;--------------------------------------------------------------------------
;	{^zu

[Remap]

;-----ftHg-----
a = a
b = b
c = c
x = x
y = y
z = z
s = s

;-----PSRg[[pH-----
;a = z
;b = c
;c = b
;x = x
;y = y
;z = a
;s = s

[Defaults]
Command.Time = 15
Command.Buffer.Time = 3

;--------------------------------------------------------------------------
;	AIXCb`R}h

[Command]
Name = "AI_00"
Command = a, b, c, x, y, z
Time = 0

[Command]
Name = "AI_01"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_02"
Command = c, a, c, x, y, z
Time = 0

[Command]
Name = "AI_03"
Command = x, b, c, a, y, z
Time = 0

[Command]
Name = "AI_04"
Command = y, b, c, x, a, z
Time = 0

[Command]
Name = "AI_05"
Command = z, b, c, x, y, a
Time = 0

[Command]
Name = "AI_06"
Command = z, x, y, c, b, a
Time = 0

[Command]
Name = "AI_07"
Command = a, x, y, c, b, z
Time = 0

[Command]
Name = "AI_08"
Command = b, x, y, c, z, a
Time = 0

[Command]
Name = "AI_09"
Command = c, x, y, c, b, a
Time = 0

[Command]
Name = "AI_10"
Command = a, x, y, c, b, a
Time = 0

[Command]
Name = "AI_11"
Command = b, x, y, x, b, a
Time = 0

[Command]
Name = "AI_12"
Command = a, y, z, c, a, b
Time = 0

[Command]
Name = "AI_13"
Command = c, a, y, z, b, x
Time = 0

[Command]
Name = "AI_14"
Command = a, c, z, c, x, y
Time = 0

[Command]
Name = "AI_15"
Command = b, x, a, y, b, z
Time = 0

[Command]
Name = "AI_16"
Command = c, x, b, y, b, z
Time = 0

[Command]
Name = "AI_17"
Command = b, x, b, y, c, z
Time = 0

[Command]
Name = "AI_18"
Command = b, z, x, y, c, a
Time = 0

[Command]
Name = "AI_19"
Command = y, x, c, b, a, z
Time = 0

[Command]
Name = "AI_20"
Command = b, z, y, a, b, z
Time = 0

[Command]
Name = "AI_21"
Command = a, z, y, x, c, b
Time = 0

[Command]
Name = "AI_21"
Command = b, a, y, a, z, c
Time = 0

[Command]
Name = "AI_22"
Command = b, z, a, a, c, z
Time = 0

[Command]
Name = "AI_23"
Command = b, a, y, a, b, c
Time = 0

[Command]
Name = "AI_23"
Command = c, a, y, a, z, y
Time = 0

[Command]
Name = "AI_24"
Command = c, z, a, z, c, z
Time = 0

[Command]
Name = "AI_25"
Command = x, z, a, c, z, a
Time = 0

[Command]
Name = "AI_26"
Command = z, z, y, c, a, z
Time = 0

[Command]
Name = "AI_27"
Command = b, z, a, x, c, z
Time = 0

[Command]
Name = "AI_28"
Command = y, z, c, a, z, x
Time = 0

[Command]
Name = "AI_29"
Command = a, b, y, z, c, x
Time = 0

[Command]
Name = "AI_30"
Command = c, a, y, z, b, x
Time = 0

[Command]
Name = "AI_31"
Command = c, a, a, c, b, y
Time = 0

[Command]
Name = "AI_32"
Command = c, b, y, z, y, x
Time = 0

[Command]
Name = "AI_33"
Command = x, y, a, z, c, b
Time = 0

[Command]
Name = "AI_34"
Command = z, b, y, c, a, x
Time = 0

[Command]
Name = "AI_35"
Command = c, b, z, y, c, a
Time = 0

[Command]
Name = "AI_36"
Command = b, c, y, a, b, x
Time = 0

[Command]
Name = "AI_37"
Command = c, x, y, c, b, a
Time = 0

[Command]
Name = "AI_38"
Command = c, c, y, x, b, x
Time = 0

[Command]
Name = "AI_39"
Command = b, z, a, z, c, x
Time = 0

[Command]
Name = "AI_40"
Command = c, x, y, z, b, x
Time = 0

[Command]
Name = "AI_41"
Command = D, U, F, B, D, B
Time = 0

[Command]
Name = "AI_41"
Command = U, F, D, B, D, B
Time = 0

[Command]
Name = "AI_42"
Command = D, D, F, U, D, B
Time = 0

[Command]
Name = "AI_43"
Command = D, U, D, B, F, B
Time = 0

[Command]
Name = "AI_44"
Command = F, U, F, B, D, B
Time = 0

[Command]
Name = "AI_45"
Command = D, F, D, B, a, B
Time = 0

[Command]
Name = "AI_46"
Command = D, U, F, a, D, z
Time = 0

[Command]
Name = "AI_47"
Command = D, c, F, z, D, B
Time = 0

[Command]
Name = "AI_48"
Command = D, F, D, F, D, U
Time = 0

[Command]
Name = "AI_49"
Command = D, U, a, B, D, c
Time = 0

[Command]
Name = "AI_50"
Command = z, a, F, y, D, B
Time = 0

;-| KEZ |--------------------------------------------------------
[Command]
name = "CCA"
command = ~D, DB, B, D, DB, B, x
time = 20

[Command]
name = "CCA"
command = ~D, DB, B, D, DB, x
time = 20

[Command]
name = "CCA"
command = ~D, DB, B, D, DB, B, y
time = 20

[Command]
name = "CCA"
command = ~D, DB, B, D, DB,  y
time = 20

[Command]
name = "bhRbg"
command = ~D, DB, B, D, DB, B, a
time = 20

[Command]
name = "bhRbg"
command = ~D, DB, B, D, DB, a
time = 20

[Command]
name = "bhRbg"
command = ~D, DB, B, D, DB, B, b
time = 20

[Command]
name = "bhRbg"
command = ~D, DB, B, D, DB, b
time = 20

[Command]
name = "r[VbgtbV"
command = ~D, DF, F, D, DF, F, x
time = 20

[Command]
name = "r[VbgtbV"
command = ~D, DF, F, D, DF, x
time = 20

[Command] 
name = "r[VbgtbV" 
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "r[VbgtbV"
command = ~D, DF, F, D, DF, y
time = 20

;-| KEZ |------------------------------------------------------

[Command]
name = "t@l"
command = ~D, D, z

[Command]
name = "U1"
command = ~z

[Command]
name = "U2"
command = ~z

[Command]
name = "t@lA^bN"
command = ~z

[Command]
name = "t@lr["
command = ~D, DF, F, z

[Command]
name = "t@lr[@΋"
command = ~D, DB, B, z

[Command]
name = "r[ANX"
command = ~F, DF, D, DB, B, x

[Command]
name = "r[ANX"
command = ~F, DF, D, DB, B, y

[Command]
name = "r[ANXXbV@"
command = ~F, D, DF, x

[Command]
name = "r[ANXXbV@"
command = ~F, D, DF, y

[Command]
name = "r[Ct@"
command = ~D, DB, B, x

[Command]
name = "r[Ct@"
command = ~D, DB, B, y

[Command]
name = "r[VbgCt@"
command = ~D, DF, F, x

[Command]
name = "r[VbgCt@"
command = ~D, DF, F, y

[Command]
name = "XsLbN"
command = ~D, DB, B, a

[Command]
name = "XsLbN"
command = ~D, DB, B, b

;-| Q񉟂Z |-----------------------------------------------------------
[Command]
name = "FF"     
command = F, F
time = 10

