[Statedef -2]

; --- Original Statedef -2 Content ---

[State 0, Helper Escudo Permanente]
type = Helper
trigger1 = alive
trigger1 = var(25) = 1          ; Se crea solo si la variable estб encendida
trigger1 = numhelper(9005) = 0   ; Evita la duplicaciуn masiva
helpertype = normal
name = "Shield"
ID = 9005
stateno = 9005
pos = 0, 0
postype = p1
facing = 1
pausemovetime = 999             ; Reducido de 99999 para evitar bloqueos severos del motor
supermovetime = 999
scale = 0.8, 0.8
sprpriority = 4
ownpal = 1

[State 0, DefenceMulSet]
type=DefenceMulSet
trigger1=1
value=IfElse(life<300,.6,life*.001)
ignorehitpause=1

[State -2, Spray Anim P1];µШГжЛ®»Ё
type = Explod
triggerall = StageVar(info.author) = "water"
triggerall = pos Y = 0
trigger1 = time >= 0 && timemod = 16,0
persistent = 0
ID = 20
anim = F20
postype = p1
pos = 0,-5
ownpal = 1
ontop = 1
bindtime = ifelse(pos Y != 0,0,-1)
removetime = 16
pausemovetime = 999999
supermovetime = 999999

[State -2, 1];µШГжЛ®»ЁТЖіэ
type = removeexplod
trigger1 = pos Y != 0
ID = 20

[State -3, ВдµШЛ®»Ё]
type = Explod
triggerall = StageVar(info.author) = "water"
triggerall = Time = 1
trigger1 = StateNo=52000||StateNo=1030||StateNo=1420
ID = 22
anim = F22
postype = p1
pos = 10,0
ownpal = 1
ontop = 1
bindtime = 1
removetime = -2
pausemovetime = 999999
supermovetime = 999999

[State -3 , ВдµШЙщР§]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo=52000||StateNo=1030||StateNo=1420
value = F47,(0+(StageVar(info.author) = "water"))

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

[State -2, “сђl–Ъ‚МѓCѓ“ѓgѓЌ]
type = ChangeState             ;“сђl–Ъ‚Е‚аѓCѓ“ѓgѓЌ‚рЌм‚й
value = 190                    ;ѓCѓ“ѓgѓЌ‚Ц
triggerall = RoundsExisted = 0 ;Ћ©•Є‚ЄЏ‰ЋQђнЋћ
triggerall = TeamMode = Turns  ;ѓ^Ѓ[ѓ“ѓ‚Ѓ[ѓh
trigger1 = stateno = 5900      ;5900”Ф


;‚±‚±‚Еtrigger—p‚ЙЋ©•Є‚МЏ‰Љъѓ‰ѓCѓt‚рЉm”F‚µ‚Ь‚·
[State -2, ѓ‰ѓCѓtЉm”F]
type = VarSet
triggerall = RoundState = [0,1] ;ЉJЋn‘O‚МЉФ
trigger1 = RoundNo = 1          ;€кЋЋЌ‡–Ъ
trigger2 = TeamMode = Turns     ;5900‚ЕѓCѓ“ѓgѓЌ‚рЌм‚з‚И‚ў‚Ж Ѓ«
trigger2 = RoundsExisted = 0    ;‚±‚к‚НЋg‚¦‚Ь‚№‚с
v = 22
value = Life   ;Var(22)‚ЙЋ©•Є‚Мѓ‰ѓCѓt‚р•Ы‘¶

[State -2, ѓ‰ѓCѓtЋж“ѕѓ~ѓX‘ОЌф]
type = VarSet
triggerall = Var(22) = [0,100] ;ѓ‰ѓCѓt‚Є100€И‰є‚Ж”FЋЇ‚і‚к‚Ѕ‚з
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
v = 22
value = const(data.life) ;Ћ©•Є‚МѓfЃ[ѓ^‚ЙЏ‘‚©‚к‚ЅLife‚Й‚·‚й

;-------------------------------------------------------------------------------
[State -2, Cheese!!!]
type = ChangeState
triggerall = prevstateno = [120,152]
;triggerall = statetype != A
triggerall = !alive
trigger1 = enemy,hitdefattr = SCA, SA, NA, SP, HA, HP
trigger2 = enemy,ProjHit = 1, < 20
value = 6010
ignorehitpause = 1

;-------------------------------------------------------------------------------
[State -2, EXѓ‚Ѓ[ѓh”»•К]
type = VarSet
trigger1 = PalNo = [7,12]
var(5) = 1

[State 1000, ]
type = Varset
trigger1 = Enemy,Stateno = 5100
var(10) = 0

[State -2, Ћc‘њ]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State -2,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6
;-------------------------------------------------------------------------------
[State -2]
type = PlaySnd
triggerall = time = 1
triggerall= stateno = 5000
triggerall = alive
triggerall = Random <= 400
trigger1 = Anim = 5000
trigger2 = Anim = 5010
trigger3 = Anim = 5012
value = S5000,1

[State -2]
type = PlaySnd
triggerall = time = 1
triggerall = stateno = 5000
triggerall = alive
triggerall = Random <= 400
trigger1 = Anim = 5001
trigger2 = Anim = 5011
trigger3 = Anim = 5011
value = S5000,3

[State -2]
type = PlaySnd
triggerall = time = 1
triggerall = stateno = 5000
triggerall = alive
triggerall = Random <= 300
trigger1 = Anim = 5002
trigger2 = Anim = 5012
trigger3 = Anim = 5012
value = S5000,3

[State -2]
type = PlaySnd
triggerall = time = 1
triggerall = stateno = 5101
triggerall = Random <= 400
;trigger1=Anim=5170
trigger1 = alive
value = S5000,2
;-------------------------------------------------------------------------------

[State -2, 4];МшФѕПµНіПа№Ш
type = varadd
trigger1 = 1
v = 15
value = -1

;---------------------------------------------------------------------------
;===========================================================================



; --- New Statedef -2 Content ---


;==================================================================================
;======| RELACIONADO À AI - AI RELATED |===========================================
;==================================================================================

; Within StateDef -2, none of your own AI-related code should be placed
; above these next two controllers.

[State -2, StopAI]
type = Null;VarSet
triggerall = (var(59) > 0)
trigger1 = (RoundState != 2)
trigger2 = !Alive
var(59) = -2
IgnoreHitPause = 1

; This controller is optional.  It allows you treat the AI flag as a boolean
; value rather than an integer value, letting you trigger your AI directives
; with "var(0)" instead of "var(59)>0", and letting you make moves usable only
; by humans by using "!var(0)" instead of "var(59)<1", thus slightly improving
; the size and efficiency of your code.
; Another benefit is that it makes it much easier for users to disable your AI,
; if they so choose.
[State -2, Simplifier]
type = Null;VarSet
trigger1 = (var(59) = 1)
trigger2 = (var(0):=0)
var(0) = 1	; Another option is to replace 1 with something like MatchNo, if
		; you want to design your AI to have varying levels of difficulty.
IgnoreHitPause = 1



[State -2, Universal Melee Homing (General Movement)]
type = Null;PosAdd
; Trigger: Only home if we are attacking (A), haven't hit anything yet, 
; and the enemy is not currently in a "hit" or "liedown" state (optional but safer).
triggerall = !IsHelper
triggerall = MoveType = A
triggerall = MoveContact = 0
triggerall = StateType != L ; Don't home if you are lying down
; The Core "Surefire" Trigger: Only move if the enemy is in front of us
trigger1 = ((EnemyNear, Pos X) - (Pos X)) * Facing > 0
; Distance Check: Only home if X dist > 20 OR Y dist > 10 (prevents jittering)
trigger1 = (P2BodyDist X > 20) ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)

; --- SITUATIONAL FILTERS ---
triggerall = !IsHelper                         ; Don't apply to projectiles/helpers
triggerall = Alive                             ; Don't home if you are dead
triggerall = MoveType = A                      ; Only home during an Attack phase
triggerall = MoveContact = 0                   ; Stop homing once the hit connects
triggerall = StateType != L                    ; Don't home if you are knocked down
triggerall = (EnemyNear, Alive)                ; Don't home toward a corpse
triggerall = (p2movetype != H)        ; Optional: Stop homing if enemy is already in hitstun
triggerall = (P2Dist X != [0, 5])              ; Prevents "shaking" when perfectly overlapping

; Only home if the enemy's X velocity (adjusted for facing) is NOT moving toward you quickly.
; This stops homing if the enemy is being pulled/thrown toward your position.
triggerall = (EnemyNear, Vel X) >= -2

; X-Axis Logic: Smoothly closes the gap to 25px away
x = ((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0

; Y-Axis Logic: Aim for the enemy's mid-point (waist/chest)
;y = (EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) / 4.0

; Scaling: Set a cap so the character doesn't "teleport" instantly
ignorehitpause = 1

[State -2, Universal Melee Homing (Ground Movement)]
type = Null;PosAdd
; Trigger: Only home if we are attacking (A), haven't hit anything yet, 
; and the enemy is not currently in a "hit" or "liedown" state (optional but safer).
triggerall = StateType !=A
triggerall = !IsHelper
triggerall = MoveType = A
triggerall = MoveContact = 0
triggerall = StateType != L ; Don't home if you are lying down
; The Core "Surefire" Trigger: Only move if the enemy is in front of us
trigger1 = ((EnemyNear, Pos X) - (Pos X)) * Facing > 0
; Distance Check: Only home if X dist > 20 OR Y dist > 10 (prevents jittering)
trigger1 = (P2BodyDist X > 20) ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)

; --- SITUATIONAL FILTERS ---
triggerall = !IsHelper                         ; Don't apply to projectiles/helpers
triggerall = Alive                             ; Don't home if you are dead
triggerall = MoveType = A                      ; Only home during an Attack phase
triggerall = MoveContact = 0                   ; Stop homing once the hit connects
triggerall = StateType != L                    ; Don't home if you are knocked down
triggerall = (EnemyNear, Alive)                ; Don't home toward a corpse
triggerall = (p2movetype != H)        ; Optional: Stop homing if enemy is already in hitstun
triggerall = (P2Dist X != [0, 5])              ; Prevents "shaking" when perfectly overlapping

; Only home if the enemy's X velocity (adjusted for facing) is NOT moving toward you quickly.
; This stops homing if the enemy is being pulled/thrown toward your position.
triggerall = (EnemyNear, Vel X) >= -2

; X-Axis Logic: Smoothly closes the gap to 25px away
x = ((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0

; Y-Axis Logic: Aim for the enemy's mid-point (waist/chest)
;y = (EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) / 4.0

; Scaling: Set a cap so the character doesn't "teleport" instantly
ignorehitpause = 1

[State -2, Universal Melee Homing (Air Movement)]
type = Null;PosAdd
; Trigger: Only home if we are attacking (A), haven't hit anything yet, 
; and the enemy is not currently in a "hit" or "liedown" state (optional but safer).
triggerall = StateType = A
triggerall = !IsHelper
triggerall = MoveType = A
triggerall = MoveContact = 0
triggerall = StateType != L ; Don't home if you are lying down
; The Core "Surefire" Trigger: Only move if the enemy is in front of us
trigger1 = ((EnemyNear, Pos X) - (Pos X)) * Facing > 0
; Distance Check: Only home if X dist > 20 OR Y dist > 10 (prevents jittering)
trigger1 = (P2BodyDist X > 20) ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)

; --- SITUATIONAL FILTERS ---
triggerall = !IsHelper                         ; Don't apply to projectiles/helpers
triggerall = Alive                             ; Don't home if you are dead
triggerall = MoveType = A                      ; Only home during an Attack phase
triggerall = MoveContact = 0                   ; Stop homing once the hit connects
triggerall = StateType != L                    ; Don't home if you are knocked down
triggerall = (EnemyNear, Alive)                ; Don't home toward a corpse
triggerall = (p2movetype != H)        ; Optional: Stop homing if enemy is already in hitstun
triggerall = (P2Dist X != [0, 5])              ; Prevents "shaking" when perfectly overlapping

; Only home if the enemy's X velocity (adjusted for facing) is NOT moving toward you quickly.
; This stops homing if the enemy is being pulled/thrown toward your position.
triggerall = (EnemyNear, Vel X) >= -2

; X-Axis Logic: Smoothly closes the gap to 25px away
x = ((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0

; Y-Axis Logic: Aim for the enemy's mid-point (waist/chest)
y = (EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) / 4.0

; Scaling: Set a cap so the character doesn't "teleport" instantly
ignorehitpause = 1

[State -2, Universal Melee Homing (Helper Movement)]
type = Null;PosAdd
; Trigger: Only home if we are attacking (A), haven't hit anything yet, 
; and the enemy is not currently in a "hit" or "liedown" state (optional but safer).
triggerall = IsHelper
triggerall = MoveType = A
triggerall = MoveContact = 0
triggerall = StateType != L ; Don't home if you are lying down
; The Core "Surefire" Trigger: Only move if the enemy is in front of us
trigger1 = ((EnemyNear, Pos X) - (Pos X)) * Facing > 0
; Distance Check: Only home if X dist > 20 OR Y dist > 10 (prevents jittering)
trigger1 = (P2BodyDist X > 20) ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)

; --- SITUATIONAL FILTERS ---
triggerall = IsHelper                         ; Don't apply to projectiles/helpers
triggerall = Alive                             ; Don't home if you are dead
triggerall = MoveType = A                      ; Only home during an Attack phase
triggerall = MoveContact = 0                   ; Stop homing once the hit connects
triggerall = StateType != L                    ; Don't home if you are knocked down
triggerall = (EnemyNear, Alive)                ; Don't home toward a corpse
triggerall = (p2movetype != H)        ; Optional: Stop homing if enemy is already in hitstun
triggerall = (P2Dist X != [0, 5])              ; Prevents "shaking" when perfectly overlapping

; Only home if the enemy's X velocity (adjusted for facing) is NOT moving toward you quickly.
; This stops homing if the enemy is being pulled/thrown toward your position.
triggerall = (EnemyNear, Vel X) >= -2

; X-Axis Logic: Smoothly closes the gap to 25px away
x = ((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0

; Y-Axis Logic: Aim for the enemy's mid-point (waist/chest)
y = (EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) / 4.0

; Scaling: Set a cap so the character doesn't "teleport" instantly
ignorehitpause = 1

[State 0, VelSet]
type = Null;PosAdd
trigger1 = 1
trigger2 = random < 10
trigger2 = 1
trigger2 = random < 30
trigger3 = 1
trigger3 = random < 50
triggerall = movehit
triggerall = movetype = A
triggerall = MoveContact = 0 
; --- THE OMNI-TRIGGER ---
; We add a Y-trigger: Only home Y if they are outside a 10px vertical window.
trigger1 = (P2BodyDist X > 25) || !inguarddist ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)
trigger1 = (((EnemyNear, Pos X) - (Pos X)) * Facing) > 0
x = (((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0) ;p2bodydist x 

[State 0, VelSet]
type = Null;PosAdd
trigger1 = 1
trigger2 = 1
triggerall = movehit
triggerall = movetype = A
triggerall = MoveContact = 0 
; --- THE OMNI-TRIGGER ---
; We add a Y-trigger: Only home Y if they are outside a 10px vertical window.
trigger1 = (P2BodyDist X > 25) || !inguarddist ;|| (Abs(EnemyNear, Pos Y + (EnemyNear, Const(size.mid.pos.y)) - Pos Y) > 10)
trigger1 = (((EnemyNear, Pos X) - (Pos X)) * Facing) > 0
x = (((((EnemyNear, Pos X) - (Pos X)) * Facing) - 25) / 4.0) ;p2bodydist x 



; Parry System: This is a more complex parry system that includes a reversal state, invincibility failsafe, visual feedback, and blockstun elimination. It is designed to be more forgiving and responsive, similar to the parry mechanics in Smash Ultimate. The reversal state triggers on specific frames of certain states, allowing for a counterattack if the player inputs the parry correctly. The invincibility failsafe ensures that if the parry is attempted but not successful, the player still gains temporary invincibility to prevent immediate follow-up attacks. Visual feedback provides a clear indication of a successful parry, and blockstun elimination allows for faster recovery after a successful parry.

