[Statedef -3]

[State -3, AItOZbg]
type = VarSet
triggerall = var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"|| Command = "AI31"
trigger9 = Command = "AI32"|| Command = "AI33"|| Command = "AI34"|| Command = "AI35"
trigger10= Command = "AI36"|| Command = "AI37"|| Command = "AI38"|| Command = "AI39"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"
trigger14 = NumHelper(10000)
trigger14 = Helper(10000),var(59)>0
;trigger15 = 1;[ɂ;OƏ펞AIN(vC[sɂȂ܂)
var(59) = 10;̐lς(1`11)	11Œ
IgNoreHitPause = 1

;K[hxݒ
[State -3, Guard Level]
type = VarSet
trigger1 = var(59) > 0
V = 58
value = 10;̐lς(0`10)
IgNoreHitPause = 1

;RCK[hxݒ
[State -3, Recoil Guard Level]
type = VarSet
trigger1 = var(59) > 0
V = 57
value = 20;̐lς(0`100)
IgNoreHitPause = 1

;RCJE^[xݒ
[State -3, Recoil Counter Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(53) = 0
V = 53
value = 50;̐lς(0`100)
IgNoreHitPause = 1

;
;ݒ肢̂͂܂
;

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000)
trigger1=alive
trigger1=var(59)=0
trigger1=(PrevStateNo=[4000,4002])||(PrevStateNo=[4010,4011])||PrevStateNo=4020||(PrevStateNo=[4100,4101])||(PrevStateNo=[4110,4112])||PrevStateNo=4120||(PrevStateNo=[4200,4202])||PrevStateNo=5900
trigger1=RoundState<2||(RoundState=2&&ctrl)
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

[State -3,^bOp]
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
V = 54
value = 0
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,^bOp]
Type = VarSet
trigger1 = NumEnemy > 1
trigger1 = EnemyNear,life = 0
V = 54
value = 1
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,Zbg]
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(36)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(36) = 0
IgNoreHitPause = 1

[State -3,Zbg]
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(35)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(35) = 0
IgNoreHitPause = 1

[State -3, DisplayToClipBoard]
type = null;DisplayToClipBoard
trigger1 = 1
text =  "P2X:%d,P2Y:%d,FV(39):%f,FV(6):%f,V(4):%d, \n"
params = floor(P2BodyDist x),floor(P2BodyDist y),fvar(39),fvar(6),var(4)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]
type = null;AppendToClipBoard
trigger1 = NumHelper(60000)
text =  "(19):%d,fvar(38)=%f,P2S:%d,EAT:%d, \n"
params = Helper(60000),var(19),fvar(38),EnemyNear(var(54)),StateNo,EnemyNear(var(54)),AnimTime
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]
type = null;AppendToClipBoard
trigger1 = NumHelper(60000)
text =  "V(1):%d,fvar(38)=%f,(20):%d,(21):%d,ENS:%d, \n"
params = var(1),fvar(38),Helper(60000),var(20),Helper(60000),var(21),EnemyNear,StateNo
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, wKwp[]
type=helper
trigger1=!NumHelper(60000)
trigger1=var(59)>0&&Alive
trigger1=RoundState=2
helpertype=normal
name="Learning"
stateno=60000
ID=60000
pos=9999,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(60000)
trigger1= stateno!=60000
value=60000

[State -3, K[hwp[]
type=helper
TriggerAll=!IsHelper
trigger1=!NumHelper(60001)
trigger1=var(59)>0&&Alive
trigger1=RoundState=2
helpertype=normal
name="Guard"
stateno=60001
ID=60001
Pos = 0,0
KeyCtrl = 0
postype = left
ownpal = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(60001)
trigger1= stateno!=60001
value=60001

[State -3,͂˂ρ[J]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 250
trigger1 = StateNo = 39
trigger1 = !fvar(39)
fvar(39) = 1
IgNoreHitPause = 1

[State -3,J]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 310
trigger1 = StateNo = 39
trigger1 = !fvar(39)
fvar(39) = 1.1
IgNoreHitPause = 1

[State -3,[IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = [1200,1201]
trigger1 = StateNo = 610
trigger1 = fvar(16) = 2
fvar(39) = 2
IgNoreHitPause = 1

[State -3,[IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = [1200,1201]
trigger1 = StateNo = 610
trigger1 = fvar(16) = 3
fvar(39) = 2.1
IgNoreHitPause = 1

[State -3,[ICFM]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = [1200,1201]
trigger1 = StateNo = 600
trigger1 = ((Life*100)/LifeMax) <= 33
trigger1 = Power >= 3000
fvar(39) = 2.2
IgNoreHitPause = 1

[State -3,͂˂ς񂿁IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = (PrevStateNo = [6000,6001])
trigger1 = StateNo = 600
Trigger2 = PrevStateNo = [6010,6011]
trigger2 = StateNo = 600
fvar(39) = 3
IgNoreHitPause = 1

[State -3,͂˂ςLv2IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = [6010,6011]
trigger1 = StateNo != 600
trigger1 = P2MoveType = H
fvar(39) = 4
IgNoreHitPause = 1

[State -3,Ђ̂΂Lv1IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 6200
trigger1 = StateNo = 600
fvar(39) = 5
IgNoreHitPause = 1

[State -3,Ђ̂΂Lv1ICE]
Type = VarSet
triggerall = var(59) > 0
trigger1 = StateNo = 6150
trigger1 = fvar(39) = 5
fvar(39) = 4.9
IgNoreHitPause = 1

[State -3,Ђ̂΂Lv2,3IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = [6210,6220]
trigger1 = StateNo = 600
fvar(39) = 6
IgNoreHitPause = 1

[State -3,͂˂ςLv3IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = (PrevStateNo = [6020,6021])
trigger1 = StateNo = 600
fvar(39) = 7
IgNoreHitPause = 1

[State -3,セ̂ЂƁIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1001
trigger1 = StateNo = 600
fvar(39) = 8
IgNoreHitPause = 1

[State -3,E]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = [1200,1201]
trigger1 = StateNo != 610
trigger1 = !fvar(39) || fvar(39) = 1.1
trigger2 = PrevStateNo = [6200,6220]
trigger2 = StateNo != 600 || !fvar(39)
trigger3 = fvar(39) = 1
trigger3 = Vel Y > 0
trigger3 = (PrevStateNo = [400,420]) || (PrevStateNo = [1150,1170]) || (PrevStateNo = [1200,1201])
fvar(39) = 2.5
IgNoreHitPause = 1

[State -3,RF̂Ђ]
Type = VarSet
triggerall = var(59) > 0
trigger1 = StateNo = 1001
trigger1 = EnemyNear(var(54)),StateNo = [45000,45003]
fvar(39) = 9
IgNoreHitPause = 1

[State -3,ComboDebacFlagReSet];R{mFtOZbg
Type = VarSet
triggerall = var(59) > 0
Triggerall = fvar(39) = [1,9]
trigger1 = EnemyNear(var(54)),MoveType != H
trigger2 = EnemyNear(var(54)),StateType = L
trigger3 = EnemyNear(var(54)),StateNo = [120,159]
trigger4 = MoveType = H
trigger5 = StateType = L
fvar(39) = 0
IgNoreHitPause = 1

;҂AI
[State -3,AIxŒ]
Type = VarSet
trigger1 = var(59) > 11
var(59) = 11
IgNoreHitPause = 1

[State -3,K[hxŒ]
Type = null;VarSet
trigger1 = var(59) = 12
trigger1 = var(58) != 10
var(58) = 10
IgNoreHitPause = 1

[State -3,RCK[hxŒ]
Type = null;VarSet
trigger1 = var(59) = 12
trigger1 = var(57) != 100
var(57) = 100
IgNoreHitPause = 1

;
;΍ fvar(38)
;

[State -3, iK[hp]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),StateType != A
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(1)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(1)||Helper(60000),var(2)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(2)||Helper(60000),var(3)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(3)
trigger3 = EnemyNear(var(54)),Name = "Makoto Sawatari";n|
trigger3 = (EnemyNear(var(54)),StateNo=[3100,3121])&&EnemyNear(var(54)),AuthorName="BF"||(EnemyNear(var(54)),StateNo=[6200,6272])&&EnemyNear(var(54)),AuthorName="586"||EnemyNear(var(54)),StateNo=3250&&EnemyNear(var(54)),AuthorName="EL"
fvar(38) = 1
IgNoreHitPause = 1

[State -3, iK[hp]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),Name != "Makoto Sawatari" && (EnemyNear(var(54)),StateNo != [3100,3121]) && (EnemyNear(var(54)),StateNo != [6200,6272])
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(4)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(4)||Helper(60000),var(5)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(5)||Helper(60000),var(6)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(6)
trigger3 = EnemyNear(var(54)),Name = "Nayuki Minase";V^XXg
trigger3 = EnemyNear(var(54)),StateNo = 1020&&EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),StateNo = 1160&&EnemyNear(var(54)),AuthorName = "EL"
trigger4 = EnemyNear(var(54)),Name = "Mizuka Nagamori";]V
trigger4 = EnemyNear(var(54)),StateNo = 230
trigger5 = EnemyNear(var(54)),Name = "kaori misaka";Ưĥ۽
trigger5 = EnemyNear(var(54)),StateNo = 1100 || EnemyNear(var(54)),StateNo = 1150 || EnemyNear(var(54)),StateNo = 2100
trigger6 = EnemyNear(var(54)),Name = "Sayuri Kurata";RFϼ޶ف
trigger6 = EnemyNear(var(54)),StateNo = [1120,1121]
trigger6 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = EnemyNear(var(54)),Name = "Shiori";D
trigger7 = EnemyNear(var(54)),StateNo = 230
trigger8 = EnemyNear(var(54)),Name = "Minagi Tohno";D
trigger8 = EnemyNear(var(54)),StateNo = 270
trigger9 = EnemyNear(var(54)),Name = "Mishio Amano";엋 
trigger9 = EnemyNear(var(54)),StateNo = 225 || EnemyNear(var(54)),StateNo = 1310
trigger10 = EnemyNear(var(54)),Name = "Misuzu Kamio";ϗ邿NbV
trigger10 = EnemyNear(var(54)),StateNo = [240,241]
trigger11 = EnemyNear(var(54)),Name = "Misuzu";ϗ邿NbV
trigger11 = EnemyNear(var(54)),StateNo = [230,232]
trigger11 = EnemyNear(var(54)),AuthorName = "hanma"
trigger12 = EnemyNear(var(54)),Name = "Akane Satomura";D
trigger12 = EnemyNear(var(54)),StateNo = 370
trigger13 = EnemyNear(var(54)),Name = "Mio";ߑEȂC𗚂L 
trigger13 = EnemyNear(var(54)),StateNo = 2000
trigger14 = EnemyNear(var(54)),Name = "Kaori";Ưĥ۽
trigger14 = EnemyNear(var(54)),StateNo = 1100 || EnemyNear(var(54)),StateNo = 1110 || EnemyNear(var(54)),StateNo = 1120
trigger15 = EnemyNear(var(54)),Name = "Makoto Sawatari";܂[v
trigger15 = (EnemyNear(var(54)),StateNo = [220,221]) && EnemyNear(var(54)),AuthorName = "BF" || EnemyNear(var(54)),StateNo = 225 && EnemyNear(var(54)),AuthorName = "586"
trigger16 = EnemyNear(var(54)),Name = "RUMI NANASE";^̉̌ 
trigger16 = EnemyNear(var(54)),StateNo=3001||EnemyNear(var(54)),StateNo=3021||EnemyNear(var(54)),StateNo=3041||EnemyNear(var(54)),NumHelper(1250)
trigger17 = EnemyNear(var(54)),Name = "Ikumi Amasawa";D
trigger17 = EnemyNear(var(54)),AuthorName = "586"
trigger17 = EnemyNear(var(54)),StateNo = 270
trigger18 = EnemyNear(var(54)),Name = "Mizuka_Nagamori";U(]V)
trigger18 = EnemyNear(var(54)),AuthorName = "Ina"
trigger18 = EnemyNear(var(54)),StateNo = 212
fvar(38) = 2
IgNoreHitPause = 1

[State -3, K[hs\p()EU]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
triggerall = P2BodyDist X > 100
triggerall = fvar(38) != 4
trigger1 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger1 = (EnemyNear(var(54)),Time = [30,40]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [30,50])
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
trigger2 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger2 = (EnemyNear(var(54)),Time = [70,80]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [70,90])
trigger2 = EnemyNear(var(54)),AuthorName = "586"
trigger3 = EnemyNear(var(54)),StateNo = [3000,3002]
trigger3 = (EnemyNear(var(54)),Time = [30,40]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [30,50])
trigger3 = EnemyNear(var(54)),AuthorName = "kuri"
fvar(38) = 3
IgNoreHitPause = 1

[State -3, K[hs\p()EU]
type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 4
trigger1 = EnemyNear(var(54)),Name = "Sayuri Kurata";ϼ޶فݽð
trigger1 = EnemyNear(var(54)),StateNo = [7000,7001]
trigger1 = BackEdgeBodyDist < 30
trigger1 = EnemyNear(var(54)),AuthorName = "586"
fvar(38) = 3.1
IgNoreHitPause = 1