[Command]
name = "BB"     
command = B, B
time = 10

;-|  |-----------------------------------------------------------------
[Command]
name = "recovery"   ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = c
time = 1

[Command]
name = "recovery"   ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = x+a
time = 1

;------------------------------------------------------------------------------
;-| QER̓Z |-----------------------------------------------
[Command]
name = "XEF["
command = x+a
time = 1

;-| ƃ{^ŏoZ |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

[Command]
name = "UF"
command = /UF,c
time = 1

[Command]
name = "DF"
command = /DF,c
time = 1

[Command]
name = "DB"
command = /DB,c
time = 1

[Command]
name = "UB"
command = /UB,c
time = 1

;-| {^ݒiȂj|---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| ςȂݒiȂj-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup" 
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1

[Command]
name = "holdc"
command = /$c
time = 1

;==========================================================================
;wp[pAItOpR}h
;==========================================================================
[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
time=1
; ̋Lq͐΂ɏȂłB
[Statedef -1]
;==============================================================================
;AI֘A
;==============================================================================
[State -1, AINpwp[]
type=helper
trigger1=!NumHelper(10000)
trigger1=roundstate=1
trigger1=alive
helpertype=normal
name="AI"
stateno=9999
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647

[State -1, wp[]
type = destroyself
trigger1 = ishelper(10000)
trigger1 = stateno != 9999

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [1,2]
triggerall = var(58)
Trigger1  = Command = "AI_00" || Command =  "AI_17" || Command =  "AI_34"
Trigger2  = Command = "AI_01" || Command =  "AI_18" || Command =  "AI_35"
Trigger3  = Command = "AI_02" || Command =  "AI_19" || Command =  "AI_36"
Trigger4  = Command = "AI_03" || Command =  "AI_20" || Command =  "AI_37"
Trigger5  = Command = "AI_04" || Command =  "AI_21" || Command =  "AI_38"
Trigger6  = Command = "AI_05" || Command =  "AI_22" || Command =  "AI_39"
Trigger7  = Command = "AI_06" || Command =  "AI_23" || Command =  "AI_40"
Trigger8  = Command = "AI_07" || Command =  "AI_24" || Command =  "AI_41"
Trigger9  = Command = "AI_08" || Command =  "AI_25" || Command =  "AI_42"
Trigger10 = Command = "AI_09" || Command =  "AI_26" || Command =  "AI_43"
Trigger11 = Command = "AI_10" || Command =  "AI_27" || Command =  "AI_44"
Trigger12 = Command = "AI_11" || Command =  "AI_28" || Command =  "AI_45"
Trigger13 = Command = "AI_12" || Command =  "AI_29" || Command =  "AI_46"
Trigger14 = Command = "AI_13" || Command =  "AI_30" || Command =  "AI_47"
Trigger15 = Command = "AI_14" || Command =  "AI_31" || Command =  "AI_48"
Trigger16 = Command = "AI_15" || Command =  "AI_32" || Command =  "AI_49"
Trigger17 = Command = "AI_16" || Command =  "AI_33" || Command =  "AI_50"
trigger18 = var(57) > 0
V = 59
Value = var(58)

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) > 0
Trigger1 = RoundState = 4
Trigger2 = Win = 1
Trigger3 = Lose = 1
Trigger4 = DrawGame = 1
V = 59
Value = -var(59)

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) < 0
Trigger1 = RoundState = 2
trigger1 = ctrl
V = 59
Value = -var(59)
;===========================================================================

;===========================================================================
;---------------------------------------------------------------------------
;CCA
[State -1, CCA];Single
type = ChangeState
value = 10000
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "CCA"
triggerall = Var(1) != 1
triggerall = var(11) != 1
triggerall = Life < 500
triggerall = Var(52) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = [200,440]
trigger3 = movecontact
trigger4 = stateno = 220
trigger5 = stateno = [1000,2000)

;---------------------------------------------------------------------------
;bhRbg
[State -1, bhRbg]
type = ChangeState
value = 7800
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "bhRbg"
triggerall = Var(3) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact= 1
trigger3 = stateno = 610
trigger3 = movecontact= 1
trigger4 = stateno = 630
trigger4 = movecontact= 1
trigger5 = stateno = 640
trigger5 = movecontact= 1
trigger6 = stateno = 650
trigger6 = movecontact= 1
trigger7 = stateno = 2000
trigger7 = movecontact= 1
trigger8 = stateno = 2300
trigger8 = movecontact= 1

;===========================================================================
;---------------------------------------------------------------------------
;r[VbgtbV
[State -1, r[VbgtbV]
type = ChangeState
value = 7000
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[VbgtbV"
triggerall = Var(3) != 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = [200,440]
trigger3 = movecontact
trigger4 = stateno = 220
trigger5 = stateno = [1000,2000)

;===========================================================================
;---------------------------------------------------------------------------
;t@l
[State -1, t@l]
type = ChangeState
value = 4000
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "t@l"
triggerall = var(11) != 1
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;r[ANX@GlM[؂
[State -1, r[ANX@e؂]
type = ChangeState
value = 3010
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[ANX"
triggerall = power < 500
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[ANX
[State -1, r[ANX]
type = ChangeState
value = 3000
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[ANX"
triggerall = power >= 500
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[ANXXbV@
[State -1, r[ANXXbV@]
type = ChangeState
value = 3200
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[ANXXbV@"
triggerall = power >= 300
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[ANXXbV@@GlM[؂
[State -1, r[ANXXbV@@e؂]
type = ChangeState
value = 3010
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[ANXXbV@"
triggerall = power < 300
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[ANXXbV@
[State -1, r[ANXXbV@]
type = ChangeState
value = 3210
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[ANXXbV@"
triggerall = power >= 500
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[ANXXbV@@GlM[؂
[State -1, r[ANXXbV@@e؂]
type = ChangeState
value = 3010
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[ANXXbV@"
triggerall = power < 500
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[Ct@
[State -1, r[Ct@]
type = ChangeState
value = 1950
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[Ct@"
triggerall = power >= 300
;triggerall = var(11) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[Ct@@e؂
[State -1, r[Ct@@e؂]
type = ChangeState
value = 1600
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[Ct@"
triggerall = power < 300
;triggerall = var(11) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[Ct@
[State -1, r[Ct@]
type = ChangeState
value = 1960
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[Ct@"
triggerall = power >= 500
;triggerall = var(11) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[Ct@@e؂
[State -1, r[Ct@@e؂]
type = ChangeState
value = 1800
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[Ct@"
triggerall = power < 500
;triggerall = var(11) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[VbgCt@
[State -1, r[VbgCt@]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[VbgCt@"
triggerall = power >= 300
;triggerall = var(11) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[VbgCt@@e؂
[State -1, r[VbgCt@@e؂]
type = ChangeState
value = 1600
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[VbgCt@"
triggerall = power < 300
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[VbgCt@
[State -1, r[VbgCt@]
type = ChangeState
value = 1700
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[VbgCt@"
triggerall = power >= 500
;triggerall = var(11) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;r[VbgCt@@e؂
[State -1, r[VbgCt@@e؂]
type = ChangeState
value = 1800
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "r[VbgCt@"
triggerall = power < 500
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;XsLbN
[State -1, XsLbN]
type = ChangeState
value = 2000
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "XsLbN"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220