;Parry Start

;===========================================================================
; OMNI-ADAPTIVE NO-VAR PARRY SYSTEM (SMASH ULTIMATE STYLE)
;===========================================================================
[State -2, OmniParry_Reversal]
type = Null;ReversalDef
triggerall = Alive
triggerall = RoundState = 2
triggerall = StateNo = 120 || StateNo = 130 || StateNo = 140
trigger1 = StateTime <= 3 
reversal.attr = SCA, AA, AT, AP 
pausetime = 0, 12               
sparkno = s8000                 
sparkxy = 0, -60
hitsound = s5, 0                
p1stateno = StateNo             
p2stateno = -1                  
ignorehitpause = 1

[State -2, OmniParry_InvincibilityFailSafe]
type = Null;NotHitBy
triggerall = Alive
triggerall = RoundState = 2
triggerall = StateNo = 120 || StateNo = 130 || StateNo = 140
trigger1 = StateTime <= 3       ; Matches the exact duration of the parry window
value = SCA, AA, AT, AP         ; Absolute immunity to all attributes if Reversal fails
time = 1
ignorehitpause = 1

[State -2, ParryVisualFeedback]
type = Null;PalFX
triggerall = StateNo = [120, 155]
trigger1 = MoveReversed = 1
time = 5
add = 200, 200, 255             
mul = 256, 256, 256
sinadd = -200, -200, -255, 5
ignorehitpause = 1

[State -2, EliminateBlockStun]
type = Null;CtrlSet
triggerall = StateNo = [120, 155]
trigger1 = MoveReversed = 1
value = 1                       
ignorehitpause = 1

; ^ Parry End

[State -3, No Reverse Guard]
type = Null;AssertSpecial
triggerall = StateNo = [200,4999]
triggerall = MoveType = A
trigger1 = Enemynear,P2Dist x < 0
flag = unguardable



[State -2, PowerSet]
type = Null;PowerSet
trigger1 =roundstate =0
value = 1000

[State -2, LifeAdd]
type = Null;LifeAdd ;  null;
triggerall= roundstate=2
triggerall= Life < LifeMax  && Life > 0.05*LifeMax;1000
triggerall= Movetype=I && Statetype!=L
trigger1 = Time%555=0
value = 1

[State -2, PowerAdd]
type = Null;PowerAdd
triggerall= roundstate=2
triggerall= movetype!=A
triggerall= power<1000
trigger1 = Time%99=0
value = 1

;Boss Character stuff

;===========================================================================
;  Config
;===========================================================================

[State 攻撃ヒット時無敵]
type = Null;notHitBy
triggerall = !ishelper
triggerall = movehit
trigger1 = 1 ;ここを０にするとoff、デフォon
value = SCA
time = 1
ignorehitpause=1

[State 攻撃時無敵]
type = Null;NotHitBy
triggerall = !ishelper
triggerall = movetype = A
trigger1 = stateno !=[3000,4999]
trigger1 = 0 ;ここを1にするとon、デフォoff
value = SCA
time = 1
ignorehitpause=1


[State NA初動無敵]
type = Null;HitBy
triggerall = !ishelper
triggerall = animelemtime(5) < 0
triggerall = stateno =[200,999]
trigger1 = 1;ここを０にするとoff、デフォon
value = SCA
time = 1
IgnoreHitPause= 1


[state 自動回復]
type = Null;lifeadd
triggerall = !ishelper
triggerall = movetype != H
trigger1 = gametime%24 = 0 ;24フレームごとに回復
value = 1;回復する量
ignorehitpause = 1

[state ゲージ自動回復]
type = Null;poweradd
triggerall = !ishelper
trigger1 = gametime%4 = 0 ;4フレームごとに回復
value = 2;回復する量
ignorehitpause = 1

[state ゲージ自動回復]
type = Null;poweradd
triggerall = !ishelper
trigger1 = life < 500
trigger1 = gametime%2 = 0 ;2フレームごとに回復
value = 4 ;回復する量
ignorehitpause = 1

[state ゲージ自動回復]
type = Null;poweradd
triggerall = !ishelper
trigger1 = life < 250
trigger1 = gametime%1 = 0 ;1フレームごとに回復
value = 8 ;回復する量
ignorehitpause = 1

[state -2,攻撃力補正]
type = Null;AttackMulSet
trigger1 = 1 
value = 1.0  ;攻撃力が足りないor高いと思ったら(1.0)の中の数値を変えてください。1.~だと攻撃力アップ、0.~だと攻撃力ダウン。デフォ1.0
ignorehitpause = 1



;Critical Hit and Jackpot System

;---------------------------------------------------------------------------
; UNIVERSAL CRITICAL HIT SYSTEM (VAR-FREE)
;---------------------------------------------------------------------------
[State -2, Critical Hit Logic]
type = Null;TargetLifeAdd
triggerall = RoundState = 2              ; Only during the fight
triggerall = MoveHit = 1                 ; Trigger exactly when the hit connects
;triggerall = !IsHelper                   ; Optional: Prevent helpers from causing crits (delete if you want helpers to crit)
trigger1 = Random <= 100                 ; 10% Chance (100 out of 1000)
value = -50                              ; Extra Damage (Negative number subtracts life)
kill = 1                                 ; Can this kill? 1=Yes, 0=No
absolute = 1                             ; Ignore defense scaling? 1=True Damage

[State -2, Critical Hit Visual (Screen Flash)]
type = Null;EnvColor
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
value = 255,255,255                      ; Color (RGB) - Currently White
time = 2                                 ; Duration of flash (1-2 ticks is best)
under = 1                                ; Draw under characters? (0=No, 1=Yes)
ignorehitpause = 1

[State -2, Critical Hit Sound Effect]
type = Null;PlaySnd
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
value = F5,4                             ; Plays Common Sound 5,4 (Usually a heavy hit sound)
channel = 0                              ; Channel 0 to interrupt voice/other sounds
ignorehitpause = 1

; Optional: Pause the game briefly for impact (Zoom-in effect feel)
[State -2, Critical Hit Pause]
type = Null;Pause
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
time = 2                                 ; Freeze time (keep it low, 2-4 ticks)
movetime = 0

; Optional: Pause the game briefly for impact (Zoom-in effect feel)
[State -2, Critical Hit Zoom]
type = Null;Zoom
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
time = 2                                 ; Freeze time (keep it low, 2-4 ticks)
movetime = 0

;---------------------------------------------------------------------------
; VAR-FREE JACKPOT CRIT SYSTEM
;---------------------------------------------------------------------------
[State -2, Jackpot Damage Logic]
type = Null;TargetLifeAdd
triggerall = RoundState = 2
triggerall = MoveHit = 1             ; Only triggers on the frame contact is made
;triggerall = !IsHelper               ; Optional: Don't let helpers trigger it
; -------------------------------------------------------------------
; ENTRY GATE: 10% chance (Random <= 100) to crit at all. 
; If this fails, normal damage happens and this controller is ignored.
trigger1 = Random <= 100
; -------------------------------------------------------------------
; THE JACKPOT LOGIC (Nested Cond)
; Structure: cond(IsUltraRare?, Damage, cond(IsRare?, Damage, cond(IsUncommon?, Damage, BaseDamage)))
;
; Tier 1 (GOD):   0.5% chance (Random < 5)   -> 9999 Damage (Instant Kill)
; Tier 2 (S-Rank): 5% chance  (Random < 50)  -> 400 Damage
; Tier 3 (A-Rank): 20% chance (Random < 200) -> 150 Damage
; Tier 4 (Common): Remaining chance          -> 50 Damage
; -------------------------------------------------------------------
value = -1 * floor(cond(Random < 5, 9999, cond(Random < 50, 400, cond(Random < 200, 150, 50))))
kill = 1
absolute = 1
ignorehitpause = 1

; [Optional] Visual Flash to indicate a Jackpot occurred
[State -2, Jackpot Flash]
type = Null;EnvColor
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100             ; Must match the Entry Gate above
value = 255,255,0                    ; Flash Gold/Yellow for money effect
time = 2
under = 1
ignorehitpause = 1

; [Optional] Sound Effect
[State -2, Jackpot Sound]
type = Null;PlaySnd
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100             ; Must match the Entry Gate above
value = F5,4
ignorehitpause = 1

; Optional: Pause the game briefly for impact (Zoom-in effect feel)
[State -2, Critical Hit Pause]
type = Null;Pause
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
time = 2                                 ; Freeze time (keep it low, 2-4 ticks)
movetime = 0

; Optional: Pause the game briefly for impact (Zoom-in effect feel)
[State -2, Critical Hit Zoom]
type = Null;Zoom
triggerall = RoundState = 2
triggerall = MoveHit = 1
trigger1 = Random <= 100                 ; Must match the chance in the block above
time = 2                                 ; Freeze time (keep it low, 2-4 ticks)
movetime = 0

[State -2, AI Monitor Helper]
type = helper
trigger1 = AILevel > 0 && !NumHelper(3300011)
trigger1 = NumEnemy && RoundState = 2
helpertype = normal
stateno = 3300011
ID = 3300011
name = "AI Monitor Helper"
postype = P2
size.xScale = Const(Size.xScale)
size.yScale = Const(Size.yScale)
size.proj.doscale = ID; Give Parent ID to Child
supermovetime = 65535
pausemovetime = 65535

[State -2, AI Monitor Helper]
type = helper
trigger1 = AILevel > 0 && !NumHelper(330001122)
trigger1 = NumEnemy && RoundState = 2
helpertype = normal
stateno = 330001122
ID = 330001122
name = "AI Monitor Helper"
postype = P2
size.xScale = Const(Size.xScale)
size.yScale = Const(Size.yScale)
size.proj.doscale = ID; Give Parent ID to Child
supermovetime = 65535
pausemovetime = 65535

[State -2, Nearest Enemy Facing]
type = targetfacing
trigger1 = movecontact = 1 && numtarget
trigger1 = !(target, hitshakeover) && !(target, hitfall) && (target, time <= 1)
value = ifelse((((enemynear, pos x) - (pos x)) * facing) >= 0, -1, 1)
ignorehitpause = 1

[State -2, P2 Facing]
type = Null;targetfacing
trigger1 = movecontact = 1 && numtarget
trigger1 = !(target, hitshakeover) && !(target, hitfall) && (target, time <= 1)
value = ifelse(p2dist x >= 0, -1, 1)
ignorehitpause = 1

[State 0, Guard]
type = Null;AssertSpecial
trigger1 = AILevel > 0 && roundstate = 2
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1





[State -2, Assert: UnGuardable]
type = Null;AssertSpecial
trigger1 = var(17) > 0
trigger1 = var(17) := (var(17) - 1)
flag = UnGuardable
ignoreHitPause = 1

[State -2, Assert: UnGuardable Chance]
type = Null;AssertSpecial
trigger1 = Random <= 5 ;10 ;25 ;50 ;100 ;Adjust as need
flag = UnGuardable
ignoreHitPause = 1

[State -2, Kill Juggle Checking]
type = AssertSpecial 
trigger1 = 1
flag = NoJuggleCheck ;this generally allows for more "free" combos, combos are easier to do, however if you don't want this then "Null;" it at the type

;===========================================================================
; HELPER GATE SWITCH (BITWISE)
;===========================================================================

[State -3, Set Helper Gate Bit]
type = Null;VarSet
; Trigger if all essential helpers are present
trigger1 = NumHelper(3300011) && NumHelper(2200011) && NumHelper(3300022)
; Trigger if Bit 12 (4096) is NOT set
trigger1 = (var(50) & 4096) = 0
; Set Bit 12 (4096) to TRUE, leave other bits alone
v = 50
value = var(50) | 4096



;==================================================
;--- AI HELPER INITIALIZATION GATE ---
;==================================================
[State -2, Init Helper Gate Var]
type = Null;VarSet
; This variable prevents helpers from being created more than once per round.
trigger1 = RoundState = 0
v = 58 ; Using var(58) as our one-time gate switch.
value = 0


            
;==================================================
;--- ADAPTIVE AI REACTIVE STATES (-2) ---
;==================================================
[State -2, AI Recover]
type = Null;ChangeState
trigger1 = stateno = 5050
triggerall = (AILevel > 0)&&(roundstate = 2)
triggerall = alive
value = 5210
ignorehitpause = 1

[State -2, AI Recover 2]
type = Null;ChangeState
trigger1 = stateno = [5100,5110]
trigger2 = statetype = L
trigger3 = anim = [5100,5110]
triggerall = (AILevel > 0)&&(roundstate = 2)
triggerall = alive
value = 5201
ignorehitpause = 1