[State -3, K[hs\p()E]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),AuthorName = "frule"
trigger1 = EnemyNear(var(54)),StateNo = 500
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(7)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(7)||Helper(60000),var(8)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(8)||Helper(60000),var(9)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(9)
trigger3 = EnemyNear(var(54)),AuthorName = "BF" || EnemyNear(var(54)),AuthorName = "Rekku" || EnemyNear(var(54)),AuthorName = "UMA"
trigger3 = EnemyNear(var(54)),StateNo = 800
trigger4 = EnemyNear(var(54)),Name = "Misaki Kawana";ޭݽ
trigger4 = EnemyNear(var(54)),StateNo=6200||EnemyNear(var(54)),StateNo=6210||EnemyNear(var(54)),StateNo=6220
trigger5 = EnemyNear(var(54)),Name = "Mai Kawasumi";SĂ󂯓ꂽS
trigger5 = EnemyNear(var(54)),StateNo = 7300 && StateType != A
trigger5 = EnemyNear(var(54)),AuthorName = "586"
trigger6 = EnemyNear(var(54)),Name = "SB";ϼ޶فޯ޴ ϼ޶فެ
trigger6 = (EnemyNear(var(54)),StateNo = [2010,2011]) || EnemyNear(var(54)),StateNo = 2040
trigger7 = EnemyNear(var(54)),Name = "Sayuri Kurata";ϼ޶فݽð
trigger7 = EnemyNear(var(54)),StateNo = [7000,7001]
trigger7 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = BackEdgeBodyDist >= 30
trigger8 = EnemyNear(var(54)),Name = "Akane Satomura";E
trigger8 = EnemyNear(var(54)),StateNo = 7000
trigger9 = EnemyNear(var(54)),Name = "Mayu Shiina";݂ィ ЂƂ肶Ȃ
trigger9 = (EnemyNear(var(54)),StateNo=[3100,3101])||(EnemyNear(var(54)),StateNo=[3110,3111])||(EnemyNear(var(54)),StateNo=[3120,3121])||(EnemyNear(var(54)),StateNo=[3500,3501])||EnemyNear(var(54)),StateNo=3503
trigger9 = EnemyNear(var(54)),AuthorName = "BF"
trigger10 = EnemyNear(var(54)),Name = "Ayu Tukimiya";uE
trigger10 = EnemyNear(var(54)),StateNo = 4000 || EnemyNear(var(54)),StateNo = 4200 || EnemyNear(var(54)),StateNo = 4400
trigger10 = EnemyNear(var(54)),AuthorName = "arche"
trigger11 = EnemyNear(var(54)),Name = "Ayu Tukumiya";~̎vo
trigger11 = EnemyNear(var(54)),StateNo = 3750
trigger12 = EnemyNear(var(54)),Name = "misaki kawana";ޭݽ
trigger12 = (EnemyNear(var(54)),StateNo = [4000,4200])
trigger13 = EnemyNear(var(54)),Name = "Shiori";
trigger13 = (EnemyNear(var(54)),StateNo = [800,801])
trigger14 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger14 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger14 = EnemyNear(var(54)),Time = [30,40]
trigger14 = EnemyNear(var(54)),AuthorName = "hanma"
trigger14 = P2BodyDist X <= 100
trigger14 = fvar(38) != 4
trigger15 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger15 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger15 = EnemyNear(var(54)),Time = [70,90]
trigger15 = EnemyNear(var(54)),AuthorName = "586"
trigger15 = P2BodyDist X <= 100
trigger15 = fvar(38) != 4
trigger16 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger16 = EnemyNear(var(54)),StateNo = [3000,3002]
trigger16 = EnemyNear(var(54)),Time = [30,40]
trigger16 = EnemyNear(var(54)),AuthorName = "kuri"
trigger16 = P2BodyDist X <= 100
trigger16 = fvar(38) != 4
trigger17 = EnemyNear(var(54)),Name = "NANASE-MVC";x
trigger17 = EnemyNear(var(54)),StateNo = 1500
trigger18 = EnemyNear(var(54)),Name = "Mio";
trigger18 = EnemyNear(var(54)),StateNo = 800
trigger19 = EnemyNear(var(54)),Name = "Mayu Shiina";݂ィ ЂƂ肶Ȃ
trigger19 = EnemyNear(var(54)),StateNo=6000||EnemyNear(var(54)),StateNo=6010||EnemyNear(var(54)),StateNo=6020||EnemyNear(var(54)),StateNo=7000||EnemyNear(var(54)),StateNo=7015
trigger19 = EnemyNear(var(54)),AuthorName = "586"
trigger20 = EnemyNear(var(54)),Name = "Mizuka Nagamori" || EnemyNear(var(54)),Name = "UNKNOWN" || EnemyNear(var(54)),Name = "Misuzu"
trigger20 = EnemyNear(var(54)),AuthorName = "hanma"
trigger20 = EnemyNear(var(54)),StateNo = 800
trigger21 = EnemyNear(var(54)),Name = "Kano Kirishima";̋L
trigger21 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),AnimElemTime(8) <= 0
trigger22 = EnemyNear(var(54)),Name = "Misuzu";̎
trigger22 = EnemyNear(var(54)),StateNo = [3300,3302]
trigger22 = EnemyNear(var(54)),AuthorName = "hanma"
trigger23 = EnemyNear(var(54)),Name = "Misuzu Kamio";̎
trigger23 = EnemyNear(var(54)),StateNo = [7000,7002]
trigger24 = EnemyNear(var(54)),Name = "Akiko Minase"; ÂȂ̂܂
trigger24 = EnemyNear(var(54)),StateNo = 800 || (EnemyNear(var(54)),StateNo = [4502,4510])
trigger25 = EnemyNear(var(54)),Name = "Ayu Tukimiya";
trigger25 = EnemyNear(var(54)),AuthorName = "shikkoku"
trigger25 = EnemyNear(var(54)),StateNo = 700
trigger26 = EnemyNear(var(54)),Name = "kaori misaka";ذ
trigger26 = EnemyNear(var(54)),StateNo = 3500 || EnemyNear(var(54)),StateNo = 3600 || EnemyNear(var(54)),StateNo = 3700
trigger27 = EnemyNear(var(54)),Name = "Kaori";ذ
trigger27 = EnemyNear(var(54)),StateNo = [2200,2220]
trigger28 = EnemyNear(var(54)),Name = "RUMI NANASE";x
trigger28 = EnemyNear(var(54)),StateNo = [1100,1120]
trigger29 = EnemyNear(var(54)),Name = "Another_Mai_K";oM s
trigger29 = (EnemyNear(var(54)),StateNo=3250||EnemyNear(var(54)),StateNo=3500)&&StateType!=A
trigger30 = EnemyNear(var(54)),Name = "Ikumi Amasawa";̗\ ʗ
trigger30 = EnemyNear(var(54)),AuthorName = "586"
trigger30 = EnemyNear(var(54)),StateNo=1300||EnemyNear(var(54)),StateNo=6000||EnemyNear(var(54)),StateNo=6010||EnemyNear(var(54)),StateNo=6020
trigger31 = EnemyNear(var(54)),Name = "Akiko Minase"; ÂȂ̂܂
trigger31 = EnemyNear(var(54)),AuthorName = "IYO"
trigger31 = EnemyNear(var(54)),StateNo = 800 || (EnemyNear(var(54)),StateNo = [4500,4501])
trigger32 = EnemyNear(var(54)),Name = "Ikumi Amasawa By Toshi"; ̗\ ʗ
trigger32 = EnemyNear(var(54)),StateNo=800||EnemyNear(var(54)),StateNo=1300||EnemyNear(var(54)),StateNo=2700||EnemyNear(var(54)),StateNo=2710||EnemyNear(var(54)),StateNo=2720
fvar(38) = 4
IgNoreHitPause = 1

[State -3, S̓g(L)]
type = VarSet
triggerall = var(59) > 8
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misaki Kawana";ʲ޸ׯ
trigger1 = EnemyNear(var(54)),StateNo = 7000
trigger2 = EnemyNear(var(54)),Name = "kaori misaka";߰
trigger2 = EnemyNear(var(54)),StateNo = 4500
trigger3 = EnemyNear(var(54)),Name = "Misuzu Kamio";ϗ邿s`I
trigger3 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger4 = EnemyNear(var(54)),Name = "Sayuri Kurata";ARc݂͂܂[
trigger4 = EnemyNear(var(54)),StateNo = 1300
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "misaki kawana";ʲ޸ׯ
trigger5 = EnemyNear(var(54)),StateNo = 4500
trigger6 = EnemyNear(var(54)),Name = "Mai Kawasumi";n
trigger6 = EnemyNear(var(54)),StateNo = 695
trigger6 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = EnemyNear(var(54)),Name = "Kaori";߰
trigger7 = EnemyNear(var(54)),StateNo = 3000
fvar(38) = -1
IgNoreHitPause = 1

[State -3, g(iL)]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misaki Kawana";ʰ̶ޯ ްڲ
trigger1 = EnemyNear(var(54)),StateNo = 1010 || EnemyNear(var(54)),StateNo = 1300 || EnemyNear(var(54)),StateNo = 1310
trigger2 = EnemyNear(var(54)),Name = "misaki kawana";ʰ̶ޯ ްڲ
trigger2 = EnemyNear(var(54)),StateNo = 1010 || (EnemyNear(var(54)),StateNo = [1200,1201]) || EnemyNear(var(54)),StateNo = 2200
trigger3 = EnemyNear(var(54)),Name = "Nayuki Minase";EX׽
trigger3 = EnemyNear(var(54)),StateNo = 101000 || EnemyNear(var(54)),StateNo = 101010
trigger3 = EnemyNear(var(54)),AuthorName = "586"
fvar(38) = -2
IgNoreHitPause = 1

[State -3, S̓g(ѓL)]
type = VarSet
triggerall = var(59) > 8
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misuzu";ϗ邿s`I
trigger1 = EnemyNear(var(54)),StateNo = [3100,3104]
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
fvar(38) = -4
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "UNKNOWN"
trigger1 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
trigger1 = fvar(38) != [3,4]
trigger2 = EnemyNear(var(54)),Name = "NANASE-MVC"
trigger2 = EnemyNear(var(54)),StateNo = 3500 && EnemyNear(var(54)),Time <= 40
trigger3 = EnemyNear(var(54)),Name = "Ayu Tukimiya"
trigger3 = EnemyNear(var(54)),StateNo = 4500 && EnemyNear(var(54)),AuthorName = "shikkoku"
trigger4 = EnemyNear(var(54)),Name = "Kanna"
trigger4 = (EnemyNear(var(54)),StateNo = [6000,6001]) || (EnemyNear(var(54)),StateNo = [6010,6011]) || (EnemyNear(var(54)),StateNo = [6100,6101]) || (EnemyNear(var(54)),StateNo = [7000,7006])
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "SB"
trigger5 = EnemyNear(var(54)),StateNo = [1060,1063]
trigger6 = EnemyNear(var(54)),Name = "Mishio Amano"
trigger6 = EnemyNear(var(54)),AuthorName = "586"
trigger6 = EnemyNear(var(54)),StateNo = 7000
trigger7 = EnemyNear(var(54)),Name = "Mio" || EnemyNear(var(54)),Name = "Shiori"
trigger7 = EnemyNear(var(54)),AuthorName = "DABA"
trigger7 = EnemyNear(var(54)),PrevStateNo = 5120 && EnemyNear(var(54)),StateNo = 52
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "UNKNOWN"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger1 = EnemyNear(var(54)),AnimElemTime(8) >= 0 && EnemyNear(var(54)),AnimElemTime(10) < 0
trigger2 = EnemyNear(var(54)),StateNo = 100 && EnemyNear(var(54)),AnimElemTime(3) >= 0
trigger3 = EnemyNear(var(54)),StateNo = 1110 && EnemyNear(var(54)),Time < 33
trigger4 = EnemyNear(var(54)),StateNo = 1120 && EnemyNear(var(54)),Time < 16
trigger5 = EnemyNear(var(54)),StateNo = 7000
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Mai Kawasumi"
triggerall = EnemyNear(var(54)),AuthorName = "586"
triggerall = Enemy(var(54)),Const(size.head.pos.y) = -85
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6010
trigger1 = EnemyNear(var(54)),AnimElemTime(3) < 10
trigger2 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),AnimElemTime(3) < 14
trigger3 = EnemyNear(var(54)),StateNo = 6050 || EnemyNear(var(54)),StateNo = 6060 || EnemyNear(var(54)),StateNo = 6070
trigger3 = EnemyNear(var(54)),AnimElemTime(3) < 5
trigger4 = EnemyNear(var(54)),StateNo = 6100 || EnemyNear(var(54)),StateNo = 6110 || EnemyNear(var(54)),StateNo = 6120
trigger4 = EnemyNear(var(54)),AnimElemTime(3) < 10
trigger5 = (EnemyNear(var(54)),StateNo=[6101,6103])||(EnemyNear(var(54)),StateNo=[6111,6113])||(EnemyNear(var(54)),StateNo=[6121,6123])||(EnemyNear(var(54)),StateNo=[7001,7003])
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Sayuri Kurata"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 1310
trigger2 = EnemyNear(var(54)),StateNo = 6010 && EnemyNear(var(54)),AnimElemTime(7) < 0
trigger3 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),AnimElemTime(9) < 0
trigger4 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),AnimElemTime(8) < 0
trigger5 = EnemyNear(var(54)),StateNo = 106000 || EnemyNear(var(54)),StateNo = 106010 || EnemyNear(var(54)),StateNo = 106100
trigger5 = EnemyNear(var(54)),Time < 45
trigger6 = EnemyNear(var(54)),StateNo = 106020 && EnemyNear(var(54)),Time < 52
trigger7 = (EnemyNear(var(54)),StateNo = [106002,106004]) || (EnemyNear(var(54)),StateNo = [106012,106014]) || (EnemyNear(var(54)),StateNo = [106022,106024])
trigger8 = EnemyNear(var(54)),StateNo = 106110 && EnemyNear(var(54)),Time < 50
trigger9 = EnemyNear(var(54)),StateNo = 106120 && EnemyNear(var(54)),Time < 60
trigger10 = (EnemyNear(var(54)),StateNo=[6001,6002])||(EnemyNear(var(54)),StateNo=[6011,6013])||(EnemyNear(var(54)),StateNo=[6021,6022])||(EnemyNear(var(54)),StateNo=[7003,7005])
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Ayu Tukimiya"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6011 && EnemyNear(var(54)),Time < 10
trigger2 = EnemyNear(var(54)),StateNo = 6021 && EnemyNear(var(54)),Time < 14
trigger3 = EnemyNear(var(54)),StateNo = 6100 || EnemyNear(var(54)),StateNo = 6110 || EnemyNear(var(54)),StateNo = 6120
trigger3 = EnemyNear(var(54)),AnimElemTime(4) < 0
trigger4 = EnemyNear(var(54)),StateNo = 6150 || EnemyNear(var(54)),StateNo = 6160 || EnemyNear(var(54)),StateNo = 6170
trigger4 = EnemyNear(var(54)),AnimElemTime(3) < 0
trigger5 = EnemyNear(var(54)),StateNo = 6200 && EnemyNear(var(54)),AnimElemTime(11) < 0
trigger6 = EnemyNear(var(54)),StateNo = 6210 && EnemyNear(var(54)),AnimElemTime(14) < 0
trigger7 = EnemyNear(var(54)),StateNo = 6220 && EnemyNear(var(54)),AnimElemTime(43) < 0
trigger8 = EnemyNear(var(54)),StateNo = 7000
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Nayuki Minase"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6010 && EnemyNear(var(54)),AnimElemTime(6) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),Time < 52
trigger3 = EnemyNear(var(54)),StateNo = 6110 && EnemyNear(var(54)),Time < 49
trigger4 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),Time < 54
trigger5 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),Time > 44
trigger6 = EnemyNear(var(54)),StateNo = 106000 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(3) < 0
trigger7 = EnemyNear(var(54)),StateNo = 106010 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(6) < 0
trigger8 = EnemyNear(var(54)),StateNo = 106020 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(9) < 0
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Makoto Sawatari"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6010 || EnemyNear(var(54)),StateNo = 6020
trigger1 = EnemyNear(var(54)),AnimElemTime(2) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6110 && EnemyNear(var(54)),Time <= 52
trigger3 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),Time <= 106
trigger4 = EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger4 = EnemyNear(var(54)),Time <= 66
trigger5 = EnemyNear(var(54)),StateNo = 6260 || EnemyNear(var(54)),StateNo = 6270
trigger5 = EnemyNear(var(54)),Time <= 58
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Kano Kirishima"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6001 && EnemyNear(var(54)),AnimElemTime(7) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6011 && EnemyNear(var(54)),AnimElemTime(7) < 3
trigger3 = EnemyNear(var(54)),StateNo = 6021 && EnemyNear(var(54)),AnimElemTime(23) < 6
trigger4 = EnemyNear(var(54)),StateNo = 6101 || EnemyNear(var(54)),StateNo = 6201
trigger4 = EnemyNear(var(54)),AnimElemTime(8) < 0
trigger5 = EnemyNear(var(54)),StateNo = 6111 && EnemyNear(var(54)),AnimElemTime(10) < 0
trigger6 = EnemyNear(var(54)),StateNo = 6121 && EnemyNear(var(54)),AnimElemTime(7) < 10
trigger7 = EnemyNear(var(54)),StateNo = 6211 || EnemyNear(var(54)),StateNo = 6221
trigger7 = EnemyNear(var(54)),AnimElemTime(7) < 2
trigger8 = EnemyNear(var(54)),StateNo = 6300 || EnemyNear(var(54)),StateNo = 6310 || EnemyNear(var(54)),StateNo = 6320
trigger8 = EnemyNear(var(54)),AnimElemTime(16) < 2
trigger9 = EnemyNear(var(54)),StateNo = 6401 && EnemyNear(var(54)),AnimElemTime(6) < 2
trigger10 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),Time < 50 && EnemyNear(var(54)),AnimElemTime(8) > 0
trigger11 = EnemyNear(var(54)),StateNo = [7001,7003]
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Minagi Tohno"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6100
trigger1 = EnemyNear(var(54)),AnimElemTime(3) < 41
trigger2 = EnemyNear(var(54)),StateNo = 6010 || EnemyNear(var(54)),StateNo = 6110
trigger2 = EnemyNear(var(54)),AnimElemTime(3) < 44
trigger3 = EnemyNear(var(54)),StateNo = 6020 || EnemyNear(var(54)),StateNo = 6120
trigger3 = EnemyNear(var(54)),AnimElemTime(3) < 47
trigger4 = EnemyNear(var(54)),StateNo = 6050 || EnemyNear(var(54)),StateNo = 6060
trigger4 = EnemyNear(var(54)),AnimElemTime(2) < 41
trigger5 = EnemyNear(var(54)),StateNo = 6070 && EnemyNear(var(54)),AnimElemTime(3) < 45
trigger6 = EnemyNear(var(54)),StateNo = 6150 || EnemyNear(var(54)),StateNo = 6160
trigger6 = EnemyNear(var(54)),AnimElemTime(2) < 42
trigger7 = EnemyNear(var(54)),StateNo = 6170 && EnemyNear(var(54)),AnimElemTime(2) < 45
trigger8 = EnemyNear(var(54)),StateNo = 6200 && EnemyNear(var(54)),AnimElemTime(4) < 0
trigger9 = EnemyNear(var(54)),StateNo = 6210 && EnemyNear(var(54)),AnimElemTime(4) < 4
trigger10 = EnemyNear(var(54)),StateNo = 6220 && EnemyNear(var(54)),AnimElemTime(4) < 10
trigger11 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),AnimElemTime(8) < 0
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Neyuki"
triggerall = EnemyNear(var(54)),AuthorName = "frule"
trigger1 = EnemyNear(var(54)),StateNo = 111 || EnemyNear(var(54)),StateNo = 1220
trigger2 = EnemyNear(var(54)),StateNo = 215 && EnemyNear(var(54)),Time <= 11
trigger3 = EnemyNear(var(54)),StateNo = 1210 && EnemyNear(var(54)),Time <= 18
trigger4 = (EnemyNear(var(54)),StateNo = [1221,1222]) && EnemyNear(var(54)),var(30) > EnemyNear(var(54)),var(0)
trigger5 = EnemyNear(var(54)),StateNo = 1320 && EnemyNear(var(54)),Time <= 10
trigger6 = EnemyNear(var(54)),StateNo = 1410 && EnemyNear(var(54)),Time <= 3
trigger7 = EnemyNear(var(54)),StateNo = 2110 && EnemyNear(var(54)),Time <= 7
trigger8 = (EnemyNear(var(54)),StateNo=1120||EnemyNear(var(54)),StateNo=1400)&&EnemyNear(var(54)),AnimElemTime(7)<0
trigger9 = EnemyNear(var(54)),StateNo=[3000,3021]
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Ikumi Amasawa"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 800
trigger2 = (EnemyNear(var(54)),StateNo = 1060||EnemyNear(var(54)),StateNo = 1070) && EnemyNear(var(54)),Time < 13
trigger3 = (EnemyNear(var(54)),StateNo = 1150||EnemyNear(var(54)),StateNo = 1160) && EnemyNear(var(54)),Time < 8
trigger4 = EnemyNear(var(54)),StateNo = 1170 && EnemyNear(var(54)),Time < 6
trigger5 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),Time < 5
trigger6 = (EnemyNear(var(54)),StateNo=[6001,6003])||(EnemyNear(var(54)),StateNo=[6011,6013])||(EnemyNear(var(54)),StateNo=[6021,6023])
trigger7 = EnemyNear(var(54)),StateNo = 6101 || EnemyNear(var(54)),StateNo = 6111 || EnemyNear(var(54)),StateNo = 6121
trigger7 = EnemyNear(var(54)),Time < 12
trigger8 = EnemyNear(var(54)),StateNo = 6110 && EnemyNear(var(54)),Time < 4
trigger9 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),Time < 7
trigger10 = EnemyNear(var(54)),StateNo = 7000 || (EnemyNear(var(54)),StateNo = [7002,7004])
fvar(38) = 0
IgNoreHitPause = 1