;---------------------------------------------------------------------------
;XsLbN@
[State -1, XsLbN@]
type = ChangeState
value = 2300
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "XsLbN"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact= 1
trigger3 = stateno = 610
trigger3 = movecontact= 1
trigger4 = stateno = 630
trigger4 = movecontact= 1
trigger5 = stateno = 640
trigger5 = movecontact= 1
trigger6 = stateno = 650
trigger6 = movecontact= 1

;===========================================================================
;---------------------------------------------------------------------------
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = stateno != 100
trigger1 = command = "FF"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
triggerall = !ishelper
trigger1 = command = "BB"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Run Back]
type = ChangeState
value = 8000
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "XEF["
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Run Back]
type = ChangeState
value = 8001
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "XEF["
trigger1 = statetype = A
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;
[State -1, Throw]
type = ChangeState
value = 500
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = p2bodydist X < 15
triggerall = StateType != A
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"

;---------------------------------------------------------------------------
;6p`
[State -1, Shield missile]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = p2bodydist X >= 15
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact= 1
trigger3 = stateno = 210
trigger3 = movecontact= 1
trigger4 = stateno = 230
trigger4 = movecontact= 1
trigger5 = stateno = 240
trigger5 = movecontact= 1
trigger6 = stateno = 400
trigger6 = movecontact= 1
trigger7 = stateno = 410
trigger7 = movecontact= 1
trigger8 = stateno = 430
trigger8 = movecontact= 1

;---------------------------------------------------------------------------
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact= 1
trigger3 = stateno = 230
trigger3 = movecontact= 1

;---------------------------------------------------------------------------
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact= 1

;---------------------------------------------------------------------------
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact= 1
trigger3 = stateno = 210
trigger3 = movecontact= 1
trigger4 = stateno = 230
trigger4 = movecontact= 1

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact= 1

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact= 1
trigger3 = stateno = 210
trigger3 = movecontact= 1
trigger4 = stateno = 230
trigger4 = movecontact= 1
trigger5 = stateno = 240
trigger5 = movecontact= 1
trigger6 = stateno = 400
trigger6 = movecontact= 1
trigger7 = stateno = 430
trigger7 = movecontact= 1

;---------------------------------------------------------------------------
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact= 1
trigger3 = stateno = 400
trigger3 = movecontact= 1

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact= 1
trigger3 = stateno = 210
trigger3 = movecontact= 1
trigger4 = stateno = 230
trigger4 = movecontact= 1
trigger5 = stateno = 240
trigger5 = movecontact= 1
trigger6 = stateno = 400
trigger6 = movecontact= 1
trigger7 = stateno = 410
trigger7 = movecontact= 1
trigger8 = stateno = 430
trigger8 = movecontact= 1

;---------------------------------------------------------------------------
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact= 1
trigger3 = stateno = 630
trigger3 = movecontact= 1

;---------------------------------------------------------------------------
;󒆎LbN
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact= 1

;---------------------------------------------------------------------------
;󒆑OLbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "b"
triggerall = command = "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact= 1
trigger3 = stateno = 600
trigger3 = movecontact= 1
trigger4 = stateno = 610
trigger4 = movecontact= 1
trigger5 = stateno = 640
trigger5 = movecontact= 1

;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = command = "b"
triggerall = command != "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact= 1
trigger3 = stateno = 600
trigger3 = movecontact= 1
trigger4 = stateno = 610
trigger4 = movecontact= 1

;---------------------------------------------------------------------------
;O
[State -1]
type = ChangeState
value = 8700
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = command = "DF"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;O
[State -1]
type = ChangeState
value = 8800
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = command = "UF"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;㉺
[State -1]
type = ChangeState
value = 8900
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = command = "DB"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;
[State -1]
type = ChangeState
value = 9000
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = command = "UB"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;XX^[Jn
[State -1, n]
type = ChangeState
value = 8100
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = command = "c"
trigger1 = statetype != A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;XX^[Jn
[State -1, ]
type = ChangeState
value = 8200
triggerall = var(59) = 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1
;trigger2 = stateno = 600
;trigger2 = movecontact= 1
;trigger3 = stateno = 610
;trigger3 = movecontact= 1
;trigger4 = stateno = 630
;trigger4 = movecontact= 1
;trigger5 = stateno = 640
;trigger5 = movecontact= 1
;trigger6 = stateno = 650
;trigger6 = movecontact= 1


