
ID = 6031
name = "Fhana1" 
helpertype = normal
pos = -250+(random%500),-10+(random%30)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[state -2, _t[]
type = Helper
triggerall = palno = 12
trigger1 = roundstate >= 2
trigger1 = statetype !=A
trigger1 = random <= var(57)
stateno = 6041
ID = 6041
name = "Fhana1" 
helpertype = normal
pos = -250+(random%500),-10+(random%30)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0

[State -2, _Ђ܂]
type = Helper
triggerall = palno = 12
trigger1 = roundstate >= 2
trigger1 = statetype !=A
trigger1 = random <= var(57)
stateno = 1500
ID = 1500
name = "himawari"
helpertype = normal
pos = -250+(random%500),-10+(random%30)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.45
size.yscale = 0.45
size.shadowoffset = 0

[State -2, _킩]
type = Helper
triggerall = palno = 12
trigger1 = roundstate >= 2
trigger1 = statetype !=A
trigger1 = random <= var(57)
stateno = 1400
ID = 1400
name = "me1" 
helpertype = normal
pos = -250+(random%500),-10+(random%30)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime =	1
pausemovetime = 6 
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 0


;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
[statedef -3];$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

[State -3, AItOZbg]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
Trigger52 = Helper(10000),var(59)
var(59) = 1

;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;
;AIɂ
;
;ȉAAI̋LqłB
;
;AÍusp^[vƁuxvɂē܂Ă܂BconfigŐݒ\B
;
;sp^[2ނA[hƋߋ[hłB
;
;rIoXĂ͉̂[hŁAЂ狗ƂĔѓA铮܂B
;ǂl߂ƒKEZgEo݂܂B
;
;ߋ[hł͉ivR{_Ă܂B炢L͋uԕmłB
;A炢LN^[ɑ΂Ă͈ӊOƎォ肵܂B
;AivR{邾ᏟĂȂ̂ˁciQ[͐îȂB
;
;܂AĂ悤ȁAߐ؂ւXCb`܂B
;bɃ_AI̍sp^[ω̂łB
;
;
;
;x̖͂̒ʂA郌xAIɓڂĂLqłB
;50炢łAlԂɂ͕s\ȂقǐȔ܂B
;x10ȉ܂ŗƂȂƐlԂ̖ڂł͍sdꂽƂłȂ܂B
;
;܂As̒ɂ́AӐ}IɁux100ɂĂsm100ɂȂȂ́v܂
;ux100łAsm100ɂȂ́v܂B
;x1000ȂǑ傫Ȑɂ邱Ƃł̋Z̎gppx100ɂ邱Ƃł܂
;Ȃ΂s悤ɂȂ܂B
;
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;ߐ؂ւXCb`
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[state -3, ߐ؂ւXCb`]
type = varrandom
trigger1 = var(56) = 1
trigger1 = (gametime%3)=0
v = 59
range = 1,2

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;KEZ
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[state -3, ΂]
type = changestate
value = 1050
triggerall = (alive=1) && (roundstate = 2)
triggerall = var(59) >= 1
triggerall = power >= 1000
triggerall = statetype !=A
triggerall = p2statetype !=L
trigger1 = p2bodydist x <= 80
trigger1 = p2movetype = A
trigger1 = ctrl
trigger1 = Random <= (var(58))*12
trigger1 = p2statetype !=A
trigger2 = p2bodydist x <= 80
trigger2 = ctrl
trigger2 = Random <= (var(58))*10
trigger2 = p2stateno != [120,160]
trigger2 = p2statetype !=A
trigger3 = p2bodydist x <= 80
trigger3 = p2movetype = A
trigger3 = ctrl
trigger3 = Random <= (var(58))*12
trigger3 = p2statetype =A && enemynear,vel y > 0
trigger4 = p2bodydist x <= 80
trigger4 = ctrl
trigger4 = Random <= (var(58))*10
trigger4 = p2stateno != [120,160]
trigger4 = p2statetype =A && enemynear,vel y > 0

;4t[ڂ甭˒O܂ŖG̔ѓAꔭ̃_[W250OƂǃR{␳
;qbgorK[hŖ{̑啝L̒ǌmA1Q[W4ȏDڋߐ̗vB
;A邱ƂŌq邽߁A3Q[WŒǌꂢɌ܂9߂Η͂oB
;ɂނ炭́AR{ł̋ZɌq邱ƂłȂƁBԂςȂB
;AIł́A̍UɔĔōނ悤ɂĂB