[State -3, x񃊃Zbg]
type = VarSet
trigger1 = var(59)>0
trigger1 = 0
fvar(36)=0

;܂F邾
[State -3, x]
type = VarSet
triggerall = var(59) > 10
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),NumHelper(60000)
triggerall = !fvar(36)
triggerall = RoundState = 2
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear(var(54)),AuthorName = "586" && EnemyNear(var(54)),Name != "Akane Satomura"
trigger1 = EnemyNear(var(54)),var(59)>10
trigger2 = EnemyNear(var(54)),Name = "Neyuki" || EnemyNear(var(54)),Name = "Kaori"
trigger2 = EnemyNear(var(54)),var(59)>10
trigger3 = EnemyNear(var(54)),Name = "Another_Mai_K" && EnemyNear(var(54)),AuthorName = "kuri" 
trigger3 = EnemyNear(var(54)),var(50)>10
fvar(36) = 1
IgNoreHitPause = 1

[State -3, AIF]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),NumHelper(60000)
triggerall = fvar(36)!=1
triggerall = RoundState = 2
trigger1 = EnemyNear(var(54)),AuthorName = "586" && (EnemyNear(var(54)),Name = "Akane Satomura")=0
trigger1 = EnemyNear(var(54)),var(59)>6
trigger2 = EnemyNear(var(54)),Name = "Neyuki" || EnemyNear(var(54)),Name = "Kaori"
trigger2 = EnemyNear(var(54)),var(59)>6
trigger3 = EnemyNear(var(54)),Name = "Another_Mai_K" && EnemyNear(var(54)),AuthorName = "kuri" 
trigger3 = EnemyNear(var(54)),var(50)>6
fvar(36) = -1
IgNoreHitPause = 1

[State -3, AIFZbg]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = fvar(36)=-1
trigger1 = (EnemyNear(var(54)),AuthorName = "586")=0
trigger1 = (EnemyNear(var(54)),Name = "Neyuki")=0 && (EnemyNear(var(54)),Name = "Kaori")=0
trigger1 = (EnemyNear(var(54)),Name = "Another_Mai_K")=0
trigger2 = EnemyNear(var(54)),var(59)<=6
trigger3 = !EnemyNear(var(54)),NumHelper(60000)
fvar(36) = 0
IgNoreHitPause = 1

[State -3, K[hsѓ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = NumHelper(60000)
trigger1 = Helper(60000),var(7)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(7)||Helper(60000),var(8)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(8)||Helper(60000),var(9)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(9)
trigger1 = 0
trigger2 = EnemyNear(var(54)),Name = "UNKNOWN";邶H@ʂH ǂ̂邬 ̂Ȃ
trigger2 = (EnemyNear(var(54)),StateNo=[1400,1420])||EnemyNear(var(54)),NumHelper(16510)||EnemyNear(var(54)),StateNo=6200||EnemyNear(var(54)),StateNo=6210||EnemyNear(var(54)),StateNo=6220
trigger2 = EnemyNear(var(54)),AuthorName = "586"
trigger3 = EnemyNear(var(54)),Name = "Kano Kirishima";İѶ޽
trigger3 = EnemyNear(var(54)),StateNo = [6220,6221]
trigger4 = EnemyNear(var(54)),Name = "Mai Kawasumi";뎮
trigger4 = EnemyNear(var(54)),StateNo = [7200,7220]
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "Shiori";㒍ӂł
trigger5 = EnemyNear(var(54)),StateNo = [1200,1220]
trigger6 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger6 = EnemyNear(var(54)),StateNo=3100||EnemyNear(var(54)),StateNo=3120||EnemyNear(var(54)),StateNo=3140
trigger6 = EnemyNear(var(54)),AuthorName = "hanma"
trigger7 = EnemyNear(var(54)),Name = "kanna";rtLM
trigger7 = (EnemyNear(var(54)),StateNo = [3020,3202]) || EnemyNear(var(54)),NumHelper(3204)>0
trigger7 = EnemyNear(var(54)),AuthorName = "kuri"
fvar(37) = 0.5
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Shiori";ፇK@ł
trigger1 = EnemyNear(var(54)),NumExplod(705) > 0
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 1
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Mizuka Nagamori";i̎
trigger1 = EnemyNear(var(54)),StateNo = [3300,3303]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 2
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear(var(54)),Name = "NANASE-MVC";ς鉳̔w
trigger1 = EnemyNear(var(54)),StateNo = 3500
trigger2 = EnemyNear(var(54)),Name = "RUMI NANASE";ς鉳̔w
trigger2 = EnemyNear(var(54)),StateNo = 4000
fvar(37) = 3
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Nayuki Minase";vo͐eƋ
trigger1 = EnemyNear(var(54)),StateNo = [6200,6220]
trigger1 = EnemyNear(var(54)),AuthorName = "586"
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 4
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "kanna-mvc";։􃒒fcՃm
trigger1 = EnemyNear(var(54)),StateNo = 3500
trigger1 = EnemyNear(var(54)),facing!=facing&&facing*((EnemyNear(var(54)),Pos X)-Pos X)>0
trigger1 = !InguardDist
fvar(37) = 5
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Ikumi Amasawa";\
trigger1 = EnemyNear(var(54)),var(30)=1
trigger1 = EnemyNear(var(54)),AuthorName = "586"
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 6
IgNoreHitPause = 1

[State -3, ԉ]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
triggerall = fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Shiori"
trigger1 = EnemyNear(var(54)),NumExplod(705) <= 0 && (EnemyNear(var(54)),StateNo != [1200,1220])
trigger2 = EnemyNear(var(54)),Name = "Mizuka Nagamori"
trigger2 = EnemyNear(var(54)),StateNo != [3300,3303]
trigger3 = EnemyNear(var(54)),Name = "NANASE-MVC"
trigger3 = EnemyNear(var(54)),var(35) <= 0 || EnemyNear(var(54)),NumHelper(3600) <= 0
trigger4 = EnemyNear(var(54)),Name = "Nayuki Minase"
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger4 = EnemyNear(var(54)),var(12)<=0||EnemyNear(var(54)),NumHelper(16200)<=0&&EnemyNear(var(54)),NumHelper(16210)&&EnemyNear(var(54)),NumHelper(16211)&&EnemyNear(var(54)),NumHelper(16220)&&EnemyNear(var(54)),NumHelper(16221)
trigger5 = EnemyNear(var(54)),Name = "UNKNOWN"
trigger5 = EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),AuthorName = "hanma"
trigger5 = EnemyNear(var(54)),MoveType != A
trigger6 = EnemyNear(var(54)),Name = "Kano Kirishima"
trigger6 = EnemyNear(var(54)),StateNo != [6220,6221]
trigger7 = EnemyNear(var(54)),Name = "Mai Kawasumi"
trigger7 = EnemyNear(var(54)),StateNo != [7200,7220]
trigger8 = EnemyNear(var(54)),AuthorName = "586"
trigger8 = EnemyNear(var(54)),Name = "kanna-mvc"
trigger8 = EnemyNear(var(54)),StateNo != 3500 || EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType != A
trigger9 = EnemyNear(var(54)),Name = "RUMI NANASE"
trigger9 = EnemyNear(var(54)),var(25) <= 0 || EnemyNear(var(54)),NumHelper(7000) <= 0
trigger10 = EnemyNear(var(54)),Name = "Ikumi Amasawa"
trigger10 = EnemyNear(var(54)),var(30)!=1
trigger10 = EnemyNear(var(54)),AuthorName = "586"
fvar(37) = 0
IgNoreHitPause = 1

[State -3, ԉ]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = fvar(37) = 1 && (EnemyNear(var(49)),Name = "Shiori")=0
trigger2 = fvar(37) = 2 && (EnemyNear(var(49)),Name = "Mizuka Nagamori")=0
trigger3 = fvar(37) = 3 && (EnemyNear(var(49)),Name = "NANASE-MVC")=0 && (EnemyNear(var(49)),Name = "RUMI NANASE")=0
trigger4 = fvar(37) = 4 && (EnemyNear(var(49)),Name = "Nayuki Minase")=0
trigger5 = fvar(37) = 0.5 && EnemyNear(var(49)),MoveType != A
trigger6 = fvar(37) = 5 && (EnemyNear(var(49)),Name = "kanna-mvc")=0
trigger7 = fvar(37) = 6 && (EnemyNear(var(54)),Name = "Ikumi Amasawa")=0
fvar(37) = 0
IgNoreHitPause = 1

;
;\
;Time=1 Random StateNo
;

;
;RC		StateNo = 125
;

;Ղ̎
[State -1, AA4BC]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = fvar(38) != 0
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = Random <= var(59)*60 || var(59)>9
triggerall = P2BodyDist Y > -100-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType!=A
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = !var(18)
trigger1 = EnemyNear(var(54)),facing!=facing
trigger1 = EnemyNear(var(54)),AnimTime<-34-(EnemyNear(var(54)),FrontEdgeBodyDist)/20
trigger2 = EnemyNear(var(54)),facing=facing
trigger2 = EnemyNear(var(54)),AnimTime<-34-(EnemyNear(var(54)),BackEdgeBodyDist)/20
var(18) = 7000

;Ђ̂΂Lv3
[State -1, 641236C]
type = VarSet
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = P2BodyDist X = [-40,40]
triggerall = (P2BodyDist Y = [-80,-30]) || EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime < -21-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 6220

;Ђ̂΂Lv2
[State -1, 641236B]
type = VarSet
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = P2BodyDist X = [-40,40]
triggerall = (P2BodyDist Y = [-70,-30]) || EnemyNear(var(54)),StateType != A
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime < -21-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 6210

;Ⴂɂ񂮂͂˂ςLv3
[State -1, 236236C]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = P2BodyDist X <= 60
triggerall = (P2BodyDist Y = [-60,-30]) || EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime < -12-Helper(60000),var(58)-(floor((P2BodyDist X)/10))
trigger1 = !var(18)
var(18) = 6020

;Ⴂɂ񂮂͂˂ςLv2
[State -1, 236236B]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = P2BodyDist X <= 60
triggerall = (P2BodyDist Y = [-60,-30]) || EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime < -12-Helper(60000),var(58)-(floor((P2BodyDist X)/10))
trigger1 = !var(18)
var(18) = 6010

;RF̂ЂƂǂā`
[State -1, 236C]
type = VarSet
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = P2BodyDist X = [0,60]
triggerall = (P2BodyDist Y = [-60,-30]) || EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime < -7-Helper(60000),var(58)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 30 || EnemyNear(var(54)),FrontEdgeBodyDist <= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist >= 50
trigger1 = !var(18)
var(18) = 1020

;
;RC؂ւ	var(14)=1
;

[State -1,RCJn]
type = VarSet
trigger1 = var(59) > 0
trigger1 = !var(55)
trigger1 = StateNo = 145
trigger1 = !var(18)
trigger1 = NumHelper(60000)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
var(55) = 1

[State -1,RCJn]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)=[0,1]
triggerall = StateNo = 145
triggerall = !var(18)
;ȉRC[vhׂ̋Lq
trigger1 = EnemyNear(var(54)),AuthorName="586"
trigger1 = EnemyNear(var(54)),NumHelper(10120)
trigger2 = EnemyNear(var(54)),AuthorName = "frule"
trigger2 = P2Name="EFZaya"||P2Name="EFZiku"||P2Name="Neyuki"||P2Name="Kaori"
var(55) = 2
IgNoreHitPause = 1

;肪UԂłȂȂI
[State -1,RCI]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(55) > 0
trigger1 = EnemyNear(var(54)),MoveType != A
var(55) = 0

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 25
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -4
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 300

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 35
triggerall = P2BodyDist Y > -20
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -4
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 200

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 25
triggerall = P2BodyDist Y = [-20,60]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -5
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 400

;Ⴂɂ񂠂[
[State -1, 623B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 40
triggerall = P2BodyDist Y = [-40,0]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(54)),AnimTime <= -9
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 1200

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist Y > -40
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -5
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 210

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = P2BodyDist X < 70
triggerall = P2BodyDist Y > -40
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -7
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 220

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [5,60]
triggerall = P2BodyDist Y = [-60,-20]
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -7
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 310

;
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X=[-15,55]
triggerall = P2BodyDist Y=[-65,85]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -7
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 410

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 70
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -14
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 320

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [30,70]
triggerall = P2BodyDist Y > -20
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -7
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 230

;
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X=[-5,60]
triggerall = P2BodyDist Y=[-90,0]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -12
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 420

[State 145, AI]
type = ChangeState
triggerall = var(59) > 0
triggerall = !var(18)
triggerall = StateNo = 145
trigger1 = AnimTime < 0
trigger1 = Random <= var(58)*200 || var(58) > 3
value = 130 + (StateType = C) + (StateType = A)*2
ctrl = 0

;ȊOȂ΃RCI
[State -1,RCI]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)
triggerall = NumHelper(60000) || RoundState != 2
trigger1 = MoveType = A || MoveType = H
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = EnemyNear(var(54)),MoveReversed = 0
trigger4 = EnemyNear(var(54)),StateNo = Helper(60000),var(21) || EnemyNear(var(54)),StateNo = Helper(60000),var(22)
trigger5 = EnemyNear(var(54)),StateNo = Helper(60000),var(23) || EnemyNear(var(54)),StateNo = Helper(60000),var(24)
var(55) = ifelse(StateNo=145,-1,0)
IgNoreHitPause = 1