;---------------------------------------------------------------------------
;AIsp^[
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@lZbg
[State -1, funnelreset]
type = varset
trigger1 = var(59) > 0
V = 55
value = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;E
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = p2bodydist X < 60
triggerall = stateno != 400
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = enemynear,gethitvar(hittime) + enemynear,gethitvar(hitshaketime) > 6
trigger1 = p2statetype = S || p2statetype = C
trigger1 = random < 400*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = p2bodydist X < 90
triggerall = stateno != 400
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = enemynear,gethitvar(hittime) + enemynear,gethitvar(hitshaketime) > 10
trigger1 = p2statetype = S || p2statetype = C
trigger1 = random < 400*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = p2bodydist X < 80
triggerall = stateno != 400
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = enemynear,gethitvar(hittime) + enemynear,gethitvar(hitshaketime) > 6
trigger1 = p2statetype = S || p2statetype = C
trigger1 = random < 400*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = var(59) > 1
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel)))) > 10; + enemynear,gethitvar(hitshaketime)) > 10
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*10)) = [-10,90])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*10) + ((enemynear,gethitvar(yaccel)*100)/2)) = [-65,-10]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;CCAij
[State -1, CCA];Single
type = ChangeState
value = 10000
triggerall = !ishelper
triggerall = Var(1) != 1
triggerall = var(11) != 1
triggerall = Life < 500
triggerall = Var(52) = 1
triggerall = statetype != A
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || ((stateno = 220) && time > 15)
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel)))) > 8; + enemynear,gethitvar(hitshaketime)) > 7
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + ((enemynear,gethitvar(yaccel)*36)/2)) = [-30,-10]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[ANXXbV@
[State -1, r[ANXXbV@]
type = ChangeState
value = ifelse(power >= 500,3210,3010)
triggerall = (power >= 500) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || ((stateno = 220) && time > 15)
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel)))) > 9; + enemynear,gethitvar(hitshaketime)) > 9
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*9)) = [-10,70])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*9) + ((enemynear,gethitvar(yaccel)*81)/2)) = [-70,-30]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[ANXXbV@
[State -1, r[ANXXbV@]
type = ChangeState
value = 3200
triggerall = !ishelper
triggerall = power >= 300
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || ((stateno = 220) && time > 15)
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel))) + enemynear,gethitvar(hitshaketime)) > 5
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*5)) = [-10,70])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*5) + ((enemynear,gethitvar(yaccel)*25)/2)) = [-80,-30]
triggerall = numtarget
triggerall = 0
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[Ct@
[State -1, r[Ct@]
type = ChangeState
value = ifelse(power >= 500,1960,1800)
triggerall = (power >= 500) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = (Var(1) = 1) || (var(11) = 1) || (Life >= 500)
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || ((stateno = 220) && time > 15)
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel)))) > 22; + enemynear,gethitvar(hitshaketime)) > 22
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*21) + ((enemynear,gethitvar(yaccel)*21*21)/2)) = [-20,-10]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[Ct@
[State -1, r[Ct@]
type = ChangeState
value = ifelse(power >= 300,1950,1600)
triggerall = (power >= 300) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = (Var(1) = 1) || (var(11) = 1) || (Life >= 500)
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || ((stateno = 220) && time > 15)
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel)))) > 19; + enemynear,gethitvar(hitshaketime)) > 19
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*18) + ((enemynear,gethitvar(yaccel)*18*18)/2)) = [-30,-10]
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@lr[
[State -1, funnelbeam]
type = varset
triggerall = var(59) > 0
triggerall = var(11) = 1
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel)))) > 27; + enemynear,gethitvar(hitshaketime)) > 27
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*27) + ((enemynear,gethitvar(yaccel)*27*27)/2)) = [-60,-10]
triggerall = numtarget
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
V = 55
value = 2
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;؂Ԃ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
[State -1, Throw]
type = ChangeState
value = 500
triggerall = !ishelper
triggerall = p2bodydist X < 15
triggerall = StateType != A
triggerall = var(59) > 0
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall= p2movetype!=h
triggerall = ctrl
triggerall = random < (250-enemynear,vel X*20)*var(59)
triggerall = p2bodydist X = [-15,15]
trigger1 = p2stateno = [120,155]
trigger2 = enemynear,prevstateno = [120,155]
trigger3 = prevstateno = [120,155]
trigger4 = p2bodydist X < 10
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[ANXXbV@
[State -1, r[ANXXbV@]
type = ChangeState
value = ifelse(power >= 500,3210,3010)
triggerall = (power >= 500) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || ((stateno = 220) && time > 15)
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*9)) = [50,70]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*9) + (((enemynear,const(movement.yaccel))*81)/2)) > -80
triggerall = random < (100+(stateno = 220)*100)*var(59)
triggerall = numtarget = 0
trigger1 = p2movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time > 12-(var(59)*3)
trigger1 = enemynear,animtime < -13+var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*10)) = [-30,106]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*10) + (((enemynear,const(movement.yaccel))*100)/2)) = [-80,0]
triggerall = random < 100*var(59)
triggerall = numtarget = 0
trigger1 = (p2movetype = A) || (enemynear,ctrl = 0)
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time > 13-(var(59)*3)
trigger1 = (enemynear,animtime < -13+var(59)) || p2statetype = A
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [-30,80]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((enemynear,const(movement.yaccel))*36)/2)) = [-30,0]
triggerall = random < 100*var(59)
triggerall = numtarget = 0
trigger1 = (p2movetype = A) || (enemynear,ctrl = 0)
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time > 13-(var(59)*3)
trigger1 = (enemynear,animtime < -9+var(59)) || p2statetype = A
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*10)) = [-30,111]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*10) + (((enemynear,const(movement.yaccel))*100)/2)) = [-40,0]
triggerall = random < 100*var(59)
triggerall = numtarget = 0
trigger1 = (p2movetype = A) || (enemynear,ctrl = 0)
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time > 13-(var(59)*3)
trigger1 = (enemynear,animtime < -13+var(59)) || p2statetype = A
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;bhRbg
[State -1, bhRbg]
type = ChangeState
value = 7800
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = Var(3) != 1
triggerall = statetype = A
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*5)) = [-10,90]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*5) + (((enemynear,const(movement.yaccel))*25)/2)) = [-60,20]
triggerall = random < 100*var(59)
triggerall = numtarget = 0
triggerall = pos Y < -30
trigger1 = (p2movetype = A) || (enemynear,ctrl = 0)
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time > 13-(var(59)*3)
trigger1 = (enemynear,animtime < -13+var(59)) || p2statetype = A
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;΋
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[ANXXbV@
[State -1, r[ANXXbV@]
type = ChangeState
value = ifelse(power >= 500,3210,3010)
triggerall = (power >= 500) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ((stateno = 220) && time > 15)
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*9)) = [0,70]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*9) + (((enemynear,const(movement.yaccel))*81)/2)) > -80
triggerall = numtarget = 0
trigger1 = random < 200*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[ANXXbV@