;==================================================
;--- ADAPTIVE AI REACTIVE STATES (-2) ---
;==================================================
[State -2, AI Recover]
type = Null;ChangeState
trigger1 = stateno = 5050
triggerall = (AILevel)&&(roundstate = 2)
triggerall = alive
value = 5210
ignorehitpause = 1

[State -2, AI Recover 2]
type = Null;ChangeState
trigger1 = stateno = [5100,5110]
trigger2 = statetype = L
trigger3 = anim = [5100,5110]
triggerall = (AILevel)&&(roundstate = 2)
triggerall = alive
value = 5201
ignorehitpause = 1


    
[state 0]
type = Null;changestate
value = 5200
trigger1 = (AILevel>4) && (numenemy)
trigger1 = (roundstate = 2) && (alive)
trigger1 = (stateno = 5050) && gethitvar(fall.recover)
trigger1 = (vel y > 0) && (pos y >= -20)
trigger1 = (random<(100*(AILevel**2/64.0)))

[state 0]
type = Null;changestate
value = 5210
trigger1 = (AILevel>4) && (numenemy)
trigger1 = (roundstate = 2) && (alive)
trigger1 = (stateno = 5050) && (canrecover)
trigger1 = (vel y > 0) && (pos y<-20)
trigger1 = (random<(25*(AILevel**2/64.0)))

[State 0, AI Recover]
type = Null;ChangeState
trigger1 = stateno = 5050
triggerall = (AILevel)&&(roundstate = 2)
triggerall = alive
value = 5210
ignorehitpause = 1

[State 0, AI Recover]
type = Null;ChangeState
trigger1 = stateno = [5100,5110]
trigger2 = statetype = L
trigger3 = anim = [5100,5110]
triggerall = (AILevel)&&(roundstate = 2)
triggerall = alive
value = 5200
ignorehitpause = 1


;==================================================
;--- ADAPTIVE AI GUARD STATE (0) ---
;==================================================
[State 0, AI Guard]
type = Null;ChangeState
triggerall = stateno != [120,155]
triggerall = (AILevel > 0) && (roundstate = 2) && (numenemy)
triggerall = (inguarddist)&&(stateno!=[120,155]) && !(enemynear,hitdefattr = SCA,AT)
;triggerall = ctrl
trigger1 = ctrl
trigger2 = prevstateno = 5120 && (random < ((700) * (AILevel ** 2 / 64.0)))
trigger2 = ctrl
trigger3 = numhelper(3300022)
trigger3 = PlayerIDExist(helper(3300022), var(3))
trigger3 = PlayerID(helper(3300022), var(3)), pos y > -70
trigger3 = PlayerID(helper(3300022), var(3)), vel x != 0.0
trigger3 = cond(numhelper(3300022), helper(3300022), cond(1, var(20) := 2, 0), 0)
trigger3 = cond(helper(3300022), numexplod((helper(3300022), var(20)*100000000) + PlayerID(helper(3300022), var(3)), stateno) = 0, 1, helper(3300022), numexplod((helper(3300022), var(20)*100000000) + abs(floor(PlayerID(helper(3300022), var(3)), vel x))) = 0)
trigger3 = random < ((300) * (AILevel ** 2 / 50))
trigger3 = AILevel >= 5
trigger3 = ctrl
value = 120

;inguarddist playerID(var(8)),HitDefAttr = SCA,AA
[State -3, Guard AI]
Type = Null;ChangeState
Value = 120
TriggerAll=AILevel != 0
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||(StateNo = [0,100]) ;||StateNo = 1300 ;Replace "1300" with your own AI state or whatever you find appropriate
TriggerAll=! playerID(var(8)),HitDefAttr = ,NT,ST,HT ;         
TriggerAll=inguarddist
Trigger1 = Random<=AILevel*60||AILevel>9
Trigger2 = P2BodyDist X>90||playerID(var(8)),Time>50
Trigger2 = Random<=AILevel*150

;---------------------------------------------------------------------------
;--|-AI Defense (Guard AI)-|-----------------------------------------------------------
;---------------------------------------------------------------------------
[State 0,ChangeState]
type=Null;ChangeState
TriggerALL = AILevel > 0 && RoundState = 2
TriggerALL = Random<(AILevel*100)
TriggerALL = Ctrl
TriggerALL = P2BodyDist X > -5
Trigger1 = (P2BodyDist X<50&&p2movetype=A)||(Enemy,NumProj>0)
Trigger2 = ((P2BodyDist X=[-15,100])&&p2movetype=A)||(Enemy,StateNo=[1000,2000])
value = cond(StateType=A,132,130)

[State 0,ChangeState]
type=Null;ChangeState
TriggerALL = AILevel > 0 && RoundState = 2
TriggerALL = Random<(AILevel*100)
TriggerALL = Ctrl
TriggerALL = P2BodyDist X > -5
Trigger1 = (P2BodyDist X<50&&p2movetype=A)||(Enemy,NumProj>0)
Trigger2 = ((P2BodyDist X=[-15,100])&&p2movetype=A)||(Enemy,StateNo=[1000,2000])
value = cond(StateType=A,132,130)



;[State -2]
;type = Null;SelfState
;trigger1 = 1 || var(0) := var(0) + 1
;trigger1 = !IsHelper
;value = sysvar(3)
;ignorehitpause = 1
;persistent = 256





;-------------------------AI (New Universal States)---------------------------------
[State -2, AI+R(combo)]
type     = Null;VarAdd
triggerall=!ishelper
triggerall = var(59)=0 && AILevel > 0 ;|| AILevel > 0 ;&& AILevel > 0
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =                    1

[State -2, (movement)]
type     = Null;VarAdd
triggerall=!ishelper
triggerall = var(59)=[1,9]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =10*                  1

[State -2, ](dragon dance)]
type     = Null;VarAdd
triggerall=!ishelper
triggerall = var(59)=[1,99]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v        = 59
value    =100*                  0

[State -2, (counter)]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
trigger1=var(54)<100000
trigger2=(helper(330001122),var(14)>0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)||(helper(330001122),var(14)=0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)
trigger3=enemynear(helper(330001122),Var(36)),movetype !=A
trigger4=(enemynear(helper(330001122),Var(36)),AnimElemTime(1)=0 && enemynear(helper(330001122),Var(36)),stateno = helper(330001122),var(13) && helper(330001122),var(14)>2 )
v        = 54
value    =                   7

[State -2, K[h(guard)]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(54) <1000
trigger2=(helper(330001122),var(14)>0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)||(helper(330001122),var(14)=0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)
trigger3=enemynear(helper(330001122),Var(36)),movetype !=A
trigger4=(enemynear(helper(330001122),Var(36)),AnimElemTime(1)=0 && enemynear(helper(330001122),Var(36)),stateno = helper(330001122),var(13) && helper(330001122),var(14)>2 )
v        = 54
value    =var(54)+1000*       8

[State -2, (throw escape)]
type     = Null;VarSet
triggerall=!ishelper
trigger1=fvar(21)=0
fv        = 21
value    =                    0

[State -2, VarSet]
type     = Null;Varadd
triggerall=!ishelper
triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)<100
triggerall=random>(var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000))*100
triggerall=enemynear(helper(330001122),Var(36)),movetype=A
trigger1=helper(330001122),var(14)<2
trigger2=(enemynear(helper(330001122),Var(36)),AnimElemTime(1)=0 && enemynear(helper(330001122),Var(36)),stateno = helper(330001122),var(13) && helper(330001122),var(14)>2 )
v        = 54
value    =100

[State -2, VarSet]
type     = Null;Varadd
triggerall=!ishelper
triggerall=var(54)<100000
triggerall=random>((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)/10
triggerall=enemynear(helper(330001122),Var(36)),movetype=A
trigger1 = (helper(330001122),var(14)>0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)||(helper(330001122),var(14)=0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)
trigger2=(enemynear(helper(330001122),Var(36)),AnimElemTime(1)=0 && enemynear(helper(330001122),Var(36)),stateno = helper(330001122),var(13) && helper(330001122),var(14)>2 )
v        = 54
value    =100000


;==================================================
;--- ADVANCED AI MODULES (Generated) ---
;==================================================
[State -2, Regeneration]
type = Null;LifeAdd
triggerall = movetype != H
triggerall = Alive   ;<----------if im alive, This will know and I'll start healing
triggerall = RoundState = 2
triggerall = Life < LifeMax*0.5 ;<--------------this determines how much needs to be left in order to gain the regen effect
trigger1 = ceil(GameTime%4) = 1 ;<--------------------im telling this code when to apply the regen effect,decrease the % to make it faster and increase to make slower.
value = 1 
absolute = 1
ignorehitpause = 1

[State 0, PowerAdd]
type = Null;PowerAdd
trigger1 = 1
value = 2
persistent = 10

[State 0, PowerAdd]
type = Null;PowerAdd
triggerall = MoveType = A || movetype = A && time = 1
trigger1 = 1
value = 2
persistent = 10

[State -2]
type=  Null;poweradd
trigger1 = movetype = A && time = 1
value = 40

[State -1]
type = Null;poweradd
triggerall = alive = 1
trigger1 = (GameTime%7) = 1
value = 40

[State -2]
type = poweradd
trigger1 = movetype = A && movecontact
value = ceil(target,gethitvar(damage)*0.5)
ignorehitpause = 1


;tracking ground
[State 0, PosAdd]
Type = Null;PosAdd
triggerall = EnemyNear, Alive = 1
Trigger1 = !AnimElemTime(4)
x = P2BodyDist x -20

;====================================
; Tracking (enemynear equivalent)
;====================================

;Tracking
[State 0, Turn]
type = Null;Turn
; Only if the nearest enemy exists and is alive
;triggerall = NumEnemy
triggerall = EnemyNear, Alive = 1
; --- Exact replacement for: p2dist X < 0 ---
; Turns if the opponent is behind your facing direction
trigger1 = EnemyNear, P2Dist X < 0
;trigger1 = 1

;Tracking
[State 0, Crossup Guard Turn]
Type = Null;Turn
Trigger1 = Facing = EnemyNear,Facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;Tracking
[State 0, Turn]
type = Null;Turn
; Only if the nearest enemy exists and is alive
;triggerall = NumEnemy
triggerall = EnemyNear, Alive = 1
; --- Exact replacement for: p2dist X < 0 ---
; Turns if the opponent is behind your facing direction
trigger1 = (((enemynear, pos x) - (pos x)) * facing) < 0
;trigger1 = 1

;Tracking
[State 0, Turn]
type = Null;Turn
triggerall = EnemyNear, Alive = 1
trigger1 = p2dist X < 0
;trigger1 = 1

[State 0, Tracking]
type = Null;PosAdd
triggerall = EnemyNear, Alive = 1
trigger1 = time < 30
x = 15*((p2bodydist x - 0)/(abs(p2bodydist X - 0) + abs(p2bodydist y - 20) + 0.0000001))
y = 15*((p2bodydist y - 20)/(abs(p2bodydist x - 0) + abs(p2bodydist y - 20) + 0.0000015))

;This is an explod cooldown
[State 0, Explod CD]
type = Null;Explod
triggerall = !NumExplod(stateno)
trigger1 = 1
anim = 20218;9999;20218;9999;20218
ID = stateno
pos = 0,0
postype = P1  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 600
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

;Advanced Tracking
; Track Enemy 1
[State -2, PosSet | Enemy 1]
type = Null;PosSet
triggerall = PlayerIDExist(var(52))
triggerall = PlayerID(var(52)),Alive
triggerall = PlayerID(var(52)),stateno != [6565600,6565611]
trigger1 = 1
x = PlayerID(var(52)),pos x
y = PlayerID(var(52)),pos y
ignorehitpause = 1

; Track Enemy 2
[State -2, PosSet | Enemy 2]
type = Null;PosSet
triggerall = PlayerIDExist(var(53))
triggerall = PlayerID(var(53)),Alive
triggerall = PlayerID(var(53)),stateno != [6565600,6565611]
triggerall = !PlayerIDExist(var(52)) || !PlayerID(var(52)),Alive || PlayerID(var(52)),stateno = [6565600,6565611]
trigger1 = 1
x = PlayerID(var(53)),pos x
y = PlayerID(var(53)),pos y
ignorehitpause = 1

; Track Enemy 3
[State -2, PosSet | Enemy 3]
type = Null;PosSet
triggerall = PlayerIDExist(var(54))
triggerall = PlayerID(var(54)),Alive
triggerall = PlayerID(var(54)),stateno != [6565600,6565611]
triggerall = !PlayerIDExist(var(52)) || !PlayerID(var(52)),Alive || PlayerID(var(52)),stateno = [6565600,6565611]
triggerall = !PlayerIDExist(var(53)) || !PlayerID(var(53)),Alive || PlayerID(var(53)),stateno = [6565600,6565611]
trigger1 = 1
x = PlayerID(var(54)),pos x
y = PlayerID(var(54)),pos y
ignorehitpause = 1

;Callerrrrs
[state -2, P2 ID]
type = varset
triggerall = AILevel > 0 && (roundstate = 2)
trigger1 = numenemy = 1
var(52) = (enemy,ID)
[state -2, P2 ID Simul Mode]
type = varset
triggerall = AILevel > 0 && (roundstate = 2)
trigger1 = numenemy > 1
var(52) = (enemy(0),ID)
[state -2, P4 ID Simul Mode]
type = varset
triggerall = AILevel > 0 && (roundstate = 2)
trigger1 = numenemy > 1
var(53) = (enemy(1),ID)
[state -2, P5 ID Simul Mode]
type = varset
triggerall = AILevel > 0 && (roundstate = 2)
trigger1 = numenemy > 2
var(54) = (enemy(2),ID)

; --- Primary Enemy ID (Closest Opponent) ---
[State -2, EnemyNear(0) ID Track]
type = Null;VarSet
trigger1 = numenemy > 0
var(52) = EnemyNear, ID
ignorehitpause = 1


; --- Secondary Enemy ID (Second-Closest, if available) ---
[State -2, EnemyNear(1) ID Track]
type = Null;VarSet
trigger1 = numenemy > 1
var(53) = enemynear(1), ID
ignorehitpause = 1


; --- Tertiary Enemy ID (Third-Closest, if available) ---
[State -2, EnemyNear(2) ID Track]
type = Null;VarSet
trigger1 = numenemy > 2
var(54) = enemynear(2), ID
ignorehitpause = 1