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(var(54)),HitDefAttr = SCA,AT;
;

;Ղ̎
[State -1, AA4BC]
type = ChangeState
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = Ctrl || (StateNo = [200,320])
triggerall = fvar(38) != 0
triggerall = EnemyNear(var(54)),facing!=facing
triggerall = P2BodyDist Y > -100-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType!=A
triggerall = EnemyNear(var(54)),MoveType=A || !EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),StateNo >= 1000
triggerall = EnemyNear(var(54)),AnimTime<-34-(EnemyNear(var(54)),FrontEdgeBodyDist)/20 || var(59)<7
triggerall = Random <= var(59)*(30+(!Ctrl)*50)
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 7000

;Ղ̎
[State -1, AA4BC]
type = ChangeState
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = Ctrl || (StateNo = [200,320])
triggerall = fvar(38) != 0
triggerall = EnemyNear(var(54)),facing=facing
triggerall = P2BodyDist Y > -100-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType!=A
triggerall = EnemyNear(var(54)),MoveType=A || !EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),StateNo >= 1000
triggerall = EnemyNear(var(54)),AnimTime<-34-(EnemyNear(var(54)),BackEdgeBodyDist)/20 || var(59)<7
triggerall = Random <= var(59)*(30+(!Ctrl)*50)
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 7000

;Ђ̂΂Lv3
[State -1, 641236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [-60,60+(EnemyNear(var(54)),Vel X)*5+(var(1)=[1,3])*30]
triggerall = P2BodyDist Y > -70-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType!=A
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime < -21 || var(59)<7
triggerall = Random <= var(59)*80 && (fvar(16)=3||fvar(16)=1&&P2life<300) || Random <= var(59)*30 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6220

;Ђ̂΂Lv2
[State -1, 641236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [-40,40+(EnemyNear(var(54)),Vel X)*5+(var(1)=[1,3])*30]
triggerall = P2BodyDist Y > -60-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType!=A
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime < -21 || var(59)<7
triggerall = Random <= var(59)*20 || ((fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3) && Random <= var(59)*60 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6210

;Ⴂɂ񂮂͂˂ςLv3
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = P2BodyDist X = [0,70+(EnemyNear(var(54)),Vel X)*5+(var(1)=[1,3])*20]
triggerall = P2BodyDist Y > -60-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType!=A
triggerall = EnemyNear(var(54)),AnimTime < -12-(floor((P2BodyDist X)/10)) || var(59)<7
triggerall = Random<=var(59)*30||(EnemyNear(var(54)),BackEdgeBodyDist<25||EnemyNear(var(54)),FrontEdgeBodyDist<25&&EnemyNear(var(54)),facing=facing)&&Random<=var(59)*80||!Ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6020

;Ⴂɂ񂮂͂˂ςLv2
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = P2BodyDist X = [0,70+(EnemyNear(var(54)),Vel X)*5+(var(1)=[1,3])*20]
triggerall = P2BodyDist Y > -60-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType!=A
triggerall = EnemyNear(var(54)),AnimTime < -12-(floor((P2BodyDist X)/10)) || var(59)<7
triggerall = Random<=var(59)*20||(EnemyNear(var(54)),BackEdgeBodyDist<25||EnemyNear(var(54)),FrontEdgeBodyDist<25&&EnemyNear(var(54)),facing=facing)&&Random<=var(59)*60||!Ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6010

;RF̂ЂƂǂā`
[State -1, 236C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,70+(EnemyNear(var(54)),Vel X)*10]
triggerall = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType!=A
triggerall = EnemyNear(var(54)),MoveType=A 
triggerall = EnemyNear(var(54)),AnimTime < -7 || var(59)<7
triggerall = var(59)>6&&Random<=var(59)*40&&fvar(16)=3||var(59)>6&&Random<=var(59)*(floor(150-(fvar(15))))&&fvar(16)=2||var(59)<=6&&Random<=var(59)*20||((Life*100)/LifeMax)<=33&&Power>=3000&&(Random<=var(59)*50||var(59)>9)||!Ctrl&&var(59)>9
triggerall = fvar(16)=3||fvar(16)=2&&var(59)<8||EnemyNear(var(54)),BackEdgeBodyDist<25 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1020

;RFႢɂ񂠂[()
[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = Ctrl||(StateNo=[100,115])||(StateNo=[400,432])&&(var(1)=[1,3])
triggerall = fvar(38) != 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [0-(EnemyNear(var(54)),Vel Y)*5,100-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),MoveType=A || fvar(38) < 0
triggerall = EnemyNear(var(54)),AnimTime <= -15 || var(59)<7
triggerall = Random <= var(59)*10 && fvar(16) = 2 || Random <= var(59)*20 && fvar(16) = 3 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = PrevStateNo = [600,610]
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1270

;RFႢɂ񂠂[
[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = Ctrl||(StateNo=[100,115])||(StateNo=[200,320])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [-60-(EnemyNear(var(54)),Vel Y)*5,0-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime <= -3 || var(59)<7
triggerall = Random <= var(59)*10 && fvar(16) = 2 || Random <= var(59)*20 && fvar(16) = 3 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1220

;Ⴂɂ񂠂[()
[State -1, 623A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl||(StateNo=[100,115])&&StateNo!=102||(StateNo=[200,420])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = P2BodyDist X = [0,40+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [-80-(EnemyNear(var(54)),Vel Y)*5,-30-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime <= -9 || var(59)<7
triggerall = Random <= var(59)*25 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = PrevStateNo = [600,610]
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1200

;Ⴂɂ񂠂[
[State -1, 623A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl||(StateNo=[100,115])&&StateNo!=102||(StateNo=[200,420])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [-5,40+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [-40-(EnemyNear(var(54)),Vel Y)*5,40-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime <= -9 || var(59)<7
triggerall = Random <= var(59)*25 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1200

;ǂ͂˃Abp[
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl||((StateNo=[200,220])||StateNo=240||(StateNo=[300,310])) && (var(1) = [1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4 && fvar(37) != 3 && fvar(37) != 6
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,40+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),HitDefAttr=SA,AA
triggerall = Helper(60000),var(56)=0 || fvar(35)
triggerall = EnemyNear(var(54)),AnimTime <= -7 || var(59)<7
triggerall = Random <= var(59)*30 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 250

;
[State -1, Throw - in Ground]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = S
triggerall = MoveType = I
triggerall = P2BodyDist X < 20
triggerall = P2MoveType != H
triggerall = P2StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ctrl
triggerall = P2StateNo != [120,155]
triggerall = P2BodyDist X >= 0
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3 && fvar(37) != 4
triggerall = EnemyNear(var(54)),Vel X=0&&EnemyNear(var(54)),Vel Y=0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),AnimTime <=-5 || var(59) < 10
triggerall = !Inguarddist || EnemyNear(var(54)),StateNo < 1000 && Time <= 1
triggerall = (EnemyNear(var(54)),PrevStateNo != [5000,5270]) || EnemyNear(var(54)),Time > 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),PrevStateNo != [5100,5299]
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = var(59) < 7 || !(EnemyNear(var(54)),HitDefAttr= ,AA,AT,AP)
trigger1 = Random <= var(59)*5
trigger2 = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159])
trigger2 = Random <= var(59)*15
value = 500

;󒆓
[State -1, Throw - in Ariel]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = P2StateType = A
triggerall = P2BodyDist X < 20
triggerall = Alive
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateNo != [120,155]
triggerall = ctrl
triggerall = RoundState = 2
triggerall = fvar(38) != 0
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = PrevStateNo = [120,159]
trigger2 = EnemyNear(var(54)),Ctrl
value = 520

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-5,25+(EnemyNear(var(54)),Vel X)*3]
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=S,NA,SA,NT,ST||EnemyNear(var(54)),StateNo<1000&&EnemyNear(var(54)),Time>=12
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(54)),Time>=15||EnemyNear(var(54)),StateNo=EnemyNear(var(54)),PrevStateNo||EnemyNear(var(54)),AnimTime<-4||Helper(60000),InguardDist&&EnemyNear(var(54)),MoveContact=0
trigger1 = EnemyNear(var(54)),Const(Size.head.Pos.Y) <= -85
trigger1 = EnemyNear(var(54)),AnimTime <= 4 || Time >= 30
trigger1 = !fvar(35)
value = 300

;K[hs\_bVi݂UNKNOWNpj
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = fvar(38) = 3 && P2BodyDist X > 100 || fvar(38) = 3.1 && P2BodyDist X < 60 && BackEdgeBodyDist < 30
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
value = 100

;K[hs\obN
[State -1, Back Dash1]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = fvar(38)=4||EnemyNear(var(54)),HitDefAttr=SCA,AT
triggerall = P2BodyDist X <= 100+(EnemyNear(var(54)),Vel X)*5
triggerall = BackEdgeBodyDist > 40
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
value = 105

;K[hs\obN
[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(6) < 2
triggerall = Pos Y <= -40
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X <= 100+(EnemyNear(var(54)),Vel X)*5
triggerall = P2BodyDist Y = [-60,60]
triggerall = BackEdgeBodyDist > 40
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||var(59)>9
triggerall = Ctrl ||(StateNo=[100,106])&&(var(11)=1)&&(Time>15||var(59)>7)||(StateNo=[110,116])&&(var(11)=1)&&(Time>14||var(59)>7)
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610])
value = 115

;WviԂϏuEj
[State -1, Jump - in Ground]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(60000)
triggerall = Ctrl||(StateNo=200)&&(var(1)=[1,3])||(StateNo=210)&&(var(1)=[1,3])||(StateNo=220)&&(var(1)=1)||(StateNo=250)&&(AnimElemTime(4)>=0)&&(var(1)=1)||(StateNo=300)&&(var(1)=[1,3])||(StateNo=310)&&(var(1)=1)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*12
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = ifelse(EnemyNear(var(54)),StateNo<1000,38,39)

[State -1, Jump - in Air]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = Ctrl || (StateNo = [400,432]) && (var(1) = [1,3])
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*12
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 45

;
;MoveType = I && !EnemyNear,Ctrl 
;

;̂Lv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = I || fvar(37) = 2 || fvar(38) < 0
triggerall = EnemyNear(var(54)),StateNo >= 1000
triggerall = EnemyNear(var(54)),StateNo != [5100,5125]
triggerall = !EnemyNear(var(54)),Ctrl
triggerall = EnemyNear(var(54)),Vel X = 0
triggerall = P2BodyDist X > 100
triggerall = EnemyNear(var(54)),Time >= 10 && EnemyNear(var(54)),AnimTime < -1 || fvar(38) < 0
triggerall = Random <= var(59)*30 || var(59) > 7 && Random <= var(59)*100 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
value = 6110

;
;nNU 
;EnemyNear(var(54)),StateType = L EnemyNear(var(54)),AnimTime P2bodyDist Y P2bodyDist X
;

;NU߃_bV
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = BackEdgeBodyDist > 50
trigger1 = P2BodyDist X > 100
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5119]
trigger2 = P2BodyDist X > 150
trigger2 = EnemyNear(var(54)),StateType = L
trigger2 = EnemyNear(var(54)),Stateno = [5100,5125]
trigger3 = fvar(39) = 2.5 && P2BodyDist X > 110
trigger3 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A
trigger4 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5120,5219])
trigger4 = EnemyNear(var(54)),Vel X <= 0 && P2BodyDist X > 120+(EnemyNear(var(54)),Vel X)*5
value = 100

;NU߃obN
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = BackEdgeBodyDist >= 60
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = P2BodyDist X <= 30
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = EnemyNear(var(54)),BackEdgeBodyDist >= 30
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5119]
trigger2 = fvar(39) = 2.5
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5120,5219])
trigger3 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X > 150+(EnemyNear(var(54)),Vel X)*5
trigger4 = EnemyNear(var(54)),Stateno = [5200,5201]
value = 105

;薳GobN
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = P2BodyDist X <= 80
triggerall = BackEdgeBodyDist >= 40
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = EnemyNear(var(54)),Stateno = [5200,5201]
trigger2 = fvar(38) = 0 && EnemyNear(var(54)),MoveType != A
trigger2 = P2BodyDist X < 20
value = 105

[State -1, Jump - in Ground]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType = L
triggerall = EnemyNear(var(54)),Stateno = [5100,5125]
triggerall = Random <= var(59)*40
triggerall = P2BodyDist X <= 70
triggerall = !Inguarddist
triggerall = Ctrl
trigger1 = BackEdgeBodyDist < 20
trigger1 = P2BodyDist X <= 50
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist <= 40
trigger2 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger2 = EnemyNear(var(54)),Vel X <= 0
trigger2 = fvar(16) = 3 || fvar(16) = 2 && fvar(15) > 100
trigger2 = EnemyNear(var(54)),AnimTime = [-30,-24]
trigger3 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger3 = EnemyNear(var(54)),Vel X = 0
trigger3 = fvar(15) > 30
trigger3 = EnemyNear(var(54)),AnimTime = [-30,-28]
trigger4 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5120,5219])
trigger4 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 160+(EnemyNear(var(54)),Vel X)*10
trigger4 = Random <= var(59)*40 || var(59) > 9
value = 38

;V
[State -1, Z]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != 700
triggerall = fvar(15) > 0
triggerall = Ctrl
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType = L
triggerall = EnemyNear(var(54)),Stateno = [5120,5125]
triggerall = P2BodyDist Y < -40 || EnemyNear(var(54)),AnimTime < -6 && Pos Y < -20
trigger1 = EnemyNear(var(54)),Vel X = 0 && (P2BodyDist X = [-15,10])
trigger2 = EnemyNear(var(54)),Vel X <= 0 && EnemyNear(var(54)),BackEdgeBodyDist <= 30 && (P2BodyDist X = [-10,20])
value = 700

;̂Lv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !Inguarddist
triggerall = Random <= var(59)*40
trigger1 = P2BodyDist X <= 70
trigger1 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = -14-(floor((P2BodyDist X)/10))
value = 6110

;J
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl || StateNo = 700
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !Inguarddist
triggerall = P2BodyDist X =[-15,10]
triggerall = P2BodyDist Y =[0,50]
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime = -3
trigger1 = EnemyNear(var(54)),Stateno = [5120,5125]
value = 410

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !Inguarddist
triggerall = P2BodyDist X =[-5,35]
triggerall = P2BodyDist Y =[0,60]
triggerall = Random <= var(59)*100
trigger1 = Ctrl
trigger1 = EnemyNear(var(54)),AnimTime = [-16,1]
trigger1 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger1 = StateNo != 700
value = 400

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !Inguarddist
triggerall = P2BodyDist X =[-5,25]
triggerall = Random <= var(59)*60 || var(59) > 6
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),AnimTime = -1
trigger1 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger1 = NumHelper(60000)
trigger1 = Helper(60000),var(34)=0 || var(59) < 10
value = 300

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != 4 && fvar(38) != -1
triggerall = !Inguarddist
triggerall = BackEdgeBodyDist >= 30
trigger1 = fvar(39) != 2.5
trigger1 = NumHelper(60000)
trigger1 = (P2BodyDist X = [25,50]) || P2BodyDist X > 70 && P2BodyDist X <= 120 || Helper(60000),var(34)>0
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5125]
Value = 20
ctrl = 1

;
;CX^g`[W IC
;