[State -3, t@CAt[炫]
type = ChangeState
value = 6060
TriggerAll = Var(59) = 1
triggerall = power >= 2800
triggerall = (alive=1) && (roundstate = 2)
triggerall = statetype !=A
trigger1 = p2bodydist x >= 200
trigger1 = ctrl
trigger1 = Random <= (var(58))*2

;t@CAt[gɓWJĂB
;ʒ[ɓBƃt[͍炩ȂȂ邪A撣ă_bVĒǂ΂炭B
;E܂Ŋ撣1Q[W4ȏ̃_[Wo邯ǁA񂹂񔭐xB
;Ԃς΍Œ肭炢͂ł邩c

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
; ʏUZ
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[State -3, p`]
type = null;ChangeState
value = 200
TriggerAll = Var(59) >= 1
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
triggerall = p2statetype !=L
trigger1 = ctrl
trigger1 = p2bodydist x <= 20

;悭鏬ZBȂ񂾂ǔɓƓȐ\B
;Lt[9Ɛ񂾂ǁA[vR{͂łȂB
;ǂĂƊmF炱̋ZAuvɍUqbgi莩͎̂oɏo񂾂ǁjB
;āAU9t[ڂƁAZɂĂ͔ɒxB
;Lt[9̂́A[V̏IۂɍUĂ邩Ȃ̂c
;
;܂A̋Z炱̋ZɌqR{[g炩邯ǁAȂp`͉qȂB
;AIł͎gɑςȂZȂ̂ŕB

[State -3, LbN]
type = ChangeState
value = 230
TriggerAll = Var(59) = 2
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
triggerall = p2statetype !=L
trigger1 = ctrl = 1
trigger1 = p2bodydist x <= 20
trigger1 = p2statetype !=A

;NAŋ̋ZB
;Lt[͋11B10t[ڂctrl=1ɂȂ邽߁AFXȒǌ\ɂȂB
;LbNB܂胋[vBrő肪_E肷邱ƂȂA肪ʂ܂ŎLbNłB
;AIł́uivR{XCb`ONvuAIsp^[ڋߐ^Cvv̂ƂɌ胋[vĂ悤ɂĂB
;
;qbgA]TĎLbNƂŌq̘ALbNɔhB
;ALbN𓖂ĂĂ^[͏Ȃ̂ŁAuĂ΂vȂgKv͂ȂB

[State -3, LbN2i]
type = null;ChangeState
value = 231
TriggerAll = Var(59) >= 1
trigger1 = var(57) = 0
trigger1 = movehit && stateno = 230

;LbÑR{B̋ZLt[12B
;ȊOɓMׂ_͖̂ŁAivR{ȂLbNŏ\B
;
;Ɍq̃LbNɔhB

[State -3, LbN3i]
type = null;ChangeState
value = 232
TriggerAll = Var(59) >= 1
trigger1 = var(57) = 0
trigger1 = movehit && stateno = 231

;LbNR{̃XgB𕂂B
;͑XɎg邽߁Aǌ͌܂ȂB
;̋ZLZĒp`o邪AꂷqȂ̂ŃbgoȂB
;AIł́A̎LbNR{ƂǂA󂵂B
;ꉞ10t[̗L炵ǁc

[State -3, p`]
type = null;ChangeState
value = 210
TriggerAll = Var(59) >= 1
trigger1 = movehit && stateno = 232

;܂U艺낷B
;U1t[ڂoĂ邯ǎۂɃqbĝ5t[ڂB
;5t[ڂ̓NǍ̏゠ɏôŁAWK[m[g݂ȑɖȂƓȂB
;܂Aw䂪قǍȂƓ̐U񂵂͓Ȃ̂ŁAɃqbĝ
;̏ꍇA11t[ڂƎvB
;U肪LAL΂܂ɂ͋炢肪߁A̓_ɂėDGB
;st[7܂12iɂjƐ܂ALZȂAIł͕B

[state -3, LbN]
type = null;changestate
value = 240
triggerall = var(59) >= 1
trigger1 = 1