; --- Quaternary Enemy ID (Fourth-Closest, if available) ---
[State -2, EnemyNear(3) ID Track]
type = Null;VarSet
trigger1 = numenemy > 3
var(55) = enemynear(3), ID
ignorehitpause = 1

[Statedef -3]

; --- Original Statedef -3 Content ---
;===========================================================================
;---------------------------------------------------------------------------

[State -3, 2];МшФѕПµНіПа№Ш(ЖХНЁМш)
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(15) <= 0
value = F40, 0
channel = 13

[State -3, 2];МшФѕПµНіПа№ШЈЁґуМш/РЎМшЈ©
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(15) > 1
value = F40, 1
channel = 13

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AHґуЙсµДґуМшПµНі
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3, 5]
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5]
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

[State -3, 5]
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5]
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = VelAdd
trigger1 = stateno = 50
trigger1 = anim = 41
trigger1 = time = 1
trigger1 = var(15) >= 1
y = -0.6

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

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

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;--------------------------------------------

[State -3, ‹у’†ѓKЃ[ѓh]
type  = ChangeState
value = 132
triggerall = p2movetype = A          ;‘ЉЋи‚ЄЌUЊ‚’†
triggerall = statetype = A           ;Ћ©•Є‚Є‹у’†
triggerall = var(20) = 1             ;CPUЋћ
triggerall = ctrl                    ;Ћ©—R‚Й“®‚Ї‚й‚Ж‚«
triggerall = stateno != [190,194]    ;‚ў‚л‚ў‚л‚ЖѓoѓO‘ОЌф‚И‚З‚рЋ{‚µ‚Д‚Ё‚«‚Ь‚µ‚е‚¤(—б)
triggerall = p2statetype = A         ;‘ЉЋи‚Є‹у’†
trigger1   = P2BodyDist X = [40,80]  ;‰“‹——Ј—p
trigger1   = var(21) = [0,39]        ;Љm—¦’б‚ў
trigger2   = P2BodyDist X = [-20,39] ;‹Я‹——Ј—p(”wЊг‚аЉЬ‚Я‚Д‚ў‚й)
trigger2   = var(21) = [0,59]        ;Љm—¦Ќ‚‚ў

[State -3, ‘О’n —§‚їѓKЃ[ѓh]
type  = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = S
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,14]         ;CPU‚МѓKЃ[ѓh‚ЄЊЕ‚ў‚Ж‹C•Є‚Є€«‚­‚И‚ў‚Е‚·‚©ЃH
trigger2   = P2BodyDist X = [-15,39]
trigger2   = var(21) = [10,29]
trigger3   = enemy,teammode = simul   ;‘ЉЋи‚Єѓ`Ѓ[ѓЂѓ‚Ѓ[ѓh
trigger3   = P2BodyDist X = [-50,-16] ;Њг‚л‚рЊь‚ў‚Д‚ў‚й‚Ж‚«‚ЙЌUЊ‚‚і‚к‚ЅЏкЌ‡
trigger3   = var(21) = [0,39]
trigger4   = P2BodyDist X = [-15,39]
trigger4   = enemy,hitdefattr = S, NA,SA,HA ;‘ЉЋи‚Є‚Ь‚і‚Й—§‚їЌUЊ‚‚р‚µ‚ЅЏuЉФ
trigger4   = Random < 200                   ;Ќ‚Љm—¦‚ЕѓKЃ[ѓh

[State -3, ‘О‹у —§‚їѓKЃ[ѓh]
type  = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = A
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,15]
trigger2   = P2BodyDist X = [-40,39] ;‚Я‚­‚и‘ОЌф‚рЉЬ‚Ю
trigger2   = var(21) = [0,32]
trigger3   = P2BodyDist X = [-40,39]
trigger3   = enemy,hitdefattr = A, NA,SA,HA ;‘ЉЋи‚Є‚Ь‚і‚Й‹у’†ЌUЊ‚‚р‚µ‚ЅЏuЉФ
trigger3   = Random < 400

[State -3, ‚µ‚б‚Є‚ЭѓKЃ[ѓh]
type  = ChangeState
value = 131
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
trigger1   = p2statetype = C
trigger1   = P2BodyDist X = [40,85]
trigger1   = var(21) = [0,24]
trigger2   = p2statetype = C
trigger2   = P2BodyDist X = [-20,39]
trigger2   = var(21) = [0,39]
trigger3   = p2statetype = S         ;—§‚ї‰є’i‘ОЌфЃc
trigger3   = P2BodyDist X = [-15,39]
trigger3   = var(21) = [0,9]
trigger4   = p2statetype = C
trigger4   = enemy,teammode = simul
trigger4   = P2BodyDist X = [-50,-16]
trigger4   = var(21) = [0,39]
trigger5   = P2BodyDist X = [-20,39]
trigger5   = enemy,hitdefattr = C, NA,SA,HA ;‘ЉЋи‚Є‚Ь‚і‚Й‹ь‚ЭЌUЊ‚‚р‚µ‚ЅЏuЉФ
trigger5   = Random < 300

[State -3, “Љ‚°]
type  = ChangeState
value = 800
triggerall = var(20) = 1
triggerall = roundstate = 2
triggerall = Random = [0,59]
triggerall = statetype = S
triggerall = ctrl
trigger1   = P2BodyDist X = [-3,3)
trigger1   = p2statetype != A
trigger1   = p2statetype != L
trigger1   = p2movetype != H
;-------------------------------------------------------------------------------
;--------------------------------------------------------------
;№вР§ґъВлїЄКј
;--------------------------------------------------------------
[State -2]
type = Helper
triggerall = !NumHelper(23680)
trigger1 = StageVar(info.author) = "light"
pos = 0,0
stateno = 23680
id = 23680
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = p1

[State -2]
type = Helper
triggerall = !NumHelper(23681)
trigger1 = StageVar(info.author) = "light"
pos = 134,0
stateno = 23681
id = 23681
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = left

[State -2]
type = Helper
triggerall = !NumHelper(23682)
trigger1 = StageVar(info.author) = "light"
pos = -134,0
stateno = 23682
id = 23682
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = right
;--------------------------------------------------------------
;№вР§іхКјО»ЦГ
;--------------------------------------------------------------



; --- New Statedef -3 Content ---
[State -3]
type = helper
trigger1 = !numhelper(3300011)
helpertype = normal
name = "AIconfig"
ID = 3300011
stateno = 3300011
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(3300011)&&stateno != 3300011
value = 3300011

; IKEMEN/1.0+ Stability: Force AI Helper Persistence
[State -3, AI Helper Force]
type = ChangeState
triggerall = numhelper(3300011)
trigger1 = helper(3300011),stateno != 3300011
value = 3300011
ignorehitpause = 1
persistent = 1

; Manual Override: Turn OFF AI if 'Start' is held or Helper is killed
;[State -3, AI Deactivation]
;type = VarSet
;triggerall = var(59) > 0
;trigger1 = !numhelper(3300011)
;trigger2 = command = "holdback" && command = "start"
;trigger2 = time % 30 = 0
;v = 59
;value = 0
;ignorehitpause = 1

;[State -3, IKEMEN Buffer Reset]
;type = ParentVarSet
;trigger1 = !var(59) && numhelper(3300011)
;v = 59
;value = 0
;ID = 3300011
;ignorehitpause = 1



; Dynamic Cornerpush (Single-Pulse Logic)
[State -3, Omni-Adaptive Cornerpush]
type = Null;PosAdd
triggerall = numtarget
triggerall = !hitpausetime
; Only trigger on the VERY FIRST frame the target is hit
triggerall = target, time = 0
triggerall = target, gethitvar(hitshaketime) > 0
triggerall = target,statetype != A && !(target,hitfall)
; Only trigger if target is actually against a corner
trigger1 = (target,frontedgebodydist <= 0) && (target,gethitvar(xvel) > 0)
trigger2 = (target,backedgebodydist <= 0) && (target,gethitvar(xvel) < 0)
; Math: Instant pushback based on the move's intended power
x = (target,facing) * (target,gethitvar(xvel) * 0.8)
ignorehitpause = 1

[State -3, Edge Guard (Relative Correction)]
type = Null;PosAdd
triggerall = numtarget
trigger1 = frontedgebodydist < 0
x = -frontedgebodydist
ignorehitpause = 1

;===========================================================================
; UNIVERSAL GROUND-LOGIC & OTG SYSTEM (VAR-FREE & ADAPTIVE)
;===========================================================================

; [PART 1: ENEMY OTG LOCK]
; Forces the opponent to stay on the ground as long as you are attacking.
[State -2, Target: OTG Ground Lock]
type = Null;TargetState
triggerall = numtarget && !ishelper
; Logic: Only target enemies who are already lying down
triggerall = target, statetype = L ;&& target, anim = 5120
; Adaptability: Only lock them if you are actively attacking and nearby
trigger1 = movetype = A && p2dist x < 50
; Math: Force them to maintain their current state number
value = target, stateno
ignorehitpause = 1

; [PART 2: ADAPTIVE RELEASE]
; Dynamically releases the opponent when the combo ends or distance is too great.
[State -2, Target: Adaptive Release]
type = Null;TargetState
triggerall = numtarget && !ishelper
triggerall = target, stateno = 5120 ; Only run if they are in the lock-state
; Logic: Release if P1 stops attacking, P1 is hit, or P1 moves away
trigger1 = movetype != A || p2dist x > 80 || movehit = 0
value = 5120 ; Standard reset to 5120 allows MUGEN's "Get Up" timer to start
ctrl = 0
ignorehitpause = 1

[State -2, Omni Vacuum/Bind]
type = Null;TargetBind
triggerall = movehit
triggerall = !hitpausetime
; Only bind if the move is intended to be a "close-range" strike (Adjust 50 to preference)
trigger1 = target,gethitvar(xvel) < 2 
; Keep them exactly at their current distance to prevent "falling out" of combos
pos = (target, pos x - pos x) * facing, (target, pos y - pos y)
time = 1
ignorehitpause = 1

; Intelligent Stun Decay (Uses combo count math instead of timers)
[State -2, Dynamic Hitstun Modifier]
type = Null;TargetState
triggerall = numtarget
triggerall = p2movetype = H
; If combo is long (approx > 15 hits), force recovery
trigger1 = target,gethitvar(hitcount) > 15 
trigger1 = target,gethitvar(hitshaketime) = 0
value = 5050 ; Transition to air recovery state
ignorehitpause = 1

[State -2, Scaled Damage/Stun]
type = Null;HitAdd
trigger1 = 1
; This uses the internal engine scaling rather than fvar(11)
value = ifelse(target,gethitvar(hitcount) > 10, 0.5, 1.0)

[State -2, Intelligent Hitstun Decay]
type = Null;TargetLifeAdd
triggerall = numtarget && p2movetype = H
trigger1 = target,gethitvar(hitcount) > 10
; Dynamically reduce damage as combo gets longer (Damage * 0.9^hitcount)
value = -floor(target,gethitvar(damage) * (0.9 ** target,gethitvar(hitcount)))
ID = target,ID

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

;Suggestion: Do Not Activate These States if You Have Custom AI States that Conflict or I'd suggest: not at all.        
;===========================================================================
; CONSOLIDATED AI COMMAND EXECUTOR
;===========================================================================
[State -3, AI Execution & Clear]
type = Null;ChangeState
; Only execute if Bit 10 is active (1024) AND a command exists
triggerall = (var(50) & 1024) 
triggerall = RoundState = 2 && var(56) > 0
; Standard MUGEN execution windows (Control or MoveContact)
triggerall = Ctrl || (StateNo=[100,105]) || MoveContact
; Only execute if the target state actually exists (prevents trashing states)
trigger1 = StateType != L ; Not while lied down
value = var(56)
ignorehitpause = 1

[State -3, AI Buffer Cleanup]
type = Null;VarSet
; This MUST come after ChangeState. If ChangeState worked, we clear var(56).
; If ChangeState failed (because no Ctrl), we clear var(56) to prevent "stale" moves.
trigger1 = var(56) > 0
v = 56
value = 0
ignorehitpause = 1

;===========================================================================
; AI COMMAND EXECUTOR (BITWISE GATED)
;===========================================================================
[State -3, AI Execution]
type = Null;ChangeState
; GATE: Only execute if the Logic Bridge is high OR manual AI is set
triggerall = (var(50) & 1024) || AILevel > 0 
triggerall = RoundState = 2
triggerall = var(56) > 0  ; Move ID stored by the logic helper
triggerall = Ctrl || (StateNo=[100,105]) || MoveContact
trigger1 = 1
value = var(56)
ignorehitpause = 1

[State -3, AI Reset]
type = Null;VarSet
; Safety: Clear the command buffer only when the bridge is confirmed
trigger1 = (var(50) & 1024) || AILevel > 0
trigger1 = var(56) > 0
v = 56
value = 0
ignorehitpause = 1

;===========================================================================
; AI COMMAND EXECUTOR (LISTENS TO MAIN AI HELPER)
;===========================================================================
[State -3, AI Command Executor]
type = Null;ChangeState
; GATE: Ensures Parent and Helper are in perfect sync before state change
triggerall = (var(50) & 1024) || AILevel > 0
triggerall = RoundState = 2
trigger1 = var(56) > 0
trigger1 = ctrl
value = var(56)

[State -3, AI Command Buffer Reset]
type = Null;VarSet
; Clears the command if it wasn't executed within a 1-tick window
trigger1 = (var(50) & 1024) || AILevel > 0
trigger1 = var(56) > 0
trigger1 = time > 1
v = 56
value = 0


;AI Guard
[State -1, Stand guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = p2statetype != C
triggerall = (p2movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 130

[State -1, S-to-C guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = p2statetype = C
triggerall = (p2movetype = A) || (enemy, NumProj > 0)
trigger1 = stateno = 150
trigger1 = ctrl
value = 152

[State -1, Crouch guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = p2statetype = C
triggerall = (p2movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 131

[State -1, C-to-S guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType != A
triggerall = p2statetype != C
triggerall = (p2movetype = A) || (enemy, NumProj > 0)
trigger1 = stateno = 152
value = 150

[State -1, Air guard]
type = ChangeState
triggerall = AILevel > 0 && (roundstate = 2)
triggerall = StateType = A
triggerall = (p2movetype = A) || (enemy, NumProj > 0)
trigger1 = ctrl 
value = 132

;==================================================
;--- ADAPTIVE AI REACTIVE STATES (Universal & Robust) ---
;==================================================
; Combines physics checks from Common1 with AI Scaling.
; Includes Anti-Freeze logic for downed states.