;nIC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = !Inguarddist
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),MoveType = H
;͂˂ς񂿂
trigger1 = (StateNo = 6001) && (var(1) = 1)
trigger1 = AnimElemTime(9) > 0
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = P2BodyDist X < 20 && P2BodyDist Y < 0
trigger2 = (StateNo = 6011) && (var(1) = 1)
trigger2 = AnimElemTime(11) > 0
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = P2BodyDist X < 20 && (P2BodyDist Y < 0 && fvar(16) = 3 || P2BodyDist Y < -40)
trigger3 = (StateNo = 6021) && (var(1) = 1)
trigger3 = AnimElemTime(13) > 0
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = P2BodyDist X < 20 && P2BodyDist Y < 0
;Ђ̂΂
trigger4 = (StateNo = 6200) && (var(1) = 1)
trigger4 = AnimElemTime(14) = 1
trigger5 = (StateNo = 6210) && (var(1) = 1)
trigger5 = AnimElemTime(28) = 1
trigger6 = (StateNo = 6220) && (var(1) = 1)
trigger6 = AnimElemTime(60) = 1
trigger6 = fvar(16) = 3
;セ̂ЂƂǂā`
trigger7 = (StateNo = 1001) && (var(1) = 1)
trigger7 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger7 = P2BodyDist X < 50
trigger7 = fvar(16) = 2 || fvar(16) = 3 && (var(59) <= 7 || ((Life*100)/LifeMax) <= 33 && Power >= 3000)
;Ⴂɂ񂠂[
;trigger8 = (StateNo = 1201) && (var(1) = 1)
;trigger8 = ((Life*100)/LifeMax) <= 33
;trigger8 = Power >= 3000
;trigger8 = P2BodyDist X < 60
value = 600

;nIC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = Random <= var(59)*100
triggerall = Inguarddist && (EnemyNear(var(54)),MoveType!=H||life<300) || EnemyNear(var(54)),MoveType = A
triggerall = ((Life*100)/LifeMax) < ifelse(EnemyNear(var(54)),Power<1000,33,70)
triggerall = EnemyNear(var(54)),Time >= 30-var(59)*3 || var(59) >= 10
trigger1 = ((StateNo = [210,240]) || StateNo = 310 || StateNo = 320) && (var(1) = [1,2])
trigger2 = (StateNo = 6001) && (var(1) = [1,2]) && AnimElemTime(9) > 0
trigger3 = (StateNo = 6011) && (var(1) = [1,2]) && AnimElemTime(11) > 0
trigger4 = (StateNo = 6021) && (var(1) = [1,2]) && AnimElemTime(13) > 0
trigger5 = (StateNo = [1000,1001]) && (var(1) = [1,2]) || (StateNo = [1020,1021]) && (var(1) = [1,2])
value = 600

;nIC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = ((Life*100)/LifeMax) < ifelse(EnemyNear(var(54)),Power<1000,33,70)
triggerall = (StateNo = [1000,1001]) && (var(1) = [1,2]) || (StateNo = [1020,1021]) && (var(1) = [1,2])
trigger1 = (EnemyNear(var(54)),PrevStateNo=[5000,5125]) && EnemyNear(var(54)),StateNo >= 200
trigger1 = EnemyNear(var(54)),Vel X > 0
trigger2 = EnemyNear(var(54)),StateNo = [5200,5201]
trigger3 = EnemyNear(var(54)),Ctrl
value = 600

;IC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = Random <= var(59)*100
;Ⴂɂ񂠂[
trigger1 = (StateNo = 1201) && (var(1) = 1)
trigger1 = fvar(6) >= 35
trigger1 = P2BodyDist X = [0,30]
trigger1 = P2BodyDist Y = [-40,40]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = (StateNo = 1221) && (var(1) = 1)
trigger2 = fvar(6) >= 35
trigger2 = P2BodyDist X = [0,30]
trigger2 = P2BodyDist Y = [-40,40]
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = (StateNo = 1201) && (var(1) = [1,2])
trigger3 = Inguarddist || EnemyNear(var(54)),MoveType = A
trigger3 = ((Life*100)/LifeMax) < ifelse(EnemyNear(var(54)),Power<1000,33,70)
trigger3 = EnemyNear(var(54)),Time >= 30-var(59)*3 || var(59) >= 10
value = 610

;
;nډ 
;Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

;Ղ̎
[State -1, AA4BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = fvar(38) != 0
triggerall = EnemyNear(var(54)),Movetype = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*50 && var(59) < 9 || Random <= var(59)*100 && var(59) >= 9
triggerall = Ctrl
triggerall = P2BodyDist X = [-60,60]
triggerall = P2BodyDist Y = [-90+(EnemyNear(var(54)),Vel Y)*10,-30+(EnemyNear(var(54)),Vel Y)*10]
triggerall = EnemyNear(var(54)),StateNo != [47000,47001]
triggerall = fvar(39) = 8 || EnemyNear(var(54)),StateNo = 45003 || fvar(39) = 2.2; || (fvar(39)=[3,4]) || fvar(39) = 7
;Lv8ȉ̓Ct250ȉő胉CtȂƂɔ
trigger1 = life <= lifemax*0.4 && P2life > life && var(59) <= 8
;Lv9͑胉Ct500ȉ(1000z)̎ɔ
trigger2 = P2life <= lifemax*0.2 && var(59) = 9
trigger3 = var(59) >= 10
value = 7000

;ډߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),Movetype = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = Ctrl
trigger1 = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*3
trigger1 = EnemyNear(var(54)),Vel Y > 0
trigger1 = EnemyNear(var(54)),StateNo != 45011
trigger1 = fvar(39) != 2.5 && var(4)!=0
trigger1 = fvar(39) || !fvar(39) && (EnemyNear(var(54)),StateNo != [5200,5299])
trigger2 = NumPartner
trigger2 = Partner,Alive
trigger2 = !fvar(39)
trigger2 = P2BodyDist Y >= -45-(EnemyNear(var(54)),Vel Y)*5
trigger2 = EnemyNear(var(54)),Vel Y >= 0
trigger2 = EnemyNear(var(54)),StateNo != 45011
value = 210

;ډ
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = !Inguarddist
triggerall = P2BodyDist Y <= -10
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = StateNo = 210 && (var(1) = 1)
trigger1 = !fvar(39)
value = 310

;ډ
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),Movetype = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = StateNo = 210 && (var(1) = 1)
value = 221

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
;triggerall = !Inguarddist
triggerall = P2BodyDist X =[0,25]
triggerall = Random <= var(59)*100
triggerall = !fvar(39) || (fvar(39) = [3,4]) || fvar(39) = 7
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
value = 300

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
;triggerall = !Inguarddist
triggerall = P2BodyDist X > 25
triggerall = Random <= var(59)*100
triggerall = !fvar(39) || (fvar(39) = [3,4]) || fvar(39) = 7
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
value = 210

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = P2BodyDist X < 70
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
;triggerall = !Inguarddist
triggerall = Random <= var(59)*100
triggerall = !fvar(39) || (fvar(39) = [3,4]) || fvar(39) = 7
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
value = 220

;
;n㌄t 
;

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X <= 40
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [5200,5299])
trigger1 = (EnemyNear(var(54)),StateNo = [50,55]) || (EnemyNear(var(54)),StateNo = [100,119]) && (!EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),facing = facing)
trigger1 = Random <= var(59)*(100-var(57))
trigger2 = !EnemyNear(var(54)),Ctrl
trigger2 = EnemyNear(var(54)),AnimTime <= -12
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = Random <= var(59)*100
trigger3 = EnemyNear(var(54)),StateNo = 132 || (EnemyNear(var(54)),StateNo = [154,155])
trigger3 = Random <= var(59)*100
value = 210

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,25]
trigger1 = EnemyNear(var(54)),facing=facing
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AnimTime <= -9
trigger1 = Random <= var(59)*100
trigger2 = P2BodyDist Y >= -20 && EnemyNear(var(54)),Vel Y > 0
trigger2 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),facing=facing
trigger3 = EnemyNear(var(54)),StateType = S
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*20
trigger4 = StateNo = 52 || PrevStateNo = 52
trigger4 = EnemyNear(var(54)),StateType = S
trigger4 = EnemyNear(var(54)),StateNo = 130 || (EnemyNear(var(54)),StateNo = [150,151])
trigger4 = Random <= var(59)*30||var(59)>9
value = 300

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,30]
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 200

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X >= 30
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 210

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X <= 60
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 220

;R{P *n(ߒ)セ̂ЂƂǂā`or͂˂ςLv1`Lv3orЂ̂΂Lv1`Lv3
;R{Q *nߒ͂˂ρ[JJ2JJvXorJorRF₫
;R{R ͂˂ςLv1ICߒ(JADJJߒJとJ)JJとJvXorJorRF₫iʒ[j
;R{S ͂˂ςLv2ICߒJとJJJとJvXorJorRF₫iʒ[j
;R{T ͂˂ςLv2ߒJとJJJvXorJorRF₫iʒ[j
;R{U ͂˂ςLv3ICߒ(JiߒJと)JJJとJvXorJorRF₫iʒ[j
;R{V Ђ̂΂Lv1ICJJADJADJJLv1or[
;R{W Ђ̂΂Lv1ICJJADJADJJLv1ߒJとJJJとJvXorJorRF₫(ʒ[)
;R{X Ђ̂΂Lv2ICߒJとJJJとJvXorJorRF₫
;R{PO Ђ̂΂Lv3ICߒJとJJJとJvXorJorRF₫
;R{PP *n(ߒ)セ̂ЂƂǂāICߒJとJJJvXorJorRF₫iʒ[j
;R{PQ RF̂ЂƂǂā`ߒJJJvXorJorRF₫
;R{PR DJJ[ICJJADJJ[(ƈǁA܂EȂ̂őËj
;R{PS DJJ[ICJJJとJvXorJorRF₫or[(ʒ[)
;R{PT DJJ[ICJJLv1ߒJとJJJとJvXorJorRF₫or[(ʒ[)
;R{PU *n(ߒ)セ̂ЂƂǂāICՂ̎
;R{PV RF̂ЂƂǂā`Ղ̎(Ǎی)
;R{PW Ⴂɂ񂠂[ICՂ̎

;
;g
;

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y >= -40
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 12 || EnemyNear(var(54)),Ctrl
value = 210

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !InGuardDist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = P2BodyDist X <= 70
triggerall = P2BodyDist Y = [-80,-50]
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 10 || EnemyNear(var(54)),Ctrl
value = 310

;
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X < 45
triggerall = P2BodyDist Y = [-60,60]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 10 || EnemyNear(var(54)),Ctrl
value = 410

;
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [0,75]
triggerall = P2BodyDist Y = [-20,90]
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 6 || EnemyNear(var(54)),Ctrl
value = 420

[State -1, Jump - in Ground]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-10,70]
triggerall = P2BodyDist Y = [-220-(EnemyNear(var(54)),Vel Y)*5,-50-(EnemyNear(var(54)),Vel Y)*5]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*(30+(fvar(39)=2.5)*30)
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = P2BodyDist Y >= -120-(EnemyNear(var(54)),Vel Y)*5
trigger2 = EnemyNear(var(54)),CanRecover || (EnemyNear(var(54)),PrevStateNo = [45030,45031]) && EnemyNear(var(54)),MoveType = H
trigger2 = fvar(39) = 2.5
Value = ifelse(P2BodyDist X<=30,38,39)

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -20
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Stateno = 200
triggerall = TeamMode = Single || TeamMode = Turns
trigger1 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger1 = var(1) = 2 && Random <= var(59)*70
trigger2 = (P2BodyDist X = [0,9]) && (var(1) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)
trigger3 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger3 = var(1)=3&&Random<=var(59)*50 && fvar(38)>0
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1
value = 200

;(^bOp)
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -20
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Stateno = 200
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,facing=facing || Pos X-Partner,Pos X<=0
trigger1 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger1 = var(1) = 2 && Random <= var(59)*70
trigger2 = (P2BodyDist X = [0,9]) && (var(1) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)
trigger3 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger3 = var(1)=3&&Random<=var(59)*50 && fvar(38)>0
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1
value = 200

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Single || TeamMode = Turns
trigger1 = Stateno = 200 && (var(1) = 1) || Stateno = 300 && (var(1) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = EnemyNear(var(54)),facing != facing
trigger1 = Random <= var(59)*100
trigger2 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger2 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger2 = var(1) = 2 && Random <= var(59)*90
trigger3 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger3 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = var(1)=3 && Random<=var(59)*70 && (fvar(38)>0||fvar(38)=-2)
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1||fvar(38)=-2
value = 300

;(^bOp)
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,facing=facing || Pos X-Partner,Pos X<=0
trigger1 = Stateno = 200 && (var(1) = 1) || Stateno = 300 && (var(1) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = EnemyNear(var(54)),facing != facing
trigger1 = Random <= var(59)*100
trigger2 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger2 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger2 = var(1) = 2 && Random <= var(59)*90
trigger3 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger3 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = var(1)=3 && Random<=var(59)*70 && (fvar(38)>0||fvar(38)=-2)
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1||fvar(38)=-2
value = 300

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1 || var(59)<10
triggerall = !fvar(39)
triggerall = Vel Y > 0
triggerall = EnemyNear(var(54)),MoveType != A
trigger1 = StateNo = 400 && (var(1) = [2,3])
trigger1 = EnemyNear(var(54)),StateType != L || EnemyNear(var(54)),StateType != A
trigger2 = StateNo = 400 && (var(1) = [1,3])
trigger2 = EnemyNear(var(54)),StateType != A || (EnemyNear(var(54)),StateNo = [5120,5125])
value = 400

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1 || var(59)<10
triggerall = Random <= var(59)*30
triggerall = ((StateNo = 200) || (StateNo = 210) || (StateNo = 300)) && (var(1) = [1,2])
trigger1 = (Helper(60000),var(59)>0 || EnemyNear(var(54)),Vel X >= 0 && EnemyNear(var(54)),facing != facing || EnemyNear(var(54)),Vel X <= 0 && EnemyNear(var(54)),facing = facing) && BackEdgeBodyDist <= 30 && P2BodyDist X <= 40
value = 38

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(6) < 2
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = (StateNo = [410,432]) && (var(1) = [2,3]) || Ctrl && PrevStateNo = 610 && ((EnemyNear(var(54)),StateNo = [120,169]) || EnemyNear(var(54)),MoveType != H)
trigger1 = Pos Y < -10
trigger1 = backedgebodydist >= 30
trigger1 = Random <= var(59)*30 || Random <= var(59)*100 && var(59) > 6
trigger1 = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= 20
value = 115

;ip󒆁󋭁[
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 50
triggerall = P2BodyDist Y = [0,60]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = Ctrl
trigger1 = PrevStateNo = 102
value = 410

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist X >= 0
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1 || var(59)<10
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 200 && (var(1) = [1,2])
trigger2 = StateNo = 300 && (var(1) = [1,2])
value = 210

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = ((StateNo = 200) || (StateNo = 210) || (StateNo = 300)) && (var(1) = 2)
triggerall = EnemyNear(var(54)),StateType = C && (P2BodyDist X = [15,60])
trigger1 = Random <= var(59)*40
value = 38

;セ̂ЂƂǂā`ICFM
[State -1, 236A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),Movetype = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = ((Life*100)/LifeMax) <= 33
triggerall = Power >= 3000
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (StateNo = 320) && (var(1) = 1)
trigger2 = (StateNo = 220) && (var(1) = 1)
trigger3 = (StateNo = [230,240]) && (var(1) = 1)
trigger4 = (StateNo = 210) && (var(1) = 1) || (StateNo = 310) && (var(1) = 1)
trigger4 = EnemyNear(var(54)),StateType != A
trigger5 = (StateNo = 300) && (var(1) = 1)
trigger6 = (StateNo = 200) && (var(1) = 1)
value = 1000

;Ђ̂΂Lv1
[State -1, 641236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [-60,60]
triggerall = fvar(35) != 0 || life > P2life/3
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(55) = 0;2Js̈ || fvar(35) = 1
triggerall = fvar(35) || life > EnemyNear(var(54)),life*3
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 60 || FrontEdgeBodyDist < 60
triggerall = Power >= 2000 && var(59) > 8 || (var(59) = [4,8])
trigger1 = (StateNo = [200,300]) && (var(1) = 1)
value = 6200

;ǂ͂˂ρ[
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 20 || var(59)<7
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(55) = 0
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),BackEdgeBodyDist >= 30 || EnemyNear(var(54)),FrontEdgeBodyDist >= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = StateNo = 210 && (var(1) = 1) || StateNo = 200 && (var(1) = 1) || StateNo = 300 && (var(1) = 1)
trigger1 = TeamMode = Single || TeamMode = Turns
trigger2 = NumPartner
trigger2 = TeamMode = Simul
trigger2 = Partner,MoveType != A || Partner,StateType = A || Partner,StateType = L || Partner,life <= 0
value = 250