[State -1, r[ANXXbV@]
type = ChangeState
value = ifelse(power >= 300,3200,3010)
triggerall = (power >= 300) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || ((stateno = 220) && time > 15)
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*5)) = [20,49]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*5) + (((enemynear,const(movement.yaccel))*25)/2)) = [-60,-40]
triggerall = numtarget = 0
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = (enemynear,prevstateno = [5200,5210]) = 0
trigger1 = p2statetype = A
trigger1 = (stateno = [120,155]) = 0
trigger1 = (inguarddist && (enemynear,hitdefattr = SCA,AA,AP) = 0) = 0
trigger1 = random < (100+(stateno = 220)*50)*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [0,80]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((enemynear,const(movement.yaccel))*36)/2)) = [-30,0]
triggerall = numtarget = 0
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = (enemynear,prevstateno = [5200,5210]) = 0
trigger1 = p2statetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = !inguarddist
trigger1 = enemynear,time + enemynear,animtime > 6-var(59)
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*10)) = [0,100]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*10) + (((enemynear,const(movement.yaccel))*100)/2)) = [-50,0]
triggerall = numtarget = 0
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = (enemynear,prevstateno = [5200,5210]) = 0
trigger1 = p2statetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = !inguarddist
trigger1 = enemynear,time + enemynear,animtime > 6-var(59)
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@l΋r[
[State -1, funnelbeam4air]
type = varset
triggerall = var(59) > 0
triggerall = var(11) = 1
triggerall = p2statetype = A
triggerall = random < 100*var(59)
trigger1 = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*27)) > 20
trigger1 = ((enemynear,pos Y) + ((enemynear,vel Y)*27) + (((enemynear,const(movement.yaccel))*27*27)/2)) < -60
trigger1 = p2statetype = A
trigger1 = statetype != A
V = 55
value = 3
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;h
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@lA^bN
[State -1, funnelreset]
type = varset
triggerall = var(59) > 0
triggerall = var(11) = 1
trigger1 = (p2bodydist X = [30,80]) || (gethitvar(fall) && (gethitvar(fall.recover) = 0))
trigger1 = movetype = H
trigger1 = random < 50*var(59)
V = 55
value = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;obNXebv
[State -1, backstep4throw]
type = ChangeState
value = 105
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = !ishelper
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = stateno != 100
triggerall = stateno != 105
triggerall = prevstateno != 105
triggerall = (facing = enemynear,facing) = 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AT
trigger1 = random < 30*var(59)*var(59)
trigger1 = backedgebodydist > 50
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Wv
[State -1, jump4throw]
type = ChangeState
value = 20040
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = (statetype = S) || (statetype = C)
triggerall = (ctrl) || (stateno = 100)
triggerall = (facing = enemynear,facing) = 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AT
trigger1 = random < 30*var(59)*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
[State -1]
type = ChangeState
value = ifelse(p2bodydist Y < -40,9000,8200)
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = statetype = A
triggerall = ctrl
triggerall = backedgebodydist > 80
triggerall = facing != enemynear,facing
triggerall = p2bodydist X >= 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AP,AT
trigger1 = random < 50*var(59)
trigger1 = var(56) := 4
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;XEF[
[State -1, Run Back]
type = ChangeState
value = 8000+(statetype = A)
triggerall = var(59) > 0
triggerall = !ishelper
trigger1 = ctrl
trigger1 = p2movetype != H
trigger1 = !numtarget
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = (p2bodydist X = [0,60]) || inguarddist
trigger1 = p2statetype != A || (statetype = A && p2statetype = A && (p2bodydist Y = [-60,60]))
Trigger1 = random < (((p2movetype = A)*(enemynear,time+var(59))*10))*(abs(p2bodydist X)/100)
trigger1 = p2movetype != A || enemynear,time + enemynear,animtime < -var(59)
trigger1 = 1 || var(56) := 0
trigger1 = 1 || var(56) := (enemynear,animtime < -38)*6
trigger1 = 1 || var(56) := (var(56) = 0)*(p2bodydist X < 30)*4
trigger1 = 1 || var(56) := (var(56) = 0)*(p2bodydist X < 30)*(backedgebodydist < 20)*6
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;K[hւ̈ڍs
[State -1, guard]
type = ChangeState
value = 120
triggerall = var(59) > 0
triggerall = ctrl || stateno = 100
trigger1 = inguarddist
trigger1 = random < 350*var(59)
trigger2 = p2movetype = A
trigger2 = enemynear,hitdefattr = A,AA
trigger2 = p2bodydist X = [-40,0]
trigger2 = random < 200*var(59)
ctrl = 1
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;WvU
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆎LbN
[State -1, Jump Light Punch]
type = ChangeState
value = 630
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = !inguarddist
trigger1 = ((p2bodydist X) - ((enemynear,vel X)*5) + ((vel X)*5)) = [-20,30]
trigger1 = ((p2bodydist Y) + ((enemynear,vel Y)*5) + ((vel Y)*5) + (((const(movement.yaccel))*25)/2)) = [-40,0]
trigger1 = random < 250*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = !inguarddist
trigger1 = ((p2bodydist X) - ((enemynear,vel X)*6) + ((vel X)*6)) = [30,50]
trigger1 = ((p2bodydist Y) + ((enemynear,vel Y)*6) + ((vel Y)*6) + (((const(movement.yaccel))*36)/2)) = [-20,0]
trigger1 = random < 250*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Light Punch]
type = ChangeState
value = 640
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = !inguarddist
trigger1 = ((p2bodydist X) - ((enemynear,vel X)*13) + ((vel X)*13)) = [40,60]
trigger1 = ((p2bodydist Y) + ((enemynear,vel Y)*13) + ((vel Y)*13) + (((const(movement.yaccel))*13*13)/2)) = [-50,0]
trigger1 = random < 250*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Light Punch]
type = ChangeState
value = 640
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = !inguarddist
trigger1 = ((p2bodydist X) - ((enemynear,vel X)*31) + ((vel X)*31)) = [40,60]
trigger1 = ((p2bodydist Y) + ((enemynear,vel Y)*31) + ((vel Y)*31) + (((const(movement.yaccel))*31*31)/2)) = [-50,0]
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆋p`
[State -1, Jump Light Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = !inguarddist
trigger1 = ((p2bodydist X) - ((enemynear,vel X)*10) + ((vel X)*10)) = [40,110]
trigger1 = ((p2bodydist Y) + ((enemynear,vel Y)*10) + ((vel Y)*10) + (((const(movement.yaccel))*100)/2)) = [-40,0]
trigger1 = random < 250*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆑OLbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) > 0
triggerall = !ishelper
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = p2bodydist X + p2bodydist Y = [-30,30]
trigger1 = p2bodydist Y < -80
trigger1 = enemynear,ctrl = 0 && enemynear,time > 6-var(59)
trigger1 = random < 250*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;XsLbN@
[State -1, XsLbN@]
type = ChangeState
value = 2300
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = numtarget = 0
triggerall = p2movetype != H
trigger1 = var(11) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = !inguarddist
trigger1 = ((p2bodydist X) - (enemynear,vel X)*24) = [60,80+random%40]
trigger1 = p2bodydist Y = [0,47]
trigger1 = p2statetype != A
trigger1 = random < 250*var(59)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;э
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;NU
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@l
[State -1, t@l]
type = ChangeState
value = 4000
triggerall = !ishelper
triggerall = var(11) != 1
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = ctrl
triggerall = enemynear,gethitvar(fall)
trigger1 = p2bodydist X > 80
trigger1 = power > 1500
trigger1 = random < 200*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = ctrl
triggerall = p2stateno = 5120
trigger1 = random < 20*var(59)
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;Wv
[State -3, jump]
type = changestate
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = ctrl || stateno = 100
triggerall = (statetype = S) || (statetype = C)
triggerall = p2stateno = 5110
trigger1 = p2bodydist X = [0,30+random%10]
trigger1 = random < 20*var(59)
value = ifelse(random%3,105,20041)
;----------------------------------------------------------------