;ۂŏ˂ZBʂ̒ʏUƂBLt[2B
;Mׂ\͖̂AI͕B

[state -3, LbN]
type = null;changestate
value = 241
triggerall = var(59) >= 1
trigger1 = 1

;LbNObƂŏoA3AŁB
;Lt[10A̐FXȋZɌqB
;LbNŏ\Ȃ̂ŎcOȂAI͕B

[State -3, p`]
type = ChangeState
value = 220
triggerall = (alive=1)
TriggerAll = Var(59) >= 1
trigger1 = p2Movetype = H
trigger1 = p2stateno >= 5000
trigger1 = numhelper(6050) >= 1
trigger1 = ctrl

;4t[AʏUł͍ő̔xB
;ʒ[qbg郊[`A_[W100𒴂ĂȂǍUʂł͐\Ȃ\B
;st[AĂƓĂ7t[sBUIԍۂ𓖂ĂĂ悤₭ܕB
;āÅPƂĎgAւ̒ǌpB
;AIł̓J^o~e̒ǌɊ􂷂
;iJ^o~e͖őły􂵂ȂAp`őƂyƃ_[WAbv𗼗łjB

[State -3, LbN]
type = null;ChangeState
value = 250
TriggerAll = Var(59) >= 1
trigger1 = 1

;nʂA˂očUB
;Uƃ_[Witqbg160jŗDĂ̂́A܂ɒxi23t[jB
;܂AԂƑ̗ɉĂ܂_邽߁AAI͕B

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[State -3, Ⴊݎp`]
type = null;ChangeState
value = 400
TriggerAll = Var(59) >= 1
trigger1 = 1

;nʂt𔭐B
;ݒuZɂ̂ǁAxAЗ͂ႭAẐAI͕B

[State -3, ႪݎLbN]
type = ChangeState
value = 430
triggerall = (alive=1)
TriggerAll = Var(59) = 2
triggerall = statetype !=A
trigger1 = stateno = 450 && moveguarded

;悭鏬Brctrl߂炵Lt[4B
;ႪݒLbNAႪ݋LbNɌqiႪ݋LbN̓R{ɂȂȂjB
;AႪݒLbNuvqB
;܂胋[v񂾂ǁA肪Ă܂߉ivɂ͂ȂȂB
;AÍAႪݒLbNK[hꂽۂ̃tH[ɎgB

[State -3, Ⴊݒp`]
type = ChangeState
value = 410
triggerall = (alive=1)
TriggerAll = Var(59) = 2
triggerall = statetype !=A
trigger1 = Random <= (var(58))*5
trigger1 = p2statetype !=A
trigger1 = p2bodydist x <= 150
trigger1 = ctrl
trigger2 = stateno = 450 && movehit

;ႢpŔэވړUB
;st[5قǁB[Ăł2t[قǕsB
;Ȃ񂾂ǁAႪݒLbNɃLZł邽߁A̓_ŔɗDGB
;ڂ͂ႪݒLbN̍ڂŁB
;AIł́uivR{XCb`ONvu퓬X^Cڋߐ탂[hv̂Ƃ̂ݎgB

[State -3, ႪݒLbN]
type = ChangeState
value = 450
triggerall = (alive=1)
TriggerAll = Var(59) = 2
trigger1 = stateno = 411 && movecontact

;ۂőUB
;ႪݎLbNAႪݒp`AႪ݋LbNɌq
;iႪ݋LbN͋ULZ\AǂɂR{ɂ͂ȂȂjB
;ŁAႪݒp`̍ڂƌׂׂB
;Ⴊݒp`͂ႪݒLbNɌqB
;ႪݒLbN͂Ⴊݒp`ɌqB
;II
;ƂƂŁAႪݒp`lAivR{pZłB

[State -3, Ⴊ݋p`]
type = ChangeState
value = 420
TriggerAll = Var(59) >= 1
triggerall = alive
trigger1 = roundstate = 3
trigger1 = statetype !=A
trigger1 = random <= 100
trigger1 = ctrl

;Ђ܂ōU؂₩ȋZB
;Z\ɂƂ\͖ANA̒ʏUSʂɂ܂鋭U݂͌
;΋ɎgȋC邪A󒆃K[h\Ȃ̂łƂ͂ȂB
;qbgƑ͕ǒǌ͂łȂB
;AI͏U܂B

[State -3, Ⴊ݋LbN]
type = ChangeState
value = 440
TriggerAll = Var(59) >= 1
trigger1 = p2stateno >=5000
trigger1 = p2Movetype = H
trigger1 = stateno = 220 && animtime = 0