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1 || var(59)<10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
trigger1 = P2BodyDist X > 40
trigger1 = StateNo = 200 && (var(1) = [1,2])
trigger2 = StateNo = 210 && (var(1) = [1,2])
trigger2 = P2BodyDist X >= 0
trigger2 = P2BodyDist Y > -10
trigger3 = P2BodyDist X > 40
trigger3 = StateNo = 300 && (var(1) = [1,2])
value = 220

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [20,60]
;triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1 || var(59)<10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
trigger1 = StateNo = 200 && (var(1) = [1,2])
trigger2 = StateNo = 210 && (var(1) = [1,2])
trigger3 = StateNo = 220 && (var(1) = [1,2])
trigger4 = StateNo = 240 && (var(1) = [1,2])
trigger5 = StateNo = 300 && (var(1) = [1,2])
trigger6 = StateNo = 310 && (var(1) = [1,2])
value = 320

;セ̂ЂƂǂā`ICFM
[State -1, 236A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
;triggerall = !Inguarddist
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),Movetype = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = ((Life*100)/LifeMax) <= 33
triggerall = Power >= 3000
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (StateNo = 320) && (var(1) = 1)
trigger2 = (StateNo = 220) && (var(1) = 1)
trigger3 = (StateNo = [230,240]) && (var(1) = 1)
trigger4 = (StateNo = 210) && (var(1) = 1) || (StateNo = 310) && (var(1) = 1)
trigger4 = EnemyNear(var(54)),StateType != A
trigger5 = (StateNo = 300) && (var(1) = 1)
trigger6 = (StateNo = 200) && (var(1) = 1)
value = 1000

;Ⴂɂ񂮂͂˂ςLv3
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
;triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || P2life < 350
;triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = fvar(6) > 35 && (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 || P2life < 350
trigger1 = (StateNo = 320) && (var(1) = 1)
trigger2 = (StateNo = 220) && (var(1) = 1)
trigger3 = (StateNo = [230,240]) && (var(1) = 1)
trigger4 = (StateNo = 210) && (var(1) = 1) || (StateNo = 310) && (var(1) = 1)
trigger4 = EnemyNear(var(54)),StateType != A
trigger5 = (StateNo = 300) && (var(1) = 1)
trigger6 = (StateNo = 200) && (var(1) = 1)
value = 6020

;Ⴂɂ񂮂͂˂ςLv2
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Random <= var(59)*100
;triggerall = !Inguarddist
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || P2life < 250
trigger1 = (StateNo = 320) && (var(1) = 1)
trigger2 = (StateNo = 220) && (var(1) = 1)
trigger3 = (StateNo = [230,240]) && (var(1) = 1)
trigger4 = (StateNo = 210) && (var(1) = 1) || (StateNo = 310) && (var(1) = 1)
trigger4 = EnemyNear(var(54)),StateType != A
trigger5 = (StateNo = 300) && (var(1) = 1)
trigger6 = (StateNo = 200) && (var(1) = 1)
trigger7 = (StateNo = 221) && (var(1) = 1) && fvar(16) = 3 && Power >= 3000
trigger7 = P2BodyDist Y >= -40
value = 6010

;Ⴂɂ񂮂͂˂ςLv1
[State -1, 236236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = Random <= var(59)*100
;triggerall = !Inguarddist
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || P2life < 150
trigger1 = (StateNo = 320) && (var(1) = 1)
trigger2 = (StateNo = 220) && (var(1) = 1)
trigger3 = (StateNo = [230,240]) && (var(1) = 1)
trigger4 = (StateNo = 210) && (var(1) = 1) || (StateNo = 310) && (var(1) = 1)
trigger4 = EnemyNear(var(54)),StateType != A
trigger5 = (StateNo = 300) && (var(1) = 1)
trigger6 = (StateNo = 200) && (var(1) = 1)
trigger7 = (StateNo = 221) && (var(1) = 1) && fvar(16) = 3 && Power >= 2000
trigger7 = P2BodyDist Y >= -40
value = 6000

;Ђ̂΂Lv3
[State -1, 641236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [-70,70]
;triggerall = EnemyNear(var(54)),MoveType = H
;triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = fvar(16) = 3 && fvar(6) > 37
triggerall = EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && (BackEdgeBodyDist>50||P2BodyDist X<0)
trigger1 = (StateNo = 320) && (var(1) = 1)
trigger2 = (StateNo = [230,240]) && (var(1) = 1)
trigger3 = (StateNo = 220) && (var(1) = 1)
trigger3 = (StateNo = 200) && (var(1) = 1)
trigger4 = (StateNo = 210) && (var(1) = 1) || (StateNo = 310) && (var(1) = 1)
trigger4 = EnemyNear(var(54)),StateType != A || P2BodyDist X < 0
trigger5 = (StateNo = 300) && (var(1) = 1)
value = 6220

;Ђ̂΂Lv2
[State -1, 641236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [-70,70]
;triggerall = EnemyNear(var(54)),MoveType = H
;triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && (BackEdgeBodyDist>50||P2BodyDist X<0)
trigger1 = (StateNo = 320) && (var(1) = 1)
trigger2 = (StateNo = [230,240]) && (var(1) = 1)
trigger3 = (StateNo = 220) && (var(1) = 1)
trigger3 = (StateNo = 200) && (var(1) = 1)
trigger4 = (StateNo = 210) && (var(1) = 1) || (StateNo = 310) && (var(1) = 1)
trigger4 = EnemyNear(var(54)),StateType != A || P2BodyDist X < 0
trigger5 = (StateNo = 300) && (var(1) = 1)
value = 6210

;セ̂ЂƂǂā`
[State -1, 236A]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = !Inguarddist
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
triggerall = (StateNo = [200,320]) && (var(1) = 1)
triggerall = (StateNo != 221) && (StateNo != 250) && (StateNo != 310) && (StateNo != 210)
trigger1 = (fvar(16) =[2,3]) || EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && (BackEdgeBodyDist>50||P2BodyDist X<0)
trigger1 = P2BodyDist X < 74
trigger2 = StateNo = 230 || StateNo = 320
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1000

;セ̂ЂƂǂā`(p)
[State -1, 236A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = !Inguarddist
triggerall = P2BodyDist X < 85
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = Random <= var(59)*100
triggerall = var(59) < 7 || var(59) = 8 && Random <= 500
trigger1 = (StateNo = [200,320]) && (var(1) = [1,2])
trigger1 = (StateNo != 221) && (StateNo != 250) && (StateNo != 310) && (StateNo != 210)
value = 1000

;ĂՂ
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Helper(60000),var(59)!=1 || var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
trigger1 = StateNo = 200 && (var(1) = [1,2])
trigger2 = StateNo = 210 && (var(1) = [1,2])
trigger3 = StateNo = 220 && (var(1) = [1,2])
trigger4 = StateNo = 300 && (var(1) = [1,2])
trigger5 = StateNo = 310 && (var(1) = [1,2])
trigger5 = EnemyNear(var(54)),StateType != A
value = 240

;
;󒆖ډ 
;AnimTime=0 Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = Ctrl
triggerall = StateNo != 700
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 6
triggerall = NumHelper(60000)
trigger1 = Helper(60000),var(55) > 0
trigger1 = fvar(39) = 1 || fvar(39) = 5
trigger1 = PrevStateNo = 39
trigger1 = Time >= 10
value = 45

;
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [0,75]
triggerall = P2BodyDist Y = [-20,90]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
trigger1 = StateNo = 410 && (var(1) = 1)
value = 420

;Ⴂɂ񂠂[
[State -1, 623C]
type = null;ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 50
triggerall = P2BodyDist Y = [-60,60]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
;triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
trigger1 = (StateNo = 420) && (var(1) = 1)
value = 1200

;
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 45
triggerall = P2BodyDist Y = [-60,60]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = Ctrl
trigger1 = PrevStateNo = 39
trigger1 = P2BodyDist Y = [-40,40]
trigger1 = (fvar(39) = [1,1.1]) || EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (fvar(39) != [5,6])
trigger2 = PrevStateNo = 45
trigger2 = (fvar(39) = [1,1.1]) || EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = P2BodyDist Y = [-30,60]
trigger3 = PrevStateNo = 110 || PrevStateNo = 610
trigger4 = fvar(39) = 6 || fvar(39) = 4
trigger4 = PrevStateNo = 45
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist < 20
trigger5 = PrevStateNo = 39
trigger5 = fvar(39) = 7 && fvar(6) > 37 || fvar(39) = 3 && (fvar(6) = [40,50])
trigger6 = fvar(39) = [2,2.1]
trigger6 = StateNo = 53
trigger7 = PrevStateNo = 45 || PrevStateNo = 110
trigger7 = fvar(39) = 2
trigger8 = fvar(39) = 4.9 && PrevStateNo = 100
trigger8 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 410

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 25
triggerall = P2BodyDist Y = [-40,40]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = fvar(6) < 40 || fvar(39) = 4
trigger1 = P2BodyDist Y = [-20,40]
trigger2 = fvar(39) = 6
trigger3 = fvar(39) = 8
trigger4 = fvar(39) = [2,2.1]
trigger4 = fvar(6) < 25
trigger5 = fvar(39) = 4.9
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 400

;
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 45
triggerall = P2BodyDist Y = [-60,60]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = StateNo = 400 && (var(1) = 1)
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || fvar(39) = 6
value = 410

;vX
[State -1, 3C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 60
triggerall = Helper(60000),var(55) > 0 && P2BodyDist X > 0 || Helper(60000),var(55) = 0
triggerall = (P2BodyDist Y = [-30,60]) || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = StateNo = 410 && (var(1) = 1)
triggerall = PoS Y < -40
trigger1 = var(5) = 1
trigger1 = fvar(39) = 1 || fvar(6) < 30 && (EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50)
value = 430

;̂Lv1
[State -1, 214214A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-10,30]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = Random <= var(59)*100
trigger1 = (StateNo = [400,432]) && (var(1) = 1)
trigger1 = (fvar(39) = [1,1.1]) && fvar(6) > 20 && EnemyNear(var(54)),Pos Y <= -100
trigger1 = var(5) >= 1 || var(6) >= 1
value = 6150

;̂Lv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y = [-30,30]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = Random <= var(59)*100
trigger1 = (StateNo = [400,432]) && (var(1) = 1)
trigger1 = (fvar(39) = [1,1.1]) && fvar(6) > 20
trigger1 = var(5) >= 1 || var(6) >= 1
value = 6160

;Ⴂɂ񂠂[
[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 50
triggerall = P2BodyDist Y = [-60,30]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = (StateNo = [410,420]) && (var(1) = 1)
trigger1 = fvar(39) = 4.9 && fvar(6) < 16
trigger2 = fvar(39) = 1 && fvar(6) < 28 && var(5) > 0 && var(6) >= 0
trigger3 = fvar(39) = 6 && fvar(6) < 18
value = 1200

;
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 35
triggerall = P2BodyDist Y = [-90,90]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = StateNo = 410 && (var(1) = 1)
trigger1 = (fvar(39) = [1,1.1]) || fvar(39) = 6 || (EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || EnemyNear(var(54)),BackEdgeBodyDist < 20) && fvar(39) != 4.9 || fvar(39) = 9
trigger1 = (fvar(39) != [2,2.1])
trigger2 = Ctrl
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = PrevStateNo = 39 || PrevStateNo = 610
trigger2 = P2BodyDist Y = [-40,90]
trigger2 = fvar(39) != 4 && fvar(39) != 4.9
trigger3 = StateNo = 410 && (var(1) = 1)
trigger3 = (fvar(39) = [2,2.1]) || fvar(39) = 4.9
trigger3 = var(5) >= 1 && var(6) = 0 && P2BodyDist Y >= -20 || var(5) = 0 || EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = P2BodyDist Y = [-90,90]
trigger4 = Ctrl && PrevStateNo = 39 || StateNo = 410 && (var(1) = 1) && (var(5) = 3 && var(6) = 2 || P2BodyDist Y > 40)
trigger4 = fvar(39) = 5
trigger5 = StateNo = 410 && (var(1) = 1)
trigger5 = !fvar(39)
trigger5 = EnemyNear(var(54)),Pos Y < -40
trigger6 = Ctrl && EnemyNear(var(54)),StateNo = 45003
value = 420

;Ⴂɂ񂠂[
[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 50
triggerall = P2BodyDist Y = [-60,30]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = (StateNo = [410,420]) && (var(1) = 1)
triggerall = var(59) <= 8
trigger1 = (StateNo = 420) && (var(1) = 1)
trigger1 = fvar(39) = 5 && (var(5) > 1 || EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50)
trigger2 = Ctrl && PrevStateNo = 45
trigger2 = fvar(39) = 5
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1200

;̂Lv1
[State -1, 214214A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = P2BodyDist X < 60
triggerall = P2BodyDist Y = [-50,50]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = (StateNo = [410,420]) && (var(1) = 1)
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20
trigger1 = fvar(39) = 2 && fvar(6) < 30 && (var(5) >= 1 || var(6) >= 1) || fvar(39) = 2.1 && fvar(6) > 33 || (fvar(39) = [1,1.1]) && fvar(6) > 25 || !fvar(39) && fvar(6) > 20
trigger2 = (StateNo = 420) && (var(1) = 1)
trigger2 = fvar(39) = 5 && (var(5) > 1 || EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50)
trigger3 = Ctrl && PrevStateNo = 45
trigger3 = fvar(39) = 5
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 6150

;Ⴂɂ񂠂[
[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 50
triggerall = P2BodyDist Y = [-60,30]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = (StateNo = [410,420]) && (var(1) = 1)
trigger1 = fvar(39) = 2 && fvar(6) < 20 || fvar(39) = 2.1 && fvar(6) < 30 && var(6) >= 1
trigger2 = fvar(39) = 2.1 && var(5) >= 1 && var(6) >= 0 && P2BodyDist Y < -20
trigger3 = fvar(39) = 4.9 && var(5) >= 1 && var(6) >= 0 && fvar(6) < 20
trigger4 = fvar(39) = 1.1 && (P2BodyDist Y = [-10,40]) && var(5) >= 1 && var(6) >= 0
trigger5 = var(5) > 0 && var(6) >= 0 && fvar(39) != 9 && fvar(39) != 5 && fvar(6) < 30
trigger5 = P2BodyDist Y > 20
trigger6 = fvar(39) = 9 && fvar(6) < 30 && P2BodyDist Y > 20
value = 1200

;RF₫ˌ
[State -1, 214C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = P2BodyDist X < 50
triggerall = (P2BodyDist Y = [-60,20]) || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = fvar(16) = 3 || fvar(16) = 2 && var(59) <= 7
trigger1 = (StateNo = 431) && (var(1) = 1)
trigger2 = (StateNo = [410,420]) && (var(1) = 1)
trigger2 = var(5) > 0 && var(6) >= 0 && fvar(39) != 9 && fvar(39) != 5 && fvar(6) < 30
trigger3 = (StateNo = [410,420]) && (var(1) = 1)
trigger3 = fvar(6) < 30 && fvar(39) != 1 && fvar(39) != 2.1 && fvar(39) != 4.9
trigger3 = var(5) = 0 && var(6) = 0
trigger4 = (StateNo = [410,420]) && (var(1) = 1)
trigger4 = fvar(39) = 9 && var(5) > 0 && fvar(6) < 30
trigger5 = (StateNo = [410,420]) && (var(1) = 1)
trigger5 = fvar(39) = 1.1 && (P2BodyDist Y > 40) && var(5) >= 1 && var(6) = 0
value = 1170