;---------------------------------------------------------------------------
;Ԃ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[ANXXbV@
[State -1, r[ANXXbV@]
type = ChangeState
value = ifelse(power >= 500,3210,3010)
triggerall = (power >= 500) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*9)) = [50,70]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*9) + (((enemynear,const(movement.yaccel))*81)/2)) > -80
triggerall = numtarget = 0
triggerall = p2movetype != H
triggerall = (p2stateno = [120,155]) = 0
trigger1 = random < 80/var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;bhRbg
[State -1, bhRbg]
type = ChangeState
value = 7800
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = Var(3) != 1
triggerall = statetype = A
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*5)) = [-10,70]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*5) + (((enemynear,const(movement.yaccel))*25)/2)) = [-60,20]
triggerall = pos Y < -30
triggerall = numtarget = 0
triggerall = p2movetype != H
triggerall = (p2stateno = [120,155]) = 0
trigger1 = random < 50/var(59)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || stateno = 100
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X = [10,30-((var(11)=1)*30)]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || stateno = 100
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X = [20+var(59)*10-(numproj*20),50-((var(11)=1)*20)-(numproj*20)]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 40*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || stateno = 100
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X = [30-((var(11)=1)*20)-(numproj*20),40-((var(11)=1)*20)-(numproj*20)]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || stateno = 100
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X = [65+var(59)*5-(numproj*20),100+random%10-((var(11)=1)*20)-(numproj*20)]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;XsLbN
[State -1, XsLbN]
type = ChangeState
value = 2000
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || stateno = 100; || ((stateno = 220) && time > 15)
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X = [75+var(59)*5-(numproj*20),100-((var(11)=1)*20)-(numproj*20)]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || stateno = 100
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X > 150
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = var(11) = 1 || numproj || p2movetype != A
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 30*var(59)+(numproj*10)+((var(11) = 1)*50)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;6p`
[State -1, Shield missile]
type = ChangeState
value = 220
triggerall = !ishelper
triggerall = p2bodydist X >= 15
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || stateno = 100
triggerall =!numproj
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = numtarget = 0
triggerall = var(11) != 1
trigger1 = 1;p2statetype != A
trigger1 = p2statetype != L
trigger1 = p2bodydist X > 120;+((enemynear,ctrl = 0)*(enemynear,vel X*15+(enemynear,time+enemynear,animtime)*5))
trigger1 = !inguarddist
trigger1 = random < 90*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[VbgCt@
[State -1, r[VbgCt@]
type = ChangeState
value = ifelse(power >= 300,1000,1600)
triggerall = (power >= 300) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || ((stateno = 220) && time > 20)
triggerall =!numproj
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = numtarget = 0
triggerall = var(11) != 1
trigger1 = p2bodydist X > 150-(p2statetype != A)*(stateno = 220)*50
trigger1 = !inguarddist
trigger1 = random < (60+(stateno = 220)*70)*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[Ct@
[State -1, r[Ct@]
type = ChangeState
value = ifelse(power >= 300,1950,1600)
triggerall = (power >= 300) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || ((stateno = 220) && time > 20)
triggerall =!numproj
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = numtarget = 0
triggerall = var(11) != 1
trigger1 = p2bodydist X > 150-(p2statetype != A)*(stateno = 220)*50
trigger1 = !inguarddist
trigger1 = random < (50+(stateno = 220)*50)*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[VbgCt@
[State -1, r[VbgCt@]
type = ChangeState
value = ifelse(power >= 500,1700,1800)
triggerall = (power >= 500) || ((random%4)-var(59) > 0)
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl || ((stateno = 220) && time > 20)
triggerall =!numproj
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = numtarget = 0
triggerall = var(11) != 1
trigger1 = p2bodydist X > 180-(p2statetype != A)*(stateno = 220)*50;+((enemynear,ctrl = 0)*(enemynear,vel X*23+(enemynear,time+enemynear,animtime)*5))
trigger1 = !inguarddist
trigger1 = random < (50+(stateno = 220)*50)*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@l
[State -1, t@l]
type = ChangeState
value = 4000
triggerall = !ishelper
triggerall = var(11) != 1
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = ctrl
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = power > 1500
trigger1 = p2bodydist X > 180-(numproj*20)-((p2stateno = [120,155])*20)
trigger1 = !inguarddist
trigger1 = random < (50*var(59))+(numproj*20)+((p2stateno = [120,155])*20)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@lA^bN
[State -1, funnelreset]
type = varset
triggerall = var(59) > 0
triggerall = var(11) = 1
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X < 130
trigger1 = numtarget = 0
trigger1 = random < 50*var(59)
trigger2 = (stateno = 100) || (stateno = 8400)
trigger2 = p2statetype != A
trigger2 = p2bodydist X < 100
trigger2 = random < 100*var(59)
trigger3 = (stateno = 3000) || (stateno = 3210)
trigger3 = moveguarded
trigger3 = random < 100*var(59)
V = 55
value = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@lr[
[State -1, funnelbeam]
type = varset
triggerall = var(59) > 0
triggerall = var(11) = 1
trigger1 = p2statetype != A
trigger1 = numtarget = 0
trigger1 = (stateno = 440) || (stateno = 8400)
trigger1 = random < 50*var(59)
V = 55
value = 2
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;t@l
[State -1, funneloff]
type = varset
triggerall = var(59) > 0
triggerall = var(11) = 1
trigger1 = power < 800-(3-var(59))*400
V = 55
value = 4
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;_bV
[State -1, Run Fwd]
type = changestate
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = stateno != 100
triggerall = ctrl
triggerall = (statetype = S) || (statetype = C)
trigger1 = backedgebodydist < 80
trigger1 = random < 150*var(59)
trigger1 = p2bodydist X > 200+random%20
value = 100
;----------------------------------------------------------------
;----------------------------------------------------------------
;_bV
[State -1, Run Fwd]
type = changestate
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = stateno != 100
triggerall = ctrl
triggerall = (statetype = S) || (statetype = C)
trigger1 = random < 150*var(59)
trigger1 = p2bodydist X > 80+random%20
trigger1 = var(11) = 1
value = 100
;----------------------------------------------------------------
;---------------------------------------------------------------------------
;obNXebv
[State -1, backstep]
type = ChangeState
value = 105
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = !ishelper
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
trigger1 = !inguarddist
trigger1 = p2bodydist X = [80,120]
trigger1 = random < 50
trigger1 = backedgebodydist > 50
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Wv
[State -3, jump]
type = ChangeState
value = ifelse(var(11) = 1,20041,20040+(2*(random%2)))
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || stateno = 100
triggerall = p2bodydist X > 60
triggerall = (p2statetype = S) || (p2statetype = C)
trigger1 = numproj || (var(11) = 1) || p2bodydist X > 150
trigger1 = random < 200+((var(11) = 1)*50*var(59))
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Wv
[State -3, jump]
type = ChangeState
value = ifelse((backedgebodydist < 50)+random%3,20040+2*random%2,105)
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl || stateno = 100
triggerall = p2bodydist X = [65,180]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 50*var(59)
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;XX^[Jn
[State -1, n]
type = ChangeState
value = 8100
triggerall = Var(20) <= 4
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = numtarget = 0
trigger1 = ctrl
trigger1 = (statetype = S) || (statetype = C)
trigger1 = backedgebodydist > 80
trigger1 = random < 50*var(59)
trigger1 = p2bodydist X = [0,50]
trigger1 = p2statetype = A