[State -3, AI Air Recovery (High Air)]
type = Null;ChangeState
triggerall = AILevel > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5050 ; Falling
triggerall = CanRecover
triggerall = Vel Y > -1 ; Recover at apex or falling
triggerall = Pos Y < -20 ; High enough to air recover
; Logic: High AI always recovers, Low AI rolls dice based on level
trigger1 = (AILevel >= 7) || (AILevel >= 1)
trigger2 = Random < (100 * (AILevel**2 / 64.0))
value = 5210
ignorehitpause = 1

[State -3, AI Ground Recovery (Near Floor)]
type = Null;ChangeState
triggerall = AILevel > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5050 ; Falling
triggerall = GetHitVar(fall.recover)
triggerall = Vel Y > 0 ; Moving Down
triggerall = Pos Y >= -20 ; Close to ground (Physics check from your file)
; Logic: Higher chance to tech near ground to avoid OTG
trigger1 = (AILevel >= 6) || (AILevel >= 1)
trigger2 = Random < (200 * (AILevel**2 / 64.0))
value = 5200
ignorehitpause = 1

[State -3, AI Tactical Roll (From Liedown)]
type = Null;ChangeState
triggerall = AILevel > 0 && RoundState = 2 && Alive
triggerall = StateNo = [5100, 5110] ; Lying down states
triggerall = StateType = L
triggerall = MoveType = H
triggerall = CanRecover
; Logic: Tactical rolling (5201 from your common1).
trigger1 = (AILevel >= 8) || (AILevel >= 1)
trigger2 = Random < (150 * (AILevel**2 / 64.0))
value = 5201
ignorehitpause = 1

; --- ANTI-FREEZE FAILSAFE ---
; If the character is stuck lying down (State 5110) and hasn't rolled,
; force them to stand up (State 5120) so the fight continues.
[State -3, AI Force Get Up]
type = Null;ChangeState
triggerall = AILevel > 0 && RoundState = 2 && Alive
triggerall = StateNo = 5110
triggerall = StateType = L
; If we've been lying down for over 60 ticks (standard liedown time), force get up.
trigger1 = Time > 60 
trigger2 = AnimTime = 0
value = 5120
ignorehitpause = 1




; --- Flip the Helper Gate Switch ---
[State -3, Set Helper Gate Var]
type = Null;VarSet
trigger1 = NumHelper(3300011) && NumHelper(2200011) && NumHelper(3300022)
trigger1 = var(58) = 0
v = 58
value = 1
[State -3];変数設定
Type=Null;varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State -3];変数設定
Type=Null;varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear,alive,EnemyNear,ID,enemynear(1),ID)



;==================================================
;--- ADAPTIVE AI HELPER INITIALIZERS (-3) ---
;==================================================
;=== Initialize AI Tracker Helper ===

[State -3, Initialize AI Helper]
type = Helper
trigger1 = NumHelper(2200011) = 0
trigger1 = !NumHelper(2200011) 
trigger1 = RoundState = 2
trigger1 = Alive
trigger1 = !IsHelper
ID = 2200011
name = "SMART"
stateno = 2200011
pos = 0,0
postype = p1
facing = 1 ; cond(teamside = 1, 1, -1)
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

; Safety: Ensure helper stays in correct state
[State -3, Maintain Helper State]
type = ChangeState
trigger1 = IsHelper(2200011)
trigger1 = StateNo != 2200011
value = 2200011
persistent = 0


;=== Initialize AI Memory/Projectile Tracker ===

[State -3, Initialize AI Memory/Projectile Tracker]
type = Helper
trigger1 = AILevel > 0
trigger1 = NumHelper(3300022) = 0
trigger1 = !NumHelper(3300022) 
trigger1 = RoundState = 2
trigger1 = Alive
trigger1 = !IsHelper
name = "AI Memory And Projectile Tracker"
ID = 3300022
stateno = 3300022
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

; Safety: Ensure memory helper stays in correct state
[State -3, Maintain Memory Helper State]
type = ChangeState
trigger1 = IsHelper(3300022)
trigger1 = StateNo != 3300022
value = 3300022
persistent = 0

; Cleanup stray or duplicate helpers between rounds
[State -3, Destroy Duplicate AI Helpers]
type = Null;DestroySelf
triggerall = IsHelper
trigger1 = !(ID = 2200011 || ID = 3300022)
trigger1 = RoundState != 2
persistent = 0



; === Initialize AI Tracker Helper ===
[State -3, Initialize Adaptive AI Brain]
type = Null;Helper
trigger1 = NumHelper(2200011) = 0
ID = 2200011
name = "SMART"
stateno = 2200011
pos = 0,0
postype = p1
keyctrl = 1
ignorehitpause = 1

; === Initialize AI Memory/Projectile Tracker ===
[State -3, Initialize AI Memory Tracker]
type = Null;Helper
trigger1 = NumHelper(3300022) = 0
ID = 3300022
name = "AI Memory"
stateno = 3300022
pos = 9999,9999
postype = p1
keyctrl = 0
ignorehitpause = 1


[State -3]
type = null;changestate
Trigger1 = ishelper(2200011)&&stateno != 2200011
value = 2200011


[State -3]
type = null;changestate
Trigger1 = ishelper(3300022)&&stateno != 3300022
value = 3300022


        
[State -3,hpwp[]
Type = Helper
TriggerAll = AILevel>0
TriggerAll = !IsHelper
Trigger1 = NumHelper(44446677) = 0
Name = "Defense"
StateNo = 44446677
PosType = p1
Pos = 0,0
facing = -1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 44446677

; --- Initializer for Advanced AI Logic Helper ---
[State -3, Create Advanced AI Logic Helper]
type = Null;Helper
trigger1 = AILevel > 0 && RoundState = 2
TriggerAll = !IsHelper
trigger1 = !numhelper(44446677)
name = "AdvAILogic"
ID = 44446677
stateno = 44446677
postype = p1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State -3]
type = changestate
Trigger1 = ishelper(44446677)&&stateno != 44446677
value = 44446677

;===========================================================================
; AI ACTIVATION & ROUND-END DATA SYNC
;===========================================================================

[State -3,AIxzu]
Type = VarSet
; Only sync if the AI Gate is open and the manual variable is active
Triggerall = (var(50) & 1024) || AILevel > 0
Trigger1 = NumHelper(44446677) > 0
Trigger1 = Helper(44446677), AILevel > 0
; Sync the parent's AI flag (59) to the helper's level
var(59) = Helper(44446677), AILevel
IgnoreHitPause = 1

[State -3,AIX^Czu()]
Type = VarSet
; Checks for AI On, Round Over (3), and that the helper exists
TriggerAll = (var(50) & 1024) || AILevel > 0
TriggerAll = RoundState = 3
TriggerAll = NumHelper(44446677) > 0
; Verification: Prevent redundant setting if the value is already correctly scaled
TriggerAll = var(57) != Helper(44446677), Var(57) * 111
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
; This block stores a specific signature into var(57) to track AI behavior across rounds
var(57) = Helper(44446677), Var(57) * 111
IgnoreHitPause = 1


[State -3]
type = changestate
Trigger1 = ishelper(44446677)&&stateno != 44446677
value = 44446677

[State -3,[wp[1]
Type = Helper
TriggerAll = AILevel>0
TriggerAll = !IsHelper
Trigger1 = !NumHelper(55554433)
Helpertype = Normal
Name = "Right"
Postype = p1
Facing = 1
StateNo = 55554433
ID = 55554433
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
type = changestate
Trigger1 = ishelper(55554433)&&stateno != 55554433
value = 55554433

[State -3,[wp[2]
Type = Helper
TriggerAll = AILevel>0
TriggerAll = !IsHelper
Trigger1 = !NumHelper(66664433)
Helpertype = Normal
Name = "Left"
Postype = p1
Facing = -1
StateNo = 66664433
ID = 66664433
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
type = changestate
Trigger1 = ishelper(66664433)&&stateno != 66664433
value = 66664433


; Punish mfs that try to kill through mode
[State -3, Lifeset]
type = Lifeset
triggerall = alive && Roundstate = 2
triggerall = var(58) = [0,1]
trigger1 = helper(2200011),var(31)
value = lifemax*0.5

;Buffs if opp is unhittable
[State -3, LifeAdd]
type = LifeAdd
triggerall = life <= lifemax*0.4
triggerall = var(58) > 0
triggerall = timemod = 10,0
trigger1 = helper(2200011),var(28)
value = 1

[State -3, PowerAdd]
type = PowerAdd
triggerall = var(58) > 0
triggerall = timemod = 10,0
trigger1 = helper(2200011),var(28)
value = 1

[state ]
type=Null;hitoverride
;triggerall = var(2) = 0 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%2
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

[state ]
type=Null;hitoverride
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%3
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

[state ]
type=Null;hitoverride
;triggerall = var(2) = 2 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = random%4
attr=sca,aa,at,ap,ha,ht,hp,sa,st,sp,na,nt,np
slot=0 
stateno= ifelse(statetype = C, 120, ifelse(statetype = S, 130, ifelse(statetype = A, 132, 132)))
time=1
ignorehitpause=256

;======================================================================
;Boosts and stuff
;----------------------------------------------------------------------
[State -2, Combo]
type = Null;VarSet
trigger1 = 1
fvar(8) = (GetHitVar(damage))
ignorehitpause = 1

[State -2, lifeadd support]
type = LifeAdd
;trigger1 = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
value = floor(0.1*gethitvar(damage))

[State -2, lifeadd support]
type = LifeAdd
;trigger1 = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
value = floor(0.2*gethitvar(damage))

[State -2]
type=  null;poweradd
trigger1 = movetype = A && time = 1
value = 40

[State -1]
type = null;poweradd
triggerall = alive = 1
trigger1 = (GameTime%7) = 1
value = 40

[State -2]
type = null;poweradd
trigger1 = movetype = A && movecontact
value = ceil(target,gethitvar(damage)*0.5)
ignorehitpause = 1

;ライフ自動回復（オートリジェネーションの設定）
[State -2, 1] 
type = null;lifeadd 
trigger1= (GameTime% 10 )=0 ;何フレーム（時間）ごとに回復するか
value = 5 ;回復量 

;パワー自動回復の実例
[State -2, 1]
type = null;poweradd
trigger1= (GameTime% 1 )=1 ;何フレーム（時間）ごとに回復するか
value = 100 ;回復量
;ignorehitpause = 1

;======================================================================
;--- Jogan Attack Multiplier System --- (without variable scaling)

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.3*GetHitVar(damage) 
ignorehitpause = 1

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.6*GetHitVar(damage) 
ignorehitpause = 1

;======================================================================
;--- Jogan Defence Multiplier System --- (with variable scaling)

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 1 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.3*fvar(8) 
ignorehitpause = 1

[State 0, Jogan_DefenceMulSet_simulate]
type = Null;LifeAdd
;triggerall = var(2) = 3 ;replace var(2) = x with your desired variable for either transforming or another conition
trigger1 = 1
trigger1 = movetype = H
trigger1 = 1
trigger2 = sysvar(4) = gametime*1836
trigger3 = movetype = H || stateno = [5000,5150]
value = 0.6*fvar(8) 
ignorehitpause = 1



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

[State -3, VarSet Reset Turns Mode]
type     = Null;Varset
triggerall=!ishelper
trigger1 = RoundState = [3,4]
trigger1 = TeamMode = turns
var(43) = 0
var(44) = 0
var(15) = 0
var(16) = 0
fvar(9) = 0
fvar(18) = 0
fvar(37) = 0
fvar(16) = 0
fvar(15) = 0
fvar(14) = 0
fvar(33) = 0
fvar(32) = 0
fvar(31) = 0
fvar(30) = 0
fvar(29) = 0
fvar(28) = 0
fvar(27) = 0
fvar(26) = 0
fvar(25) = 0
fvar(24) = 0

[State -3, VarSet]
type     = Null;Varset
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall =(stateno=[1000,1599])
triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999])
var(59) = 1000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=[1000,1599])
trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999])
trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999])
trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999])
trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999])
var(59) = ifelse(movetype=H,1000,-1000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall=(stateno=420)&&(prevstateno=1401)&&p2movetype=H&&EnemyNear, Stateno>200&&movehit
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999])
var(59) = 10000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall =(stateno!=1400)&&(stateno!=1402)&&(stateno!=420)
trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999])
var(59) = ifelse(p2life>0&&(p2statetype=L||p2movetype!=H),10000,-10000)

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2  && numenemy=1 && numpartner=0
triggerall=(stateno=820||stateno=1010) && EnemyNear, Stateno=[150,159]
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000)
trigger1=1
var(59) = 100000

[State -3, VarAdd]
type     = Null;Varadd
triggerall=!ishelper
triggerall = var(59)>0
triggerall = RoundState = 2
triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999])
trigger1=((stateno!=[800,899])&&(stateno=[1000,1010]))||p2life<=0||(p2movetype=H && EnemyNear, Stateno>200)
var(59) = ifelse(p2movetype=H && EnemyNear, Stateno>200,-100000,100000)

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1 = var(59)>0
trigger1 = RoundState = [3,4]
trigger1 =TeamMode = turns
var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)<1000000 && win
var(59) = var(59)+1000000

[State -3, VarSet]
type     = Null;VarSet
triggerall=!ishelper
triggerall = var(59)>0
trigger1 = var(59)>=1000000 && stateno=[3000,3099]
var(59) = var(59)-1000000

[State -2, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(59)>0
trigger1=RoundState !=2
v        = 59
value    =-var(59)

[State -2, VarSet]
type     = Null;VarSet
triggerall=!ishelper
trigger1=var(59)<0
trigger1=RoundState=2 && ctrl
v        = 59
value    =-var(59)



;==================================================
;--- CUSTOM WARUSAKI3 STYLE AI ACTIVATION  ---
;==================================================