;ソ₫ˌ
[State -1, 214A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 50
triggerall = (P2BodyDist Y = [-60,20]) || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 431) && (var(1) = 1)
trigger2 = (StateNo = [410,420]) && (var(1) = 1)
trigger2 = var(5) > 0 && var(6) >= 0 && fvar(39) != 9 && fvar(39) != 5 && fvar(6) < 30
trigger3 = (StateNo = [410,420]) && (var(1) = 1)
trigger3 = fvar(6) < 30 && fvar(39) != 1 && fvar(39) != 2.1 && fvar(39) != 4.9
trigger3 = var(5) >= 1 && var(6) = 0 
trigger4 = (StateNo = [410,420]) && (var(1) = 1)
trigger4 = fvar(39) = 9 && var(5) > 0 && fvar(6) < 30
trigger5 = (StateNo = [410,420]) && (var(1) = 1)
trigger5 = fvar(39) = 1.1 && (P2BodyDist Y > 40) && var(5) >= 1 && var(6) >= 0
value = 1150

;
;󒆌q 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 6
trigger1 = (StateNo = 221) && (var(1) = 1)
trigger2 = (StateNo = 250) && (AnimElemTime(4) >= 0) && (var(1) = 1)
trigger3 = (StateNo = 310) && (var(1) = 1)
trigger4 = (StateNo = 210) && (var(1) = 1)
trigger5 = Ctrl
trigger5 = fvar(39) = 5
;trigger5 = P2BodyDist Y >= -100-(Enemynear(var(54)),Vel Y)*10 && Enemynear(var(54)),Vel Y < -8
trigger5 = P2BodyDist Y <= 240+(Enemynear(var(54)),Vel Y*20) && (Enemynear(var(54)),Vel Y = [-8,0])
trigger6 = Ctrl
trigger6 = EnemyNear(var(54)),StateNo = 45003
trigger6 = P2BodyDist Y >= -150 && BackEdgeBodyDist < 40
trigger6 = Enemynear(var(54)),Vel Y > 0
trigger7 = Ctrl && var(59) > 7
trigger7 = Enemynear(var(54)),PrevStateNo = 45003 || EnemyNear(var(54)),StateNo = 5210 && (Enemynear(var(54)),Time = [5,10])
trigger7 = P2BodyDist Y >= -150
value = 39

[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = var(1) = [1,3]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 6
triggerall = StateNo = [410,420]
triggerall = var(1) = 1
trigger1 = (fvar(39) = [1,1.1]) && (P2BodyDist X < 30||fvar(6)<25) || fvar(39) = 6 || fvar(39) = 9
trigger2 = fvar(6) < 41 && fvar(39) != 2.1 && fvar(39) != 4.9 || fvar(39) = 4 || (fvar(39) = [2,2.1]) && fvar(6) < 30 
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = fvar(39) = 5
trigger4 = fvar(39) = 4.9
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger5 = !fvar(39) && (P2BodyDist Y < -35 || fvar(6) < 28)
value = 45

[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = var(1) = [1,3]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 6
trigger1 = StateNo = 400 && var(1) = 1
trigger1 = !fvar(39)
trigger1 = P2BodyDist Y < -10
value = 45

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(6) < 2
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 6
trigger1 = (StateNo = 420) && (var(1) = 1)
trigger1 = fvar(39) != 1 && fvar(39) != 7 && fvar(39) != 4.9
trigger1 = var(6) = 0 && (EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50)
trigger2 = (StateNo = [400,420]) && (var(1) = 1)
trigger2 = (fvar(39) = [2,2.1]) && var(6) < 1 || !fvar(39) || (fvar(39) = [1,1.1]) || fvar(39) = 9
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = (StateNo = 410) && (var(1) = 1)
trigger3 = fvar(39) = 5
trigger4 = Ctrl && fvar(39) = 1
trigger4 = PrevStateNo = 39
trigger4 = P2BodyDist X > 40
trigger5 = (StateNo = [420,432]) && (var(1) = 1) && var(5)>0 && var(59)>7
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 110

;
;K[h 
;inguarddist EnemyNear(var(54)),HitDefAttr = SCA,AA;Ō
;

[State -3,K[h]
Type = ChangeState
TriggerAll = var(59) > 0
TriggerAll = Ctrl || StateNo = 101 || StateNo = 106 || StateNo = 700 || StateNo = 52 && Time >= 3
triggerall = StateNo != 125 && StateNo != 145
triggerall = Random <= var(58)*(50+EnemyNear(var(54)),Time/3)||var(58)>9
triggerall = RoundState <= 2
triggerall = fvar(38) != [3,4]
triggerall = !(EnemyNear(var(54)),Hitdefattr = SCA,NT,ST,HT,AT)
trigger1 = Inguarddist
trigger2 = !Inguarddist
trigger2 = EnemyNear(var(54)),Vel X > 0
trigger2 = EnemyNear(var(54)),HitDefAttr=SCA,AA
trigger3 = !Inguarddist && Abs(P2Dist X) < 40
trigger3 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),MoveType = A
trigger4 = NumHelper(60000)
trigger4 = Helper(60000),Inguarddist
trigger5 = NumHelper(60001)
trigger5 = Helper(60001),Inguarddist
trigger5 = var(59)>9
trigger6 = !Inguarddist && fvar(37) = 5
Value = 120

;
;nړ 
;Ctrl Random P2bodyDist X
;

[State -1, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist
trigger1 = P2BodyDist X > 250-(EnemyNear(var(54)),Vel X)*10
trigger1 = Random <= var(59)*8
trigger1 = EnemyNear(var(54)),MoveType = I
trigger2 = P2BodyDist X = [170+(EnemyNear(var(54)),Vel X)*10,220-(EnemyNear(var(54)),Vel X)*10]
trigger2 = Random <= var(59)*(20-(var(57))/5) || Random <= var(59)*20 && var(59) < 12
trigger2 = EnemyNear(var(54)),Vel X < 3 || var(59) < 9
trigger2 = EnemyNear(var(54)),MoveType = I
trigger2 = (EnemyNear(var(54)),StateNo != [90,104]) || var(59) < 8
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),Inguarddist=0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*15
trigger3 = P2BodyDist X >= 130+(EnemyNear(var(54)),Vel X)*10
trigger4 = EnemyNear(var(54)),StateType != A
trigger4 = EnemyNear(var(54)),StateType != L
trigger4 = EnemyNear(var(54)),StateNo != [0,169]
trigger4 = EnemyNear(var(54)),StateNo != [5100,5120]
trigger4 = !EnemyNear(var(54)),Ctrl
trigger4 = EnemyNear(var(54)),Vel X = 0
trigger4 = EnemyNear(var(54)),StateNo >= 1000 || EnemyNear(var(54)),AnimTime < -11
trigger4 = P2BodyDist X > 120
trigger4 = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
trigger4 = Random <= var(59)*30 || Random <= var(59)*100 && var(59) > 7
value = 100

[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = backedgebodydist > 62
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = P2BodyDist X = [40+(EnemyNear(var(54)),Vel X)*10,80+(EnemyNear(var(54)),Vel X)*10]
trigger1 = Random <= var(59)*(ifelse(fvar(37)=3,50,10))
trigger1 = EnemyNear(var(54)),Vel X > 0 && EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [35,100]
trigger2 = Random <= var(59)*(2+EnemyNear(var(54)),Time/3) && EnemyNear(var(54)),StateNo < 200
trigger2 = EnemyNear(var(54)),Time = [15,60]
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = EnemyNear(var(54)),Vel X = 0
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = P2BodyDist X = [-10,60+(EnemyNear(var(54)),Vel X)*10]
trigger3 = P2BodyDist Y <= -80+(EnemyNear(var(54)),Vel Y)*10
trigger3 = Random <= var(59)*50
trigger3 = EnemyNear(var(54)),Vel X >= 0 && EnemyNear(var(54)),Vel X < 3
trigger3 = EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),StateType = A
value = 105

[State -1, Jump - in Ground]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = fvar(37)!=0.5
triggerall = Ctrl
trigger1 = P2BodyDist X > 120+(EnemyNear(var(54)),Vel X)*5
trigger1 = Random <= var(59)*(10+(var(57)/20)+ifelse(EnemyNear(var(54)),Time>=30,50,ifelse(EnemyNear(var(54)),Time>=12,15,0)))
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = InguardDist||EnemyNear(var(54)),HitDefAttr=,AP||(EnemyNear(var(54)),Vel X>6||P2BodyDist X>180)&& EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),NumHelper > 0 || EnemyNear(var(54)),NumProj > 0
trigger2 = !InguardDist || fvar(37) = 3
trigger2 = (P2BodyDist X > Enemy(var(54)),Const(size.attack.dist)) && Random <= var(59)*8
trigger3 = (P2BodyDist X + (EnemyNear(var(54)),Vel X)*5 = [30,80])
trigger3 = EnemyNear(var(54)),Vel X > 0
trigger3 = Random <= var(59)*(var(57)/10)
Value = ifelse(EnemyNear(var(54)),Vel X<3,38,39)

;ip_bV
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = !InGuardDist
triggerall = P2BodyDist X=[0,60]
triggerall = EnemyNear(var(54)),StateType = C
triggerall = EnemyNear(var(54)),Time >= 10 || EnemyNear(var(54)),Time >= 5 && (EnemyNear(var(54)),PrevStateNo = [120,159])
triggerall = EnemyNear(var(54)),Vel X = 0
triggerall = EnemyNear(var(54)),StateNo = [120,159]
trigger1 = Random <= var(59)*(50-(var(57)/2)) || Random <= var(59)*50 && var(59) < 12
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive && Partner,MoveType = A
trigger2 = Partner,Pos X-Pos X = [-40,80]
trigger2 = Random <= var(59)*60
value = 102

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != 4 && fvar(38) != -1
triggerall = !Inguarddist
trigger1 = fvar(39) != 2.5
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != 45003 || fvar(39) = 2.5 && P2BodyDist X > 70
trigger2 = NumHelper(16100) || NumHelper(16110) || NumHelper(16120)
trigger2 = Helper(16100),MoveContact||Helper(16110),MoveContact||Helper(16120),MoveContact
trigger2 = EnemyNear(var(54)),MoveType=H&&(EnemyNear(var(54)),StateNo!=[120,159])||(EnemyNear(var(54)),StateNo=[120,159])
Value = 20
ctrl = 1

;
;n㗧ZU 
;Ctrl Random EnemyNear(var(54)),Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;
;
;Ԃ
;EnemyNear(var(54)),Ctrl EnemyNear(var(54)),MoveType=A P2BodyDist X
;

;Ⴂɂ񂮂͂˂ςLv3
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A||EnemyNear(var(54)),Ctrl
triggerall = Random = [500,999]
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6020

;Ⴂɂ񂮂͂˂ςLv2
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A||EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6010

;̂Lv3
[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A||EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6120

;̂Lv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A||EnemyNear(var(54)),Ctrl
triggerall = Random = [500,999]
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6110

;
;^bOp
;

;Ղ̎
[State -1, AA4BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumPartner
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X < 40 || P2BodyDist X > 150
trigger1 = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,159])
trigger1 = Random <= var(59)*40
value = 7000

;̂Lv3
[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumPartner
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 80
triggerall = BackEdgeBodyDist < 30 || P2BodyDist X > 150
trigger1 = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,159])
trigger1 = Random <= var(59)*50
value = 6120

;̂Lv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumPartner
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = P2BodyDist X > 80
triggerall = BackEdgeBodyDist < 30 || P2BodyDist X > 150
trigger1 = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,159])
trigger1 = Random <= var(59)*50
value = 6110

;
;n㗧ZU@΋
;

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
;triggerall = !Inguarddist
triggerall = P2BodyDist X = [30+(EnemyNear(var(54)),Vel X)*5,70+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [-60-(EnemyNear(var(54)),Vel Y)*5,-20-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*30
trigger1 = Helper(60000),var(35) = 0 || var(59) < 10
trigger2 = Random <= var(59)*6
trigger2 = Helper(60000),var(35) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*30
value = 310

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
;triggerall = !Inguarddist
triggerall = P2BodyDist X >= 0+(EnemyNear(var(54)),Vel X)*5
triggerall = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*10
trigger1 = Helper(60000),var(31) = 0 || var(59) < 10
trigger2 = Random <= var(59)*3
trigger2 = Helper(60000),var(31) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*15
value = 210

;
;n㗧ZU@i
;

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [0,25]
;triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != A
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = Random <= var(59)*(ifelse(!EnemyNear(var(54)),Ctrl,30,20)-(((Life*100)/LifeMax)<=33&&var(59)>9)*10)
trigger1 = Helper(60000),var(34) = 0 || var(59) < 10
trigger2 = Random <= var(59)*(ifelse(!EnemyNear(var(54)),Ctrl,10,5)-(((Life*100)/LifeMax)<=33&&var(59)>9)*2)
trigger2 = Helper(60000),var(34) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
value = 300

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType = S
triggerall = P2BodyDist X = [60+(EnemyNear(var(54)),Vel X)*5,68+(EnemyNear(var(54)),Vel X)*5]
trigger1 = Random <= var(59)*8
trigger1 = Helper(60000),var(35) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(35) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*10
value = 320

;
;n㗧ZU@i
;

;
;n㗧ZU@
;

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [0,30]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -20
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Ctrl
trigger1 = Random <= var(59)*(ifelse(!EnemyNear(var(54)),Ctrl,30,20)-(((Life*100)/LifeMax)<=33&&var(59)>9)*10)
trigger1 = Helper(60000),var(30) = 0 || var(59) < 10
trigger2 = Random <= var(59)*(ifelse(!EnemyNear(var(54)),Ctrl,10,5)-(((Life*100)/LifeMax)<=33&&var(59)>9)*2)
trigger2 = Helper(60000),var(30) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
value = 200

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = Ctrl
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X > 40+(EnemyNear(var(54)),Vel X)*5
triggerall = P2BodyDist X < 60+(EnemyNear(var(54)),Vel X)*5
triggerall = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*5
trigger1 = Random <= var(59)*(11-(((Life*100)/LifeMax)<=33&&var(59)>9)*5)
trigger1 = Helper(60000),var(32) = 0 || var(59) < 10
trigger2 = Random <= var(59)*2
trigger2 = Helper(60000),var(32) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*13
value = 220

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = !InGuardDist
triggerall = P2BodyDist X = [60+(EnemyNear(var(54)),Vel X)*5,70+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y > -20-(EnemyNear(var(54)),Vel Y)*5
trigger1 = Random <= var(59)*(8-(((Life*100)/LifeMax)<=33&&var(59)>9)*4)
trigger1 = Helper(60000),var(34) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(34) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*8
value = 230

;ĂՂ
[State -1, 6B]
type = null;ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = !InGuardDist
triggerall = P2BodyDist X = [60+(EnemyNear(var(54)),Vel X)*5,80+(EnemyNear(var(54)),Vel X)*5]
triggerall = EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*(6-(((Life*100)/LifeMax)<=33&&var(59)>9)*3)
trigger1 = Helper(60000),var(37) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(37) > 0 && EnemyNear(var(54)),Time >= 5
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*6
value = 240

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && StateNo != 20
triggerall = fvar(38) != -1 && fvar(38) != 4
triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = Helper(60000),Inguarddist=0
triggerall = NumHelper(60001)
triggerall = Helper(60001),Inguarddist=0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !fvar(39)
triggerall = Random <= var(59)*40 || var(59)>8
trigger1 = P2BodyDist X >= 100
trigger1 = EnemyNear(var(54)),Vel X = 0
trigger2 = P2BodyDist X + (EnemyNear(var(54)),Vel X)*5 >= 130
value = 20
ctrl = 1

;
;󒆈ړ 
;Ctrl Random P2bodyDist X
;

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(6) < 2
triggerall = Pos Y <= -40
triggerall = Ctrl || (StateNo = [100,116]) && (var(11) = 1)
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist
triggerall = Pos Y <= -50+floor(P2BodyDist X/10)+Enemy(var(54)),Const(size.head.pos.y)
trigger1 = Random <= var(59)*(10-(var(57))/10) || Random <= var(59)*10 && var(59) < 12
trigger1 = P2BodyDist X >= 100+(EnemyNear(var(54)),Vel X)*5
trigger1 = EnemyNear(var(54)),Vel X <= 0
trigger1 = Pos Y < -80
trigger2 = EnemyNear(var(54)),Vel Y > 0 && P2BodyDist Y > 50 || P2BodyDist Y > 120 && EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [-40,40]
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
trigger2 = BackEdgeBodyDist < 25
value = 110