;NA̋Mdȃ_EZBȂ_[W40B
;x27t[Ȃ̂ŁAʂ̎gł͓ȂB
;K[hƕst[30ɂyсAɊ댯ȋZB
;mɃ_ED͔̂ɐSBt@CAt[NU߂ɎĝI
;œオl̂̓J^o~ep`Ⴊ݋LbÑR{B
;p`IɂႪ݋LbNgƁA傤ǃJ^o~e̔ɂႪ݋LbNqbgB
;̃R{1Q[WŃ_[W4ɓB邽ߐڋߐł͍ŗDő_B

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[State -3, Wvp`]
type = null;ChangeState
value = 600
TriggerAll = Var(59) >= 1
triggerall = (alive=1) && (roundstate = 2)
trigger1 = ctrl

;ʂȐ\͂ȂʏUB
;A͂ŕʃ[V̋ZoĎ኱З͂オ̂́AM悤Ȑ\͂Ȃ̂ŁA
;ǉ͂ƂǂAI͕B

[State -3, WvLbN]
type = null;ChangeState
value = 630
TriggerAll = Var(59) >= 1
triggerall = (alive=1) && (roundstate = 2)
trigger1 = ctrl

;}~LbNB
;З͂͒Ⴂ̂́A𗧂ȓ͂B̂ƂAI͕B

[State -3, Wvp`]
type = ChangeState
value = 610
TriggerAll = Var(59) >= 1
triggerall = (alive=1) && (roundstate = 2)
triggerall = statetype =A
trigger1 = ctrl

;]UB
;q̑]ɌqB
;󒆂̒ʏUŗDGȂ̂͂ꂭ炢Ȃ̂ŁAAI͂{ɍiĂB

[State -3, Wvp`]]
type = ChangeState
value = 611
TriggerAll = Var(59) >= 1
triggerall = (alive=1) && (roundstate = 2)
triggerall = statetype =A
trigger1 = stateno = 610 && animtime = 0

;т肷قǍĹ͈II
;_[WB炢͋قǏBƂG΋ZƂĂ}͎B
;WvǂǂgĂB

[State -3, WvLbN]
type = null;ChangeState
value = 640
TriggerAll = Var(59) >= 1
triggerall = (alive=1) && (roundstate = 2)
trigger1 = ctrl

;]ۂōUBFXȋZqB
;Mׂ\͂Ȃ̂AI͕B

[State -3, Wvp`]
type = null;ChangeState
value = 620
TriggerAll = Var(59) >= 1
triggerall = (alive=1) && (roundstate = 2)
trigger1 = ctrl

;Ԃ炩čUB
;cOȂ甭xÛAI͕B

[State -3, WvLbN]
type = null;ChangeState
value = 650
TriggerAll = Var(59) >= 1
triggerall = (alive=1) && (roundstate = 2)
trigger1 = ctrl

;݂ɏĊA̓肷UB
;cOȂvIɔx߁AAI͕B


;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
; KEZ
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

;zEZJe
;
;͍A͒ᑬŔсAqbgyB̓qbg̗LɊւ炸ڂ̑OyB
;͎gɖRAAI͒ƋCɎgB
;ʂɏoɌ肪̂ŁAAƒe𒣂B
;@͂ēAzEZJe΂T̂{pB

[State -3, zEZJe]
type = null;ChangeState
value = 1000
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
triggerall = ctrl
Trigger1 = Var(59) = 1
trigger1 = ctrl
trigger1 = p2bodydist x >= 200
trigger1 = Random <= (var(58))*10
trigger1 = backedgebodydist <= 20

[State -3, zEZJe]
type = ChangeState
value = 1010
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
triggerall = ctrl
Trigger1 = Var(59) = 1
trigger1 = ctrl
trigger1 = Random <= (var(58))*1.5
trigger1 = backedgebodydist <= 20

[State -3, zEZJe]
type = ChangeState
value = 1020
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
triggerall = ctrl
Trigger1 = Var(59) = 1
trigger1 = ctrl
trigger1 = Random <= (var(58))*1.0
trigger1 = backedgebodydist <= 20