trigger1 = enemynear,pos Y > -70
trigger1 = var(56) := 4 || 1
;----------------------------------------------------------------
;---------------------------------------------------------------------------
;XX^[Jn
[State -1, ]
type = ChangeState
value = 8200
triggerall = Var(20) <= 4
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = ctrl
triggerall = statetype = A
triggerall = (pos Y < -40) || (vel Y > 0)
trigger1 = p2bodydist X > 140+enemynear,vel X*10
trigger1 = (p2statetype = A && p2bodydist Y = [-80,80]) || ((p2statetype != A) && (pos Y < -40))
trigger1 = !inguarddist || enemynear,time < 6-var(59)
trigger1 = p2movetype != A || enemynear,time < 6-var(59)
trigger1 = (stateno = [120,155]) = 0
trigger1 = (prevstateno = [120,155]) = 0
trigger1 = random < 300*var(59)
trigger1 = var(56) := 6
trigger2 = var(11) = 1
trigger2 = p2bodydist X > 80
trigger2 = p2statetype != A
trigger2 = random < 400*var(59)
trigger2 = var(56) := 6
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;O
[State -1]
type = ChangeState
value = 8800
triggerall = Var(20) <= 4
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = 0
trigger1 = p2bodydist X > 180
trigger1 = ctrl
trigger1 = statetype = A
trigger1 = (p2statetype = A && p2bodydist Y = [-80,80])
trigger1 = (pos Y < -40) || (vel Y > 0)
trigger1 = !inguarddist
trigger1 = (stateno = [120,155]) = 0
trigger1 = (prevstateno = [120,155]) = 0
trigger1 = random < 200*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;㉺
[State -1]
type = ChangeState
value = 8900
triggerall = Var(20) <= 4
triggerall = var(59) > 0
triggerall = var(59) > 2
triggerall = var(11) != 1
triggerall = !ishelper
triggerall = ctrl
triggerall = statetype = A
triggerall = (pos Y < -40) || (vel Y > 0)
triggerall = vel Y > 0
triggerall = p2movetype != H
triggerall = (p2stateno = [120,155]) = 0
triggerall = backedgebodydist > 50
trigger1 = p2bodydist X = [0,50]
trigger1 = p2statetype != A
trigger1 = (stateno = [120,155]) = 0
trigger1 = (prevstateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;XX^[Jn
[State -1, n]
type = ChangeState
value = 8100
triggerall = Var(20) <= 4
triggerall = var(59) > 0
triggerall = var(59) > 1
triggerall = !ishelper
triggerall = numtarget = 0
trigger1 = ctrl
trigger1 = (statetype = S) || (statetype = C)
trigger1 = backedgebodydist < 80
trigger1 = random < 250*var(59)
trigger1 = p2bodydist X < 75+random%10
trigger1 = p2statetype = A
trigger1 = enemynear,pos Y < -70-((enemynear,vel Y > 0)*30)
trigger1 = var(56) := 6 || 1
;----------------------------------------------------------------
;---------------------------------------------------------------------------
;[EoXEF[
[State -1, Run Back]
type = ChangeState
value = 8000
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = numtarget = 0
trigger1 = ctrl
trigger1 = (statetype = S) || (statetype = C)
trigger1 = backedgebodydist < 10
trigger1 = random < 250*var(59)
trigger1 = p2bodydist X < 20+random%10
trigger1 = p2statetype != A
trigger1 = var(56) := 6 || 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[EoXEF[
[State -1, Run Back]
type = ChangeState
value = 8001
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = numtarget = 0
trigger1 = (var(59) > 2) || (p2statetype != L)
trigger1 = ctrl
trigger1 = statetype = A
trigger1 = backedgebodydist < 20
trigger1 = random < 150*var(59)
trigger1 = p2bodydist X < 30+random%10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = pos Y < -80
trigger1 = var(56) := 6 || 1
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;󒆃_bVǂ̒Eo
[State -1]
type = ChangeState
value = ifelse(p2bodydist Y < -70,8200,8800)
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = numtarget = 0
triggerall = (p2stateno = [120,155]) = 0
trigger1 = (var(59) > 2) || (p2statetype != L)
trigger1 = ctrl
trigger1 = statetype = A
trigger1 = frontedgebodydist > 180
trigger1 = random < 250*var(59)
trigger1 = p2bodydist X < 30
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = pos Y < -70
trigger1 = var(56) := 6
trigger2 = 0
trigger2 = ctrl
trigger2 = p2bodydist X < 120
trigger2 = backedgebodydist < 50
trigger2 = statetype = A
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = random < 250*var(59)
trigger2 = var(56) := 6
;----------------------------------------------------------------
;----------------------------------------------------------------
;󒆃_bVǂ̒Eo
[State -1]
type = ChangeState
value = 8800
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = Var(20) <= 4
triggerall = numtarget = 0
triggerall = (p2stateno = [120,155]) = 0
trigger1 = ctrl
trigger1 = p2bodydist X < 150
trigger1 = backedgebodydist < 50
trigger1 = statetype = A
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = enemynear,ctrl = 0
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = random < (10+enemynear,time)*var(59)
;----------------------------------------------------------------
;----------------------------------------------------------------
;[EoWv
[State -3, jump]
type = changestate
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = ctrl || stateno = 100
triggerall = (statetype = S) || (statetype = C)
trigger1 = enemynear,ctrl = 0
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time < 5+(4-var(59))
trigger1 = (enemynear,hitdefattr = SCA,AA,AT,AP) = 0
trigger1 = p2bodydist X = [80+random%10,120+random%10]
trigger1 = backedgebodydist < 50
trigger1 = random < 250*var(59)
value = 20040
;----------------------------------------------------------------
;----------------------------------------------------------------
;XX^[Jn
[State -1, n]
type = ChangeState
value = 8100
triggerall = Var(20) <= 4
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = ctrl
triggerall = (statetype = S) || (statetype = C)
trigger1 = p2bodydist X = [80,120]
trigger1 = backedgebodydist < 50
trigger1 = random < 150*var(59)
trigger1 = var(56) := 8 || 1
;----------------------------------------------------------------
;---------------------------------------------------------------------------
;
[State -3, AIwalk]
type = changestate
triggerall = var(59) > 0
trigger1 = (statetype = S) || (statetype = C)
trigger1 = ctrl
trigger1 = stateno != 20
trigger1 = prevstateno != 20
value = 20
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;LZ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆃`F[
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆎LbN
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 34
trigger1 = stateno = 600
trigger1 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 97
trigger1 = stateno = 600
trigger1 = movecontact= 1
trigger2 = stateno = 630
trigger2 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 66
trigger1 = stateno = 630
trigger1 = movecontact= 1
trigger2 = stateno = 600
trigger2 = movecontact= 1
trigger3 = stateno = 610
trigger3 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆑OLbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2statetype = A
trigger1 = stateno = 630
trigger1 = movecontact= 1
trigger2 = stateno = 600
trigger2 = movecontact= 1
trigger3 = stateno = 610
trigger3 = movecontact= 1
trigger4 = stateno = 640
trigger4 = (time > 30) || ((pos Y) + ((vel Y)*14) + (((const(movement.yaccel))*14*14)/2)) > 0
trigger4 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;XsLbN@
[State -1, XsLbN@]
type = ChangeState
value = 2300
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = moveguarded
triggerall = p2statetype != A
trigger1 = stateno = 600
trigger1 = movecontact= 1
trigger2 = stateno = 610
trigger2 = movecontact= 1
trigger3 = stateno = 630
trigger3 = movecontact= 1
trigger4 = stateno = 640
trigger4 = time > 30
trigger4 = movecontact= 1
trigger5 = stateno = 650
trigger5 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;bhRbg
[State -1, bhRbg]
type = ChangeState
value = 7800
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = Var(3) != 1
triggerall = p2bodydist X < 90
triggerall = p2bodydist Y = [-70,-20]
triggerall = pos Y < -30
triggerall = random < 300*var(59)
triggerall = movehit
trigger1 = stateno = 600
trigger1 = movecontact= 1
trigger2 = stateno = 610
trigger2 = movecontact= 1
trigger3 = stateno = 630
trigger3 = movecontact= 1
trigger4 = stateno = 640
trigger4 = movecontact= 1
trigger5 = stateno = 650
trigger5 = movecontact= 1
trigger6 = stateno = 2000
trigger6 = movecontact= 1
trigger7 = stateno = 2300
trigger7 = movecontact= 1
;---------------------------------------------------------------------------
;n`F[
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 34
triggerall = p2statetype != A
trigger1 = stateno = 200