        
; If you want to use the Guard mode, Dummy mode, Distance, or Button jam dummy control
; options in Training mode without activating the dummy's AI while working on your
; character, then all you need to do is temporarily disable this controller.
; Or, if you want to permanently disable this controller in Training mode,
; then you could use the Training mode detection code available on my site
; ( http://www.shinmugen.net/winane/ ), and then just add a "(var(59)&63)>30"
; triggerall to this controller.
[State -3, AI Helper]
type = Helper
trigger1 = AILevel > 0
triggerall = !IsHelper
triggerall = !numhelper(974122)
triggerall = alive && roundstate=2
trigger1 = !NumPartner
trigger2 = !(Partner,SelfAnimExist(9999))
HelperType = normal
name = "AI Helper Activator"
ID = 974122
pos = 9999999,99999
StateNo = 974122
KeyCtrl = 1
PauseMoveTime = 999999999
SuperMoveTime = 999999999 

; It is very important that this controller NOT be moved to State -2, as putting
; it there would defeat the entire purpose of the controller, allowing the
; helper method or the XOR method to erroneously set the AI variable.
; And within State -3, don't put any ChangeState controllers before this
; controller, lest you unnecessarily delay your character's AI activation.
[State -3, GameTimeVar]
type = Null;VarSet
trigger1 = 1
var(57) = GameTime
IgnoreHitPause = 1


;===========================================================================
; UNIVERSAL AI HELPER INITIALIZERS
;===========================================================================
;These controllers create the universal AI helpers used by the AI system but use with caution, they cause... bugs/glitches where the Character's AI will kind of... ignore the character's Transformation triggers
[State -3, AI Activation Helper Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = !numhelper(974122)
triggerall = alive && roundstate=2
;trigger1 = AILevel > 0
trigger1 = 1
helpertype=normal
name="AI_Activator"
ID=974122
pos=9999,9999
stateno=974122
keyctrl=1
pausemovetime=65535
supermovetime=65535

        [State -3]
        type = changestate
        Trigger1 = ishelper(974122)&&stateno != 974122
        value = 974122
        
[state -3, Right Edge Detector Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
;trigger1 = AILevel > 0
trigger1 = 1
triggerall = !numhelper(22222)
helpertype = normal
name = "stageedge_right"
postype = left
stateno = 22222
ID = 22222
pos = 160,9999
facing = -1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(22222)&&stateno != 22222
        value = 22222
        
[state -3, Left Edge Detector Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
;trigger1 = AILevel > 0
trigger1 = 1
triggerall = !numhelper(33333)
helpertype = normal
name = "stageedge_left"
postype = left
stateno = 33333
ID = 33333
pos = -160,9999
facing = 1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(33333)&&stateno != 33333
        value = 33333
        
        
[state -3, AI Projectile Scanner Initializer]
type = Helper
Triggerall = !IsHelper
triggerall = roundstate = [1,2]
trigger1 = AILevel > 0
trigger1 = 1
triggerall = !numhelper(55555)
helpertype = normal
name = "ai_projectile_scanner"
postype = p1
stateno = 55555
ID = 55555
pos = 9999,9999
facing = 1
pausemovetime = 2147483647
supermovetime = 2147483647

        [State -3]
        type = changestate
        Trigger1 = ishelper(55555)&&stateno != 55555
        value = 55555
        
        

;==================================================
;--- AI-GENERATED MOVEMENT STATES (from CMD) ---
;==================================================


;==================================================
;--- AI-GENERATED ATTACK STATES (from CMD) ---
;==================================================

;Counter
[State -1, gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = random <= 800* AILevel
triggerall = p2movetype = A && enemynear,animtime < -4
triggerall =enemynear,time >= 70-9*AILevel && random <= 75*AILevel || AILevel >= 8 && (!((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)) || enemynear,hitdefattr=sca,at)
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = helper(3300011),var(17) >= 1 && helper(3300011),var(17) <= 6 && p2dist x < 80
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =(enemynear,time >= (70-9* AILevel) && (random <= 275 * AILevel)) || (AILevel >= 8 && (!((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)) || enemynear,hitdefattr=sca,at))
trigger3 = AILevel >= 8 && helper(3300011),var(11) = 3 && p2dist x < 50 && p2movetype != A
trigger4 = power >= 1000 && p2movetype = A && p2dist x < 60

[State -1, Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = !numhelper(3300011) || helper(3300011),var(18) <= 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && enemynear,animtime < -0
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall =enemynear,time >= 70-9*AILevel && random <= 75*AILevel || AILevel >= 8 && (!((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)) || enemynear,hitdefattr=sca,at)
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = helper(3300011),var(17) >= 1 && helper(3300011),var(17) <= 2 && p2dist x < 80
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =(enemynear,time >= (70-9* AILevel) && (random <= 105 * AILevel)) || (AILevel >= 8 && (!((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)) || enemynear,hitdefattr=sca,at))
trigger3 = AILevel >= 8 && helper(3300011),var(11) = 3 && p2dist x < 50 && p2movetype != A

[State -1, Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A && ((p2stateno = [200, 4999]) || (numhelper(3300011) && p2stateno = helper(3300011),var(2)))
triggerall = enemynear,time >= 60-8* AILevel && random <= 100* AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- ENHANCED/SMART AI LOGIC (NEWV12 Stacked) ---
;==================================================

;Chance
[State -1, gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 197)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = helper(3300011),var(18) <= 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 134)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = helper(3300011),var(18) <= 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 92)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 92)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 26)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = helper(3300011),var(18) <= 0
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 92)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 101)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -29) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 158)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -30
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -2) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 47)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -3
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 80)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 125)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -22) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 146)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -23
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 116)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -14
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 110)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 92)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 47)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall = (p2movetype = A) || (p2movetype = I && EnemyNear, Stateno > 160) || (p2statetype != L) ; Attack anyone who isn't lying down
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Combo
[State -3, AI Chain: Stand Medium Punch Close]
type = ChangeState
value = 215
;triggerall = p2movetype = H
;triggerall = !enemynear,canrecover
;triggerall = p2statetype != L
; Inherited Triggers (Processed by clearcmd)
triggerall = AILevel > 0 && Roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-91,0)
triggerall = (stateno = 100)
triggerall = (movehit = 1) && (random <= 950 * AILevel)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = 1

[State -3, AI Chain: Stand Medium Punch]
type = ChangeState
value = 210
;triggerall = p2movetype = H
;triggerall = !enemynear,canrecover
;triggerall = p2statetype != L
; Inherited Triggers (Processed by clearcmd)
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 73)) || (p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5))
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 = [-82,0)
triggerall = (stateno = 100)
triggerall = (movehit = 1) && (random <= 950 * AILevel)
triggerall = statetype != A
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = 1

[State -3, AI Chain: Stand Light Kick Close]
type = ChangeState
value = 235
;triggerall = p2movetype = H
;triggerall = !enemynear,canrecover
;triggerall = p2statetype != L
; Inherited Triggers (Processed by clearcmd)
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 29)) || (p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5))
triggerall = p2statetype != A || p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 = [-103,0)
triggerall = (stateno = 100)
triggerall = (movehit = 1) && (random <= 950 * AILevel)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = 1

[State -3, AI Chain: Stand Light Kick]
type = ChangeState
value = 230
;triggerall = p2movetype = H
;triggerall = !enemynear,canrecover
;triggerall = p2statetype != L
; Inherited Triggers (Processed by clearcmd)
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 67)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-122,0)
triggerall = (stateno = 100)
triggerall = (movehit = 1) && (random <= 950 * AILevel)
triggerall = statetype != A
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = 1

[State -3, AI Chain: Stand Medium Kick Close]
type = ChangeState
value = 245
;triggerall = p2movetype = H
;triggerall = !enemynear,canrecover
;triggerall = p2statetype != L
; Inherited Triggers (Processed by clearcmd)
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 72)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-116,0)
triggerall = (stateno = 100)
triggerall = (movehit = 1) && (random <= 950 * AILevel)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = 1

[State -3, AI Chain: Stand Medium Kick]
type = ChangeState
value = 240
;triggerall = p2movetype = H
;triggerall = !enemynear,canrecover
;triggerall = p2statetype != L
; Inherited Triggers (Processed by clearcmd)
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 41)) || (p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5))
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 = [-126,0)
triggerall = (stateno = 100)
triggerall = (movehit = 1) && (random <= 950 * AILevel)
triggerall = statetype != A
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = 1

[State -3, AI Chain: Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall = p2movetype = H
;triggerall = !enemynear,canrecover
;triggerall = p2statetype != L
; Inherited Triggers (Processed by clearcmd)
triggerall = AILevel > 0 && Roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 47)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-121,0)
triggerall = (stateno = 100)
triggerall = (movehit = 1) && (random <= 950 * AILevel)
triggerall = statetype != A
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = 1

[State -3, AI Combo (Unified): -> gods's rebellion]
type = ChangeState
value = 1660
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = power >= 1000
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 39)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 240 || stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 500 || stateno = 800 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1200 || stateno = 1210 || stateno = 1300 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Kiss]
type = ChangeState
value = 1300
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 30)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 240 || stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 500 || stateno = 800 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1200 || stateno = 1210 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Upper 1]
type = ChangeState
value = 1100
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 240 || stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 500 || stateno = 800 || stateno = 1000 || stateno = 1010 || stateno = 1110 || stateno = 1200, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1210 || stateno = 1300 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Upper 2]
type = ChangeState
value = 1110
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 240 || stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 500 || stateno = 800 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1200, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1210 || stateno = 1300 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> flash 1]
type = ChangeState
value = 1000
; AI: Reactionary/Counter Precision Logic
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 = [-83,0)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 240 || stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 500 || stateno = 800 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1200, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1210 || stateno = 1300 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> flash 2]
type = ChangeState
value = 1010
; AI: Reactionary/Counter Precision Logic
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 = [-83,0)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 240 || stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 500 || stateno = 800 || stateno = 1000 || stateno = 1100 || stateno = 1110 || stateno = 1200, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1210 || stateno = 1300 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Throw]
type = ChangeState
value = 500
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 120)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-63,0)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 240 || stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 800 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1200, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1210 || stateno = 1300 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Stand Light Punch Close]
type = ChangeState
value = 205
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 = [-97,0)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 240, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 500, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 800 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1200, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1210 || stateno = 1300 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Stand Light Punch]
type = ChangeState
value = 200
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 240, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 245 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 500, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 800 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1200, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1210 || stateno = 1300 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo (Unified): -> Crouching Light Punch]
type = ChangeState
value = 400
; --- AI Combo Execution Triggers ---
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = (random <= 950 * AILevel)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-69,0)
triggerall = ((var(50) := (var(50) - (var(50) & 1024))) || 1)
triggerall = ((var(50) := ifelse(stateno = 200 || stateno = 205 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 235, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 240 || stateno = 245 || stateno = 410 || stateno = 430 || stateno = 440 || stateno = 500, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 800 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1200, (var(50) | 1024), var(50))) || 1)
triggerall = ((var(50) := ifelse(stateno = 1210 || stateno = 1300 || stateno = 1660 || stateno = 1685, (var(50) | 1024), var(50))) || 1)
triggerall = (var(50) & 1024)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Kiss]
type = ChangeState
value = 1300
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 30)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = (stateno = 200 || stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 500 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> gods's rebellion]
type = ChangeState
value = 1660
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = power >= 1000
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 39)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = (stateno = 200 || stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 500 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1300)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Upper 1]
type = ChangeState
value = 1100
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = (stateno = 200 || stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 500 || stateno = 1000 || stateno = 1010 || stateno = 1110 || stateno = 1300 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Upper 2]
type = ChangeState
value = 1110
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = (stateno = 200 || stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 500 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1300 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> flash 1]
type = ChangeState
value = 1000
; AI: Reactionary/Counter Precision Logic
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 = [-83,0)
triggerall = (stateno = 200 || stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 500 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1300 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> flash 2]
type = ChangeState
value = 1010
; AI: Reactionary/Counter Precision Logic
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 = [-83,0)
triggerall = (stateno = 200 || stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 500 || stateno = 1000 || stateno = 1100 || stateno = 1110 || stateno = 1300 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Throw]
type = ChangeState
value = 500
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 120)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-63,0)
triggerall = (stateno = 200 || stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1300 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Stand Light Punch Close]
type = ChangeState
value = 205
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 = [-97,0)
triggerall = (stateno = 200 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 500 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1300 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Stand Light Punch]
type = ChangeState
value = 200
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = (stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 400 || stateno = 500 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1300 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, AI Combo Loop: -> Crouching Light Punch]
type = ChangeState
value = 400
; --- Loop Execution Triggers ---
;triggerall = helper(3300011),var(52) > 0
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2movetype = H && !enemynear,canrecover) || (!enemynear,canrecover)
triggerall = random <= 980
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-69,0)
triggerall = (stateno = 200 || stateno = 205 || stateno = 215 || stateno = 230 || stateno = 235 || stateno = 245 || stateno = 500 || stateno = 1000 || stateno = 1010 || stateno = 1100 || stateno = 1110 || stateno = 1300 || stateno = 1660)
triggerall = movehit = 1
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -41 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 41) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=42)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 0)) || (p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 = [-166,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 0)) || (p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 = [-166,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (enemynear,animtime <= -41 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 41) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = EnemyNear, Stateno != [120,159]
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=42)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 39)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, gods's rebellion]
type = ChangeState
value = 1660
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 39)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = EnemyNear, Stateno != [120,159]
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
trigger3 = MoveHit && Power >= 1000 && Random <= 900