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

;t@CAt[
;
;nʂ炢Ԃ^Ƀr[B
;ݒuZ̗ނǎ͒Z߁B
;[V`ňႢAԎ̂ŁAюŎgӖ͖B
;
;x̂ŉ^p͌BNU߂ŎĝCɂȂ邯ǁA
;ݒuシZoƂŁAr[r؂ȂłBƂĘA΃qJ̕ǂB
;qbgΉivR{\BivR{XCb`ON̏ꍇ͑_ĂB
;
;ѓEłΓSǂ̎肾񂾂ǁAcOȂłȂB

[State -3, t@CAt[]
type = null;ChangeState
value = 6020
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
Trigger1 = 1

[State -3, t@CAt[]
type = null;ChangeState
value = 6030
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
Trigger1 = 1

[State -3, t@CAt[]
type = ChangeState
value = 6040
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
trigger1 = var(59) >= 1
Trigger1 = ctrl
trigger1 = p2statetype = L
trigger1 = p2bodydist x <= 50
trigger2 = var(59) = 1
trigger2 = numhelper(6041)>=1 && p2movetype = H
trigger2 = ctrl

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;sAړ֘A
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[State -3, obNXebv]
type = ChangeState
value = 105
TriggerAll = Var(59) = 1
triggerall = statetype !=A
triggerall = (alive=1) && (roundstate = 2)
trigger1 = ctrl
trigger1 = backedgebodydist >= 20

[State -3, K[hc]
type = ChangeState
value = 120
triggerall = var(59) >= 1 && RoundState = 2
triggerall = ctrl
trigger1 = p2movetype = A || enemynear,movetype = A || InGuardDist
trigger1 = Random <= (var(58))*10
trigger2 = p2movetype = A || enemynear,movetype = A || InGuardDist || enemynear,NumProj != 0
trigger2 = Random <= (var(58))*12

[state -3, Wv]
type = changestate
value = 40
TriggerAll = Var(59) =1
Triggerall = StateType != A
triggerall = ctrl
triggerall = (alive=1) && (roundstate = 2)
trigger1 = p2bodydist x <= 80
trigger2 = p2bodydist x <= 100
trigger2 = p2Movetype = H
trigger2 = p2stateno <= 5000
trigger2 = numhelper(6050) >= 1
trigger2 = ctrl


[state -3, s]
type = changestate
value = 20
TriggerAll = Var(59) =2
Triggerall = StateType != A
triggerall = ctrl
triggerall = (alive=1) && (roundstate = 2)
Trigger1 = P2BodyDist X > 20

[state -3, s]
type = changestate
value = 20
TriggerAll = Var(59) =1
Triggerall = StateType != A
triggerall = ctrl
triggerall = (alive=1) && (roundstate = 2)
Trigger1 = backedgeBodyDist > 0

[state -3, AIOiI]
type = changestate
triggerall = var(59) =2
triggerall = ctrl
triggerall = (alive=1) && (roundstate = 2)
trigger1 = p2bodydist x < 20
value = 0
ctrl = 1

[state -3, AIޏI]
type = changestate
triggerall = var(59) =1
triggerall = ctrl
triggerall = (alive=1) && (roundstate = 2)
trigger1 = backedgebodydist <= 0
value = 0
ctrl = 1

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

;[State -3, NoJump];AILqXe[g̍Ōɉ
;Type = ChangeState
;Value = 5120 ;
;TriggerAll = Var(59)>=1;AIN
;TriggerAll = StateType = S && Ctrl && !Time ;+Ctrl+Time=0
;triggerall = stateno != 100
;Trigger1 = StateNo = 40 ;Wv

[State -3, Guard];AILqXe[g̍Ōɉ
Type = ChangeState
Value = 120;K[h
TriggerAll = Var(59)>=1;AIN
TriggerAll = PrevStateNo = [120,140] ;OK[hXe[g
TriggerAll = InGuardDist && Ctrl && !Time ;InGuardDist+Ctrl+Time=0
triggerall = stateno != 105
Trigger1 = StateNo = 20 ;
Trigger2 = StateNo = 10 ;
Trigger3 = StateNo = 12 ;オ
Trigger4 = StateNo = 40 ;Wv
trigger5 = enemynear,numproj > 0