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(6) < 2
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = Ctrl || (StateNo = [100,116]) && (var(11) = 1)
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [50-(EnemyNear(var(54)),Vel X)*5,150+(EnemyNear(var(54)),Vel X)*5]
trigger1 = Random <= var(59)*10
trigger1 = EnemyNear(var(54)),Vel X > 3
trigger1 = backedgebodydist >= 62
trigger2 = Ctrl || (StateNo = [100,116]) && (var(11) = 1)
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [0,60]
trigger2 = P2BodyDist Y > 160
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
trigger2 = backedgebodydist >= 62
value = 115

[State -1, Air Jump]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = Ctrl
triggerall = StateNo != 700
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [140,240]
Trigger1 = vel Y > 0
trigger1 = Random <= var(59)*35
trigger1 = StateNo != 5210
trigger2 = P2BodyDist X > 100+(EnemyNear(var(54)),Vel X)*5
trigger2 = Random <= var(59)*25
trigger2 = EnemyNear(var(54)),MoveType = A
trigger2 = EnemyNear(var(54)),NumHelper > 0 || EnemyNear(var(54)),NumProj > 0
trigger2 = fvar(37)!=0.5
trigger2 = Pos Y <= -1*(10-Enemy(var(54)),Const(size.head.pos.y)) && Vel Y > 0
value = 45

;V
[State -1, Z]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != 700
triggerall = fvar(15) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = P2BodyDist X = [-70,70]
trigger1 = (PrevStateNo = [110,111]) || (PrevStateNo = [115,116]) || (PrevStateNo = [39,53])
trigger1 = (Pos Y = [-150,-80]) || (P2BodyDist Y = [-150,-80])
trigger1 = Random <= var(59)*15
trigger2 = PrevStateNo = 38
trigger2 = P2BodyDist X = [-10,0]
trigger2 = Random <= var(59)*30
value = 700

;
;󒆗ZU 
;Ctrl Random EnemyNear(var(54)),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = fvar(38) > 0
triggerall = P2BodyDist X=[-5,30+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y=[-40-(EnemyNear(var(54)),Vel Y)*5,60-(EnemyNear(var(54)),Vel Y)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*35
trigger1 = PrevStateNo = 38 && Vel Y <= 0 && P2BodyDist X < 10 || PrevStateNo != 38
value = 400

;
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl || StateNo = 700
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = fvar(38) > 0
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*25
trigger1 = Pos Y < -40
trigger1 = P2BodyDist X=[-5+(EnemyNear(var(54)),Vel X)*5,55+(EnemyNear(var(54)),Vel X)*5]
trigger1 = P2BodyDist Y=[-65-(EnemyNear(var(54)),Vel Y)*5,45-(EnemyNear(var(54)),Vel Y)*5]
trigger2 = P2BodyDist X <= 15
trigger2 = (PrevStateNo = 38 || PrevStateNo = 120 || PrevStateNo = 700) && Vel Y > 0
trigger2 = P2BodyDist Y <= 50+(EnemyNear(var(54)),Vel Y)*5+(Vel Y)*3
trigger2 = Random <= var(59)*100
value = 410

;Ղꂷ
[State -1, 3C]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = fvar(38) > 0
triggerall = PoS Y < -50
triggerall = P2BodyDist X=[-10+(EnemyNear(var(54)),Vel X)*5,10+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y>80-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A || EnemyNear(var(54)),Ctrl
trigger1 = Random <= var(59)*20
trigger1 = PrevStateNo != 38
value = 430

;
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = fvar(38) > 0
triggerall = Pos Y < -40
triggerall = P2BodyDist X=[-5+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y=[-90-(EnemyNear(var(54)),Vel Y)*5,0-(EnemyNear(var(54)),Vel Y)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*25
value = 420

;
;AINwp[
;
[Statedef 10000]
ctrl=0

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;
;wKwp[
;
[Statedef 60000]
ctrl=0
anim=0

[State 60000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 60000];Ԃɂ
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 60000]
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos X
y = Root,Pos Y
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = turn
trigger1 = facing=Root,facing
trigger1 = Enemy(Root,var(54)),facing=Root,facing && Root,var(59)>9
trigger2 = facing!=Root,facing
trigger2 = Enemy(Root,var(54)),facing!=Root,facing && Root,var(59)>9 || Root,var(59)<=9
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = StateTypeSet
trigger1 = StateType != A
Physics = S
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = StateTypeSet
trigger1 = StateType = A
Physics = A
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000];G
Type = NotHitBy
Trigger1 = 1
value = SCA
Time = 1

;var(50)=K[h
;1= 2= 3=
;var(51)=OUStateNo

[State 60000,K[hwKp]
type = VarSet
trigger1 = Root,StateNo = 130 || (Root,StateNo = [150,151]) 
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = S
var(50) = 1
ignorehitpause = 1

[State 60000,iK[hwKp]
type = VarSet
trigger1 = Root,StateNo = 131 || (Root,StateNo = [152,153])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = C
var(50) = 2
ignorehitpause = 1

[State 60000,󒆃K[hwKp]
type = VarSet
trigger1 = Root,StateNo = 132 || (Root,StateNo = [154,155])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = A
var(50) = 3
ignorehitpause = 1

[State 60000,RCp]
type = VarSet
trigger1 = Root,PrevStateNo = 145
trigger1 = Root,StateNo != [120,159]
var(50) = 4
ignorehitpause = 1

[State 60000,̑]
type = null;VarSet
trigger1 = Root,StateNo = 125
trigger2 = Root,StateNo = 140
trigger3 = Root,StateNo = 145
var(50) = 5
ignorehitpause = 1

[State 60000,Zbg]
type = VarSet
triggerall = var(50)
triggerall = Root,StateNo != [120,155]
triggerall = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger1 = (Root,StateNo != [35,52]) && (Root,StateNo != [100,119])
trigger2 = var(50)!=4
trigger2 = Root,MoveType = A || Root,StateNo = 7000
trigger3 = var(50)=4
trigger3 = Root,MoveType = A && EnemyNear(Root,var(54)),MoveType = H && (EnemyNear(Root,var(54)),StateNo!=[120,169])
var(50) = 0
ignorehitpause = 1

[State 60000,OUL]
type = VarSet
trigger1 = !var(51)
trigger1 = (Root,StateNo = [200,320]) || Root,StateNo = 500
var(51) = Root,StateNo
ignorehitpause = 1

[State 60000,蓊L]
type = VarSet
trigger1 = !var(52)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = EnemyNear,Time > 0
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(52) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,timeL]
type = VarSet
trigger1 = Root,var(59) > 0
trigger1 = Root,MoveType != H
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(53) = EnemyNear,Time
ignorehitpause = 1

[State 60000,R{s]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = !var(55)
triggerall = Root,var(1) != [1,3]
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
;͂˂ρ[
trigger1 = Root,fvar(39) = 1
trigger1 = Root,var(5) = 0
trigger1 = Root,StateNo = 410
;̗Lv1
trigger2 = Root,fvar(39) = 5
trigger2 = Root,var(5) = 0
trigger2 = Root,StateNo = 420
var(55) = 1
ignorehitpause = 1

[State 60000,RCp]
type = VarSet
trigger1 = var(58) != 1
trigger1 = Root,StateType = S
var(58) = 1
ignorehitpause = 1

[State 60000,RCp]
type = VarSet
trigger1 = var(58) != 3
trigger1 = Root,StateType = C || Root,StateType = A
var(58) = 3
ignorehitpause = 1

[State 60000,RCEu]
type = VarSet
triggerall = !var(59)
;triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
triggerall = Root,var(1) = [1,2]
trigger1 = EnemyNear(Root,var(54)),Name = "Ayu Tukimiya"
trigger1 = EnemyNear(Root,var(54)),authorName = "shikkoku"
trigger1 = EnemyNear(Root,var(54)),NumExplod(7200) > 0 || EnemyNear(Root,var(54)),StateNo = 160
trigger2 = EnemyNear(Root,var(54)),Name = "Makoto Sawatari" || Enemy(Root,var(54)),Name = "Mayu Shiina"
trigger2 = EnemyNear(Root,var(54)),authorName = "BF"
trigger2 = EnemyNear(Root,var(54)),NumExplod(8210) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,161])
trigger3 = EnemyNear(Root,var(54)),Name = "Misuzu" || EnemyNear(Root,var(54)),Name = "UNKNOWN" || EnemyNear(Root,var(54)),Name = "Mizuka Nagamori"
trigger3 = EnemyNear(Root,var(54)),authorName = "hanma"
trigger3 = EnemyNear(Root,var(54)),NumExplod(7011) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger4 = EnemyNear(Root,var(54)),Name = "RUMI NANASE"
trigger4 = EnemyNear(Root,var(54)),authorName = "UMA"
trigger4 = EnemyNear(Root,var(54)),NumExplod(7011) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger5 = EnemyNear(Root,var(54)),Name = "Another_Mai_K" || EnemyNear(Root,var(54)),Name = "Kanna_Kouryu"
trigger5 = EnemyNear(Root,var(54)),authorName = "kuri"
trigger5 = EnemyNear(Root,var(54)),NumExplod(715) > 0 || (EnemyNear(Root,var(54)),StateNo = [4650,4670])
trigger6 = (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger7 = (EnemyNear(Root,var(54)),StateNo = [130,132]) && EnemyNear(Root,var(54)),Ctrl
var(59) = 1
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,u]
type = VarSet
triggerall = !var(59) && !Root,fvar(37)
trigger1 = Root,var(1)=1&&EnemyNear(Root,var(54)),MoveType=I||Root,var(1)=2&&(EnemyNear(Root,var(54)),StateNo!=[120,169])
trigger1 = EnemyNear(Root,var(54)),StateNo>=200
var(59) = 2
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,RCEu胊Zbg]
type = VarSet
triggerall = var(59)
trigger1 = EnemyNear(Root,var(54)),MoveType=H&&(EnemyNear(Root,var(54)),StateNo!=[120,169])||Root,MoveType!=A||Root,Ctrl
trigger2 = (EnemyNear(Root,var(54)),StateNo=[120,159]) && EnemyNear(Root,var(54)),Ctrl=0
var(59) = 0
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,iwK]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(1)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(1) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK2]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(2)
trigger1 = var(1)
trigger1 = var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK3]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(3)
trigger1 = var(2)
trigger1 = var(2) != EnemyNear,StateNo && var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(3) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(4)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(4) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK2]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(5)
trigger1 = var(4)
trigger1 = var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(5) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK3]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(6)
trigger1 = var(5)
trigger1 = var(5) != EnemyNear,StateNo && var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(6) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(7)
trigger1 = var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(7) = var(52)
ignorehitpause = 1

[State 60000,wK2]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(8)
trigger1 = var(52)
trigger1 = var(7)
trigger1 = var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(8) = var(52)
ignorehitpause = 1

[State 60000,wK3]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(9)
trigger1 = var(52)
trigger1 = var(8)
trigger1 = var(8) != var(52) && var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(9) = var(52)
ignorehitpause = 1

[State 60000,󒆊wK]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(10)
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(10) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,󒆊wK2]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(11)
trigger1 = var(10)
trigger1 = var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(11) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,󒆊wK3]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(12)
trigger1 = var(11)
trigger1 = var(11) != EnemyNear,StateNo && var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(12) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(13) = var(1)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(13) = var(2)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(13) = var(3)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,K[hs\]
type = VarSet
triggerall = var(13)
triggerall = !var(14)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(14) = -1
ignorehitpause = 1

[State 60000,K[hs\]
type = VarSet
triggerall = var(13)
triggerall = var(14) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(14) = 1
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(15) = ifelse(var(1)!=var(13),var(1),0)
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(15) = ifelse(var(1)!=var(13),var(2),0)
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(15) = ifelse(var(1)!=var(13),var(3),0)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,K[hs\2]
type = VarSet
triggerall = var(15)
triggerall = !var(16)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(16) = -1
ignorehitpause = 1

[State 60000,K[hs\2]
type = VarSet
triggerall = var(15)
triggerall = var(16) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(16) = 1
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = !var(18)
trigger1 = Root,CanRecover
trigger1 = Root,MoveType = H
var(18) = 1
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = var(18)
trigger1 = Root,CanRecover = 0
trigger1 = Root,MoveType = H
trigger1 = Enemy(Root,var(54)),MoveType = A
trigger1 = Root,StateNo != 5210
var(19) = 1
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = var(18)
trigger1 = Root,CanRecover = 0
trigger2 = Root,MoveType != H
trigger3 = Root,StateType = L
trigger4 = Root,StateNo = [5100,5120]
trigger5 = Root,StateNo = 5210
var(18) = 0
ignorehitpause = 1

[State 60000,RCGNoL]
type = VarSet
trigger1 = Root,StateNo = 125
trigger1 = !var(20)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
var(20) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,RCGNoZbg]
type = VarSet
triggerall = var(20)
trigger1 = EnemyNear,Ctrl
trigger2 = EnemyNear,MoveType != A
trigger3 = EnemyNear,StateNo = [120,169]
var(20) = 0
ignorehitpause = 1

[State 60000,RCwK]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(21) && var(20)>0
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(21) = var(20)
ignorehitpause = 1

[State 60000,RCwK]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(22) && var(20)>0
trigger1 = var(21)
trigger1 = var(21) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(22) = var(20)
ignorehitpause = 1

[State 60000,RCwK]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(23) && var(20)>0
trigger1 = var(22)
trigger1 = var(22) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(23) = var(20)
ignorehitpause = 1

[State 60000,RCwK]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(24) && var(20)>0
trigger1 = var(23)
trigger1 = var(23) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(24) = var(20)
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 200
trigger1 = !var(30)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(30) = 1
ignorehitpause = 1

[State 60000,ߒwK]
type = VarSet
trigger1 = var(51) = 210
trigger1 = !var(31)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(31) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 220
trigger1 = !var(32)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(32) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 230
trigger1 = !var(33)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(33) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 300
trigger1 = !var(34)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(34) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 310
trigger1 = !var(35)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(35) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 320
trigger1 = !var(36)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(36) = 1
ignorehitpause = 1

[State 60000,ĂՊwK]
type = VarSet
trigger1 = var(51) = 240
trigger1 = !var(37)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(37) = 1
ignorehitpause = 1

[State 60000,ULOFF]
type = VarSet
trigger1 = var(51)
trigger1 = Root,StateNo != var(51)
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(51) = 0
ignorehitpause = 1

[State 60000,ULOFF]
type = VarSet
trigger1 = var(52)
trigger1 = EnemyNear,StateNo != var(52)
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(52) = 0
ignorehitpause = 1

[State 60000,퓬ȊOł͏]
type = DestroySelf
triggerall = isHelper
trigger1 = RoundState > 2
trigger2 = Root,Alive = 0

;
;K[hwp[(ҎɊ)
;
[Statedef 60001]
anim = 0
ctrl = 0

[State 60001,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 60001];Ԃɂ
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 60001]
Type = Turn
Trigger1 = Facing*ifelse((Enemy(Root,var(54)),Pos X-Pos X)>=0,1,-1) < 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001];G
Type = NotHitBy
Trigger1 = 1
value = SCA

[state 60001]
type = varset
Trigger1 = Enemy(Root,var(54)),Facing*ifelse((Enemy(Root,var(54)),Pos X-root,Pos X)>=0,1,-1)<=0
Trigger2 = !Enemy(Root,var(54)),HitDefAttr = A,NA,SA,HA
var(10) = 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 60001]
type = varset
Trigger1 = Enemy(Root,var(54)),Facing*ifelse((Enemy(var(54)),Pos X-root,Pos X)>=0,1,-1)>0
Trigger1 = Enemy(Root,var(54)),HitDefAttr = A,NA,SA,HA
var(10) = 1
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001]
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos X+ifelse((Enemy(Root,var(54)),Pos Y<0&&var(10)=1),(Enemy(Root,var(54)),Const(size.attack.dist)),(Enemy(Root,var(54)),Const(size.proj.attack.dist)))*(Enemy(Root,var(54)),Facing)
y = Root,Pos Y
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001,퓬ȊOł͏]
type = DestroySelf
triggerall = isHelper
trigger1 = RoundState > 2
trigger2 = Root,Alive = 0