[State -1, Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 30)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Kiss]
type = ChangeState
value = 1300
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 30)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=12)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 1]
type = ChangeState
value = 1200
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=12)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=12)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 2]
type = ChangeState
value = 1210
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=12)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 1]
type = ChangeState
value = 1100
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 2]
type = ChangeState
value = 1110
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 120)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-63,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 500
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 120)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-63,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 6) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=7)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, CD]
type = ChangeState
value = 650
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 6) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=7)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch Close]
type = ChangeState
value = 205
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
; AI Chain Combo Logic (Translated from 'Stand Medium Punch Close')
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-91,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch Close]
type = ChangeState
value = 215
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
; AI Chain Combo Logic (Translated from 'Stand Medium Punch')
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-91,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -29 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 29) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=30)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 73)) || (p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5))
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 = [-82,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
; AI Chain Combo Logic (Translated from 'Stand Light Kick Close')
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 73)) || (p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5))
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 = [-82,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (enemynear,animtime <= -29 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 29) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=30)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -2 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 2) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=3)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 29)) || (p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5))
triggerall = p2statetype != A || p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 = [-103,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
; AI Chain Combo Logic (Translated from 'Stand Light Kick')
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 29)) || (p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5))
triggerall = p2statetype != A || p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 = [-103,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
triggerall = (enemynear,animtime <= -2 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 2) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=3)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=10)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 67)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-122,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
; AI Chain Combo Logic (Translated from 'Stand Medium Kick Close')
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 67)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-122,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=10)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=10)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 72)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-116,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
; AI Chain Combo Logic (Translated from 'Stand Medium Kick')
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 72)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-116,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=10)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -22 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 22) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=23)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 41)) || (p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5))
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 = [-126,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 41)) || (p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5))
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 = [-126,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (enemynear,animtime <= -22 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 22) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=23)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-69,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-69,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -13 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 13) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=14)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 = [-27,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 = [-27,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
triggerall = (enemynear,animtime <= -13 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 13) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=14)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-123,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
; AI Chain Combo Logic (Translated from 'Crouching Medium Kick')
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-123,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 47)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-121,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 47)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-121,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 69)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 69)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 635
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
; AI: Doly_P29-Style Hit Confirm (Guaranteed Combo)
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L
trigger1 = MoveHit = 1
trigger1 = p2statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)


;Throw
[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H && p2statetype != L && !inguarddist
triggerall = (random <= 3 * AILevel)
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H && p2statetype != L && !inguarddist
triggerall = (random <= 30 * AILevel)
triggerall = helper(3300011),var(18) <= 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H && p2statetype != L && !inguarddist
triggerall = (random <= 18 * AILevel)
triggerall = helper(3300011),var(18) <= 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H && p2statetype != L && !inguarddist
triggerall = (random <= 12 * AILevel)
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H && p2statetype != L && !inguarddist
triggerall = (random <= 12 * AILevel)
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H && p2statetype != L && !inguarddist
triggerall = (random <= 60 * AILevel)
triggerall = helper(3300011),var(18) <= 0
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Fight
[State -1, Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 14*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 1]
type = ChangeState
value = 1200
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 69* AILevel)

[State -1, Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 14*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 2]
type = ChangeState
value = 1210
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 69* AILevel)

[State -1, Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 19*AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 1]
type = ChangeState
value = 1100
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 93* AILevel)

[State -1, Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 19*AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 2]
type = ChangeState
value = 1110
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 93* AILevel)

[State -1, Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 16*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 500
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 76* AILevel)

[State -1, CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 47*AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, CD]
type = ChangeState
value = 650
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 181* AILevel)

[State -1, Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 39*AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch Close]
type = ChangeState
value = 205
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 187* AILevel)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 19*AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 93* AILevel)

[State -1, Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 17*AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch Close]
type = ChangeState
value = 215
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 85* AILevel)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 8*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 39* AILevel)

[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 52*AILevel || p2statetype = A && random <= 75*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 250* AILevel)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 20*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 100* AILevel)

[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 13*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 66* AILevel)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 9*AILevel || p2statetype = A && random <= 25*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 46* AILevel)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 31*AILevel || p2statetype = A && random <= 62*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 150* AILevel)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 13*AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 65* AILevel)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 15*AILevel || p2statetype = A && random <= 30*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 73* AILevel)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 17*AILevel || p2statetype = A && random <= 35*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 100
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 85* AILevel)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 42*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 157* AILevel)

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 61*AILevel
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 245* AILevel)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 54*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 630
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 215* AILevel)

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 54*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Light Kick]
type = ChangeState
value = 635
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 215* AILevel)

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 33*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 115* AILevel)

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && (!helper(3300011),inguarddist || facing = enemynear,facing && enemynear,p2dist x < 0 || p2bodydist x > 0) && p2statetype != L
triggerall = random <= 33*AILevel
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
; AI: Doly_P29-Style Whiff Punish (Deterministic)
; AI: Doly_P29-Style Close Pressure (Deterministic)
; AI: Standard Footsie (RNG Fallback)
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (p2statetype != L)
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger1 = p2movetype = A && EnemyNear, MoveHit = 0
trigger1 = P2BodyDist X < 60
trigger2 = P2BodyDist X < 30 && p2statetype != L
trigger2 = p2movetype != A ; Don't mash into an active attack
trigger3 = (random <= 115* AILevel)



;==================================================
;--- AI-GENERATED COMBO BREAKERS / BURSTS ---
;==================================================
[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-41*vel x-(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5) = [-15,5]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, gods's rebellion]
type = ChangeState
value = 1660
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-4*vel x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [-5,55]
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Fatal Cut]
type = ChangeState
value = 1600
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Kiss]
type = ChangeState
value = 1300
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*vel x+7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 46+7*vel x+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Teleport 1]
type = ChangeState
value = 1200
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-11*vel x-(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5) = [-10,70]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Teleport 2]
type = ChangeState
value = 1210
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-11*vel x-(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5) = [-10,70]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Upper 1]
type = ChangeState
value = 1100
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-7*vel x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [26,80]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Upper 2]
type = ChangeState
value = 1110
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-7*vel x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [26,80]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, flash 1]
type = ChangeState
value = 1000
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-5*vel x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-38,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, flash 2]
type = ChangeState
value = 1010
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-5*vel x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-38,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, T S]
type = ChangeState
value = 710
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, UKEMI]
type = ChangeState
value = 52000
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = Vel Y > 0 && Pos Y >= -20 && alive && (StateNo = 5050 || StateNo = 5071)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
Triggerall = var(50) = 0
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Throw]
type = ChangeState
value = 500
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-7*vel x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [17,136]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall = (1) || ((stateno=[200,499])&&movecontact)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Throw]
type = ChangeState
value = 800
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2dist x >= 0 && p2bodydist x <= 39
triggerall = p2statetype != A
triggerall = (p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (1)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Stand Light Punch Close]
type = ChangeState
value = 205
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-4*vel x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [26,80]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall = (1) || (stateno=100)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Stand Light Punch]
type = ChangeState
value = 200
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-7*vel x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [26,80]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = (1) || (stateno=100)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Stand Medium Punch Close]
type = ChangeState
value = 215
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-7*vel x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [46,117]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall = (1) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-2*vel x-(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5) = [-6,45]
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall = (1) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Stand Light Kick]
type = ChangeState
value = 230
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-9*vel x-(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5) = [12,83]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall = (1) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100

[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
; AI: Combo Breaker / Burst Logic (Universal)
; -- Situational Triggers --
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (stateno=[5000,5210]) || (stateno = [5020,5071]) || ((stateno = 154 || stateno = 155 || MoveGuarded) && power >= 2000) || (movetype = H) ;|| (statetype = L) || (movetype = H) ; Universal check for being in hitstun
triggerall = stateno != [120,159]
triggerall = p2bodydist x-9*vel x-(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5) = [15,88]
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall = (1) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (gethitvar(damage) > 80 || hitcount > 2 || hitcount > 4)
trigger1 = random < 250 ; Increased base chance in this mode
trigger1 = random < power / 42
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (life < 350 && hitcount > 2) || (p2movetype = A && enemynear,ctrl = 0)
trigger2 = random < power / 100


;Guard
[State -3,Guard]
type = null;changestate
value = 120
triggerall = AILevel > 0 && roundstate=2 && random <= 250*AILevel
triggerall = ctrl || stateno = [0,20]
triggerall = helper(3300011),var(1) <= 1 || helper(3300011),var(18) < 0 || random%2=0 || (prevstateno != [120,155]) || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(3300011)&& helper(3300011),inguarddist
trigger2 = p2dist x < 0 || abs(p2bodydist x) <= 80 && (p2movetype = A || Facing*EnemyNear,Facing!=-1)



                ; --- STABLE AMALGAMATED AI GUARD SYSTEM ---
                ; Combined the advanced detection of the former with the stability/triggers of the latter.

                ;Omni-Robust Scaling Context: This guard system dynamically scales its detection parameters based on the character's unique physics constants, ensuring optimal performance across a wide range of characters without manual tweaking. It also adapts to many guarding changestates, but it's exceedingly too strong, so I'll let you be the decider of whether or not to enable it. 

                [State -3, Unified Guard Entry]
                type = Null;ChangeState
                ; We target 120 (Guard Start) for a natural transition
                value = 120
                triggerall = AILevel > 0 && roundstate = 2
                triggerall = ctrl && stateno != [120, 155]
                ; STABILITY CHECK: Only guard if enemy is attacking or has a projectile out
                triggerall = (p2movetype = A) || (enemy, NumProj > 0) || numexplod(33330001)
                triggerall = !(enemynear, hitdefattr = SCA, AT)
                ; Trigger logic (Distance + Helpers)
                trigger1 = inguarddist
                trigger2 = numhelper(3300011) && helper(3300011), inguarddist
                ignorehitpause = 1

                [State -3, Mid-Guard Height Adjustment (Stand)]
                type = Null;ChangeState
                triggerall = AILevel > 0 && (stateno = [150, 153])
                triggerall = ctrl
                ; If enemy is NOT crouching, move to Standing Guard Hit
                trigger1 = (p2statetype != C) && (stateno != [150, 151])
                value = 150
                ignorehitpause = 1

                [State -3, Mid-Guard Height Adjustment (Crouch)]
                type = Null;ChangeState
                triggerall = AILevel > 0 && (stateno = [150, 153])
                triggerall = ctrl
                ; If enemy IS crouching, move to Crouching Guard Hit
                trigger1 = (p2statetype = C) && (stateno != [152, 153])
                value = 152
                ignorehitpause = 1

                [State -3, Air Guard Emergency]
                type = Null;ChangeState
                value = 132 
                triggerall = AILevel > 0 && statetype = A && ctrl
                triggerall = stateno != [120, 155]
                ; STABILITY CHECK
                triggerall = (p2movetype = A) || (enemy, NumProj > 0)
                trigger1 = inguarddist || numexplod(33330001)
                ignorehitpause = 1

                ; --- ADVANCED PROJECTILE DETECTION ---
                [State -3, Guard Logic Explod]
                type = Null;Explod
                triggerall = AILevel > 0 && numhelper(3300022)
                triggerall = ctrl && stateno != [120, 159]
                ; Only fire the math check if the enemy is actually in an attack state
                triggerall = (p2movetype = A)
                triggerall = statetype != A && numexplod(33330001) = 0
                trigger1 = PlayerIdExist(helper(3300022), var(3)) 
                trigger1 = PlayerID(helper(3300022), var(3)), pos y > -60 
                trigger1 = PlayerID(helper(3300022), var(3)), vel x != 0.0 
                trigger1 = ceil(((PlayerID(helper(3300022),var(3)), pos x - pos x )* facing) / PlayerID(helper(3300022),var(3)), vel x ) = floor(abs(const(velocity.jump.y)) / const(movement.yaccel))
                anim = helper(3300022), anim 
                ID = 33330001
                removetime = 1 

                [State -3, Guard Logic SysVar]
                type = Null;Varset
                triggerall = AILevel > 0
                trigger1 = numexplod(33330001)
                sysvar(1) = 1

                ; --- FINAL POSITION LOGIC ---
                [State -3, Unified Guard ChangeState]
                type = Null;ChangeState
                triggerall = AILevel > 0 && roundstate = 2
                triggerall = ctrl && stateno != [120, 159]
                triggerall = !(enemynear, hitdefattr = SCA, AT)
                ; STABILITY CHECK: Prevents the AI from randomly stopping mid-walk/attack
                triggerall = (p2movetype = A) || (enemy, NumProj > 0)
                ; Detection Triggers
                trigger1 = inguarddist
                trigger2 = numhelper(3300011) && helper(3300011), inguarddist
                trigger3 = numexplod(33330001)
                ; Logic: If Air -> 132. Else if Enemy Crouch -> 131. Else -> 130.
                value = cond(statetype = A, 132, cond(p2statetype = C, 131, 130))
                ignorehitpause = 1

                        
;==================================================
;--- UNIVERSAL GUARD COMMAND AI (Generated) ---
;==================================================
[State -1, AI Ground Guard]
type = Null;ChangeState
value = 120
triggerall = AILevel > 0 && Roundstate = 2
triggerall = !Ishelper && EnemyNear,Alive
triggerall = Statetype != A
triggerall = (ctrl) && (Stateno != [120,140))
triggerall = !(EnemyNear,hitdefattr = sca,at)
triggerall = !(Ceil(Helper(97530),FVar(39)) & 2**0)
triggerall = (Helper(97530),FVar(32) < 1000 - (((9-AILevel)**2) - 1) * 15) || (EnemyNear,Time > (((((9-AILevel)**2) - 1) * 15)/25)) || AILevel = 5
trigger1 = Inguarddist || (!InGuardDist && EnemyNear,P2dist X < 5 && P2bodydist X < 60 && EnemyNear,Statetype = A && (EnemyNear,HitDefAttr = A,AA || EnemyNear,Movetype = A))
trigger2 = EnemyNear,Numproj > 0 || (EnemyNear,Numhelper > Helper(97530),FVar(35) && (EnemyNear,Movetype = A || Random > 750))
trigger2 = Helper(97531),Inguarddist && Helper(97530),FVar(38)/1000 > 0

[State -1, AI Air Guard]
type = Null;ChangeState
value = 120
triggerall = AILevel > 0 && Roundstate = 2
triggerall = !Ishelper && EnemyNear,Alive
triggerall = Statetype = A
triggerall = ctrl
triggerall = !(EnemyNear,hitdefattr = sca,at)
triggerall = !(Ceil(Helper(97530),FVar(39)) & 2**0)
triggerall = (Helper(97530),FVar(32) < 1000 - (((9-AILevel)**2) - 1) * 15) || (EnemyNear,Time > (((((9-AILevel)**2) - 1) * 15)/25)) || AILevel = 5
trigger1 = Inguarddist
trigger2 = !InGuardDist && EnemyNear,P2dist X < 5 && P2bodydist X < 60 && (EnemyNear,HitDefAttr = SCA,AA || (EnemyNear,Movetype = A && EnemyNear,Statetype = A))


;==================================================
;--- INTEGRATED WARUSAKI3-STYLE GUARD LOGIC ---
;==================================================

;=============================================
;ガード (Generated by Script)
;=============================================
[State -1, 汎用ガード]
type = Null;ChangeState
value = 120
triggerall = AILevel > 0 && roundstate = 2
triggerall = !helper(33333),var(0) || (helper(33333),var(0) = 3 && helper(33333),var(2))
triggerall = numenemy > 0 || power >= 1000
triggerall = ctrl && stateno != [120,155]
triggerall = !(enemynear,hitdefattr = SCA,AT)
triggerall = numhelper(33333)
triggerall = numhelper(55555)
triggerall = inguarddist || helper(33333),var(10)&2**3 || (enemy,numproj && enemynear,p2dist x>=0 && p2bodydist x<=120 && p2bodydist y>=-120)
triggerall = inguarddist || (helper(55555),inguarddist && random < (1.0-life*1.0/lifemax)*300)
triggerall = random < 500+(random%(100+(enemynear,time>=15)*100+(enemynear,time>=7)*100+(p2statetype=A)*100+(life<700)*100+(life<500)*100+(life<333)*100)) || AILevel >= 7
triggerall = AILevel < 8 || random < 200
trigger1 = enemynear,hitdefattr = SCA,AA,AP
trigger1 = !(helper(33333),var(35) || EnemyNear, Stateno=helper(33333),var(18) || enemynear,p2dist x < 0)
trigger1 = !helper(22222),fvar(0) || !enemynear,movecontact
trigger2 = enemy,numproj || helper(55555),var(58)&2**10
trigger3 = enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP)
trigger4 = helper(33333),var(10)&2**3
trigger5 = helper(55555),var(2)=5
trigger6 = inguarddist
trigger6 = !(enemynear,hitdefattr = SCA,AA,AP)
trigger6 = !(enemy,numproj || helper(55555),var(58)&2**10)
trigger6 = !(enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP))
trigger6 = !(helper(33333),var(10)&2**3)
trigger6 = !(helper(55555),var(2)=5)
trigger6 = !(enemynear,stateno = [200,999])

[State -1, Guard Flag Control]
type = Null;AssertSpecial
trigger1 = AILevel >= 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard


;=============================================
;緊急用回避 (Emergency Evade - Generated)
;=============================================
[State -1, 緊急用回避]
type = Null;ChangeState
value = ifelse(backedgedist >= 90 && (frontedgebodydist < 90 || random < 666), 105, 0) ;replace 800 with a grab state
triggerall = AILevel > 0 && roundstate = 2
triggerall = statetype != A
triggerall = power < 1000
triggerall = !helper(33333),var(40)
triggerall = !helper(22222),fvar(24)
triggerall = !helper(33333),var(0) || (helper(33333),var(0) = 3 && helper(33333),var(2))
triggerall = enemynear,ID != [0,1]
triggerall = (facing != enemynear,facing && enemynear,p2dist x >= 0)
triggerall = ctrl && stateno != [120,155]
triggerall = !(enemynear,hitdefattr = SCA,AT)
triggerall = numhelper(33333)
triggerall = numhelper(55555)
triggerall = inguarddist || helper(33333),var(10)&2**3
triggerall = random < 500+(random%(100+(enemynear,time>=15)*100+(enemynear,time>=7)*100+(p2statetype=A)*100+(life<700)*100+(life<500)*100+(life<333)*100)) || AILevel >= 7
triggerall = p2movetype != H
triggerall = AILevel < 8 || random < 200
trigger1 = enemynear,hitdefattr = SCA,AA,AP
trigger1 = !(helper(33333),var(35) || EnemyNear, Stateno=helper(33333),var(18) || enemynear,p2dist x < 0)
trigger1 = !helper(22222),fvar(0) || !enemynear,movecontact
trigger2 = enemy,numproj || helper(55555),var(58)&2**10
trigger3 = enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP)
trigger4 = helper(33333),var(10)&2**3
trigger5 = helper(55555),var(2)=5
trigger6 = inguarddist
trigger6 = !(enemynear,hitdefattr = SCA,AA,AP)
trigger6 = !(enemy,numproj || helper(55555),var(58)&2**10)
trigger6 = !(enemynear,movetype = A && enemynear,stateno >= 1000 && !(enemynear,hitdefattr = SCA,AA,AP))
trigger6 = !(helper(33333),var(10)&2**3)
trigger6 = !(helper(55555),var(2)=5)
trigger6 = !(enemynear,stateno = [200,999])


;==================================================
;--- PERSISTENT/AGGRESSIVE AI LOGIC (OLDV12 Stacked) ---
;==================================================

;Persistent Fight
[State -3, Persistent Footsie: Teleport 1]
type = ChangeState
value = 1200
;triggerall = random <= 69 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 69* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 26)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 69* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Teleport 2]
type = ChangeState
value = 1210
;triggerall = random <= 69 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 69* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 26)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 69* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Upper 1]
type = ChangeState
value = 1100
;triggerall = random <= 93 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 93* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 23)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 93* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Upper 2]
type = ChangeState
value = 1110
;triggerall = random <= 93 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 93* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 23)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 93* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Throw]
type = ChangeState
value = 500
;triggerall = random <= 76 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 76* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 80)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 76* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: CD]
type = ChangeState
value = 650
;triggerall = random <= 181 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = (random <= 181* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 80)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 181* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Stand Light Punch Close]
type = ChangeState
value = 205
;triggerall = random <= 187 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = (random <= 187* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 23)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 187* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Light Punch]
type = ChangeState
value = 200
;triggerall = random <= 93 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = (random <= 93* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 23)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 93* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Medium Punch Close]
type = ChangeState
value = 215
;triggerall = random <= 85 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 85* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 58)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 85* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Medium Punch]
type = ChangeState
value = 210
;triggerall = random <= 39 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 39* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 57)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 39* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Stand Light Kick Close]
type = ChangeState
value = 235
;triggerall = random <= 250 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = (random <= 250* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 26)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 250* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Light Kick]
type = ChangeState
value = 230
;triggerall = random <= 100 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = (random <= 100* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 26)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 100* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Medium Kick Close]
type = ChangeState
value = 245
;triggerall = random <= 66 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 66* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 60)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 66* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Stand Medium Kick]
type = ChangeState
value = 240
;triggerall = random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 46* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 59)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 46* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Crouching Light Punch]
type = ChangeState
value = 400
;triggerall = random <= 150 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 150* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 23)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 150* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Crouching Medium Punch]
type = ChangeState
value = 410
;triggerall = random <= 65 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = (random <= 65* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 57)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 65* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Crouching Light Kick]
type = ChangeState
value = 430
;triggerall = random <= 73 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = (random <= 73* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 28)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 73* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall = random <= 85 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
; AI: Anti-Approach Poke (Helper Logic)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 85* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 64)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 85* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1
trigger5 = helper(3300011),var(48) = 1
trigger5 = helper(3300011),var(47) = 1

[State -3, Persistent Footsie: Jump Light Punch]
type = ChangeState
value = 600
;triggerall = random <= 157 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 157* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 20)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 157* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Strong Punch]
type = ChangeState
value = 610
;triggerall = random <= 245 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 245* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 72)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 245* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Light Kick]
type = ChangeState
value = 630
;triggerall = random <= 215 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 215* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 26)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 215* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Light Kick]
type = ChangeState
value = 635
;triggerall = random <= 215 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 215* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 26)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 215* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Strong Kick]
type = ChangeState
value = 640
;triggerall = random <= 115 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 115* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 70)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 115* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1

[State -3, Persistent Footsie: Jump Strong Kick]
type = ChangeState
value = 645
;triggerall = random <= 115 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel
;trigger2 = gametime < 1000 && life < p2life && random <= 750
; AI: Whiff Punish (Helper Logic)
; AI: Corner Pressure (Helper Logic)
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =!inguarddist && !helper(3300011),inguarddist && p2statetype != L && movetype != H && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0));triggerall = !inguarddist && !helper(3300011),inguarddist && p2statetype != L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 115* AILevel && helper(3300011),var(25) != 3) || (helper(3300011),var(25) = 3 && enemynear,life <= 70)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =  (random <= 115* AILevel) || (helper(3300011),var(25) = 3) || (helper(3300011),var(47) <= 1 && p2movetype = A && random <= 900* AILevel)
trigger3 = p2movetype = A && movetype != H
trigger3 = random < 850 ; High probability to punish
trigger4 = helper(3300011),var(49) = 1
trigger4 = helper(3300011),var(47) <= 1


;Persistent Combo
[State -3, Persistent Combo: Diabolic Invocation]
type = ChangeState
value = 1685
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -41 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 41) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=42)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 0)) || (p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 = [-166,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 39)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 30)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=12)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=12)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 120)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-63,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 6) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=7)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-91,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -29 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 29) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=30)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 73)) || (p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5))
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 = [-82,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -2 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 2) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=3)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 29)) || (p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5))
triggerall = p2statetype != A || p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 = [-103,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=10)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 67)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-122,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=10)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 72)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-116,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -22 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 22) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=23)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 41)) || (p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5))
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 = [-126,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=8)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-69,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -13 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 13) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=14)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 = [-27,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-123,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 47)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-121,0)
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=5)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 69)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=4)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Combo: Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || EnemyNear, Stateno != [120,159]
triggerall = (random <= (120+(helper(3300011),var(17)=11)*80)* AILevel) ;|| (MoveContact) || (MoveHit)
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Persistent Chance
[State -3, Persistent Poke: gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(3300011),var(18) <= 0
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 197)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(3300011),var(18) <= 0
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 134)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 92)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 92)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 113)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -7
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(3300011),var(18) <= 0
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 26)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 92)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 101)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -29) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 158)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -30
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -2) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 47)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -3
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 80)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 125)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -22) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 146)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -23
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 56)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 116)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -14
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 110)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 92)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 68)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 47)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 53)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -4
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Persistent Poke: Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2movetype = A || p2movetype = I && EnemyNear, Stateno > 160
triggerall =(p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10) || (p2statetype != L && !enemynear,ctrl)
triggerall = !inguarddist || helper(3300011),var(1) > 1 && (p2statetype != A && p2bodydist x <= 40 || prevstateno = [120,159]) && random%3 < 2
triggerall = (random <= 113 * AILevel) ;|| (P2BodyDist X <= 77)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Persistent Wake-up
[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
;triggerall = p2statetype != L
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 100 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, gods's rebellion]
type = ChangeState
value = 1660
;triggerall = p2statetype != L
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 175 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 1]
type = ChangeState
value = 1000
; AI: Reactionary/Counter Precision Logic
;triggerall = p2statetype != L
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 520 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 2]
type = ChangeState
value = 1010
; AI: Reactionary/Counter Precision Logic
;triggerall = p2statetype != L
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 520 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 472 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 490 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 490 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- INTEGRATED WARUSAKI3-STYLE ATTACK LOGIC ---
;==================================================
[State -3, Warusaki3 Footsie: Teleport 1]
type = ChangeState
value = 1200
;triggerall = (random <= 25 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 25* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -11

[State -3, Warusaki3 Footsie: Teleport 2]
type = ChangeState
value = 1210
;triggerall = (random <= 25 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 25* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -11

[State -3, Warusaki3 Footsie: Upper 1]
type = ChangeState
value = 1100
;triggerall = (random <= 32 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 32* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Upper 2]
type = ChangeState
value = 1110
;triggerall = (random <= 32 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 32* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Throw]
type = ChangeState
value = 500
;triggerall = (random <= 27 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 27* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: CD]
type = ChangeState
value = 650
;triggerall = (random <= 52 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = (random <= 52* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Stand Light Punch Close]
type = ChangeState
value = 205
;triggerall = (random <= 57 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = (random <= 57* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Stand Light Punch]
type = ChangeState
value = 200
;triggerall = (random <= 32 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = (random <= 32* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Stand Medium Punch Close]
type = ChangeState
value = 215
;triggerall = (random <= 30 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 30* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Stand Medium Punch]
type = ChangeState
value = 210
;triggerall = (random <= 14 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 14* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -29

[State -3, Warusaki3 Footsie: Stand Light Kick Close]
type = ChangeState
value = 235
;triggerall = (random <= 70 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = (random <= 70* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Stand Light Kick]
type = ChangeState
value = 230
;triggerall = (random <= 34 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = (random <= 34* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Stand Medium Kick Close]
type = ChangeState
value = 245
;triggerall = (random <= 24 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 24* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Stand Medium Kick]
type = ChangeState
value = 240
;triggerall = (random <= 17 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 17* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -22

[State -3, Warusaki3 Footsie: Crouching Light Punch]
type = ChangeState
value = 400
;triggerall = (random <= 48 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 48* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Crouching Medium Punch]
type = ChangeState
value = 410
;triggerall = (random <= 23 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = (random <= 23* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -13

[State -3, Warusaki3 Footsie: Crouching Light Kick]
type = ChangeState
value = 430
;triggerall = (random <= 26 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = (random <= 26* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall = (random <= 30 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 30* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Jump Light Punch]
type = ChangeState
value = 600
;triggerall = (random <= 46 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 46* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Jump Strong Punch]
type = ChangeState
value = 610
;triggerall = (random <= 66 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 66* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Jump Light Kick]
type = ChangeState
value = 630
;triggerall = (random <= 60 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 60* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Jump Light Kick]
type = ChangeState
value = 635
;triggerall = (random <= 60 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 60* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Jump Strong Kick]
type = ChangeState
value = 640
;triggerall = (random <= 34 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 34* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Footsie: Jump Strong Kick]
type = ChangeState
value = 645
;triggerall = (random <= 34 * ifelse(enemynear,backedgedist < 40, 1.5, 1) * AILevel)
;trigger2 = gametime < 1000 && life < p2life && ((random <= 750))
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 34* AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10

[State -3, Warusaki3 Combo: Diabolic Invocation]
type = ChangeState
value = 1685
triggerall = power >= 3000
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 0)) || (p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 = [-166,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -41 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 41) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 39)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 30)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 120)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-63,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 6) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 = [-97,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-91,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 73)) || (p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5))
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 = [-82,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -29 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 29) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 29)) || (p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5))
triggerall = p2statetype != A || p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 = [-103,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -2 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 2) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 67)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-122,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 72)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-116,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 41)) || (p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5))
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 = [-126,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -22 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 22) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-69,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 = [-27,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -13 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 13) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-123,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 47)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-121,0)
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 69)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Combo: Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall =(!inguarddist || !((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && enemynear,alive && p2movetype = H && p2statetype != L;triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L ;