trigger1 = movecontact= 1
trigger2 = stateno = 400
trigger2 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 60
triggerall = p2statetype != A
trigger1 = stateno = 200
trigger1 = movehit= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 70
triggerall = p2statetype != A
trigger1 = stateno = 200
trigger1 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 69
triggerall = p2statetype = S
trigger1 = stateno = 200
trigger1 = movehit= 1
trigger2 = stateno = 230
trigger2 = movehit= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[ANX
[State -1, r[ANX]
type = ChangeState
value = 3000
triggerall = power >= 500
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 50
triggerall = p2statetype != A
triggerall = Var(3) != 1
triggerall = (Var(51) = 0) || (Enemy,TeamMode = Simul) || (Var(1) = 1) || (Life < 500)
trigger1 = (stateno = [200,299]) || (stateno = [400,499])
trigger1 = stateno != 440 ;Except for sweep kick
trigger1 = movehit
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 70
triggerall = p2statetype != A
triggerall = backedgebodydist < 50
trigger1 = stateno = 200
trigger1 = movehit= 1
trigger2 = stateno = 210
trigger2 = movehit= 1
trigger3 = stateno = 230
trigger3 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;XsLbN
[State -1, XsLbN]
type = ChangeState
value = ifelse(random%3,2000,440)
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 80*var(59)
triggerall = p2bodydist X < 117
triggerall = p2statetype != A
triggerall = p2stateno = [120,155]
trigger1 = stateno = [200,430]
trigger1 = movecontact = [1,3]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;XsLbN
[State -1, XsLbN]
type = ChangeState
value = 2000
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 80
triggerall = p2statetype != A
triggerall = p2stateno = [120,155]
trigger1 = stateno = 440
trigger1 = time < 25
trigger1 = movecontact = [1,3]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 80
triggerall = p2statetype != A
triggerall = movehit
trigger1 = stateno = 200
trigger1 = movecontact= 1
trigger2 = stateno = 210
trigger2 = movecontact= 1
trigger3 = stateno = 230
trigger3 = movecontact= 1
trigger4 = stateno = 240
trigger4 = movecontact= 1
trigger5 = stateno = 400
trigger5 = movecontact= 1
trigger6 = stateno = 430
trigger6 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[VbgCt@
[State -1, r[VbgCt@]
type = ChangeState
value = 1700
triggerall = !ishelper
triggerall = power >= 500
;triggerall = var(11) != 1
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 180
triggerall = movehit
triggerall = 0
trigger1 = stateno = [200,430]
trigger1 = movecontact
trigger2 = stateno = 220
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[VbgCt@
[State -1, r[VbgCt@]
type = ChangeState
value = 1000
triggerall = !ishelper
triggerall = power >= 300
;triggerall = var(11) != 1
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 180
triggerall = movehit
triggerall = 0
trigger1 = stateno = [200,430]
trigger1 = movecontact
trigger2 = stateno = 220
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[Ct@
[State -1, r[Ct@]
type = ChangeState
value = 1960
triggerall = !ishelper
triggerall = power >= 500
;triggerall = var(11) != 1
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2statetype != A
triggerall = movehit
trigger1 = stateno = [200,430]
trigger1 = movecontact
trigger2 = stateno = 220
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[Ct@
[State -1, r[Ct@]
type = ChangeState
value = 1950
triggerall = !ishelper
triggerall = power >= 300
;triggerall = var(11) != 1
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2statetype != A
triggerall = movehit
trigger1 = stateno = [200,430]
trigger1 = movecontact
trigger2 = stateno = 220
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = random < 300*var(59)
triggerall = p2statetype != A
triggerall = movehit
trigger1 = stateno = 200
trigger1 = movecontact= 1
trigger2 = stateno = 210
trigger2 = movecontact= 1
trigger3 = stateno = 230
trigger3 = movecontact= 1
trigger4 = stateno = 240
trigger4 = movecontact= 1
trigger5 = stateno = 400
trigger5 = movecontact= 1
trigger6 = stateno = 410
trigger6 = movecontact= 1
trigger7 = stateno = 430
trigger7 = movecontact= 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;CCAij
[State -1, CCA];Single
type = ChangeState
value = 10000
triggerall = !ishelper
triggerall = Var(1) != 1
triggerall = var(11) != 1
triggerall = Life < 500
triggerall = Var(52) = 1
triggerall = statetype != A
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = random < 300*var(59)
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = (p2stateno = [120,155]) = 0
trigger1 = statetype != A
trigger1 = hitdefattr = SC, NA, SA
trigger1 = stateno != 2000
trigger1 = (stateno != 3000) || (time > 34)
trigger1 = movehit
trigger2 = stateno = [200,440]
trigger2 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;CCAij
[State -1, CCA];Single
type = ChangeState
value = 10000
triggerall = !ishelper
triggerall = Var(1) != 1
triggerall = var(11) != 1
triggerall = Life < 500
triggerall = Var(52) = 1
triggerall = statetype != A
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + ((enemynear,gethitvar(yaccel)*36)/2)) = [-30,-10]
triggerall = random < 300*var(59)
triggerall = p2movetype = H
triggerall = (p2stateno = [120,155]) = 0
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel)))) > 8; + enemynear,gethitvar(hitshaketime)) > 7
trigger1 = statetype != A
trigger1 = hitdefattr = SC, NA, SA
trigger1 = stateno != 2000
trigger1 = (stateno != 3000) || (time > 34)
trigger1 = movehit
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger3 = stateno = 220
trigger3 = 0
trigger4 = stateno = [1000,2000)
trigger4 = time > 23
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[VbgtbV
[State -1, r[VbgtbV]
type = ChangeState
value = 7000
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = Var(3) != 1
;triggerall = (Var(51) = 0) || (Enemy,TeamMode = Simul) || (Var(1) = 1)
;triggerall = var(11) != 1
triggerall = random < 300*var(59)
triggerall = p2movetype = H
triggerall = (p2stateno = [120,155]) = 0
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*10)) = [-10,110])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*10) + ((enemynear,gethitvar(yaccel)*100)/2)) = [-50,-20]
triggerall = (enemynear,gethitvar(fall.recover) = 0) || (enemynear,gethitvar(hittime) + enemynear,gethitvar(hitshaketime) > 10) ||  (enemynear,gethitvar(fall.recovertime) > 10)
trigger1 = statetype != A
trigger1 = hitdefattr = SC, NA, SA
trigger1 = stateno != 2000
trigger1 = stateno != 440
trigger1 = movehit
trigger1 = 0
trigger2 = stateno = [200,440]
trigger2 = movehit
trigger3 = stateno = [1000,2000)
trigger3 = time > 23
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;r[VbgtbV
[State -1, r[VbgtbV]
type = ChangeState
value = 7000
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = Var(3) != 1
;triggerall = (Var(51) = 0) || (Enemy,TeamMode = Simul) || (Var(1) = 1)
;triggerall = var(11) != 1
triggerall = random < 300*var(59)
trigger1 = statetype != A
trigger1 = hitdefattr = SC, NA, SA
trigger1 = stateno = 3000
trigger1 = time > 34
trigger1 = movehit
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;AI萧
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AIWv
[Statedef 20040]
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 = null;VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 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(velocity.jump.y)

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

[State 40, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value2 = , AT
Time = 1

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AIOWv
[Statedef 20041]
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 = 1;command = "holdfwd"
sysvar(1) = 1

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 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(velocity.jump.y)

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

[State 40, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value2 = , AT
Time = 1

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AIWv
[Statedef 20042]
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 = null;VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 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(velocity.jump.y)

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

[State 40, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value2 = , AT
Time = 1

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

;---------------------------------------------------------------------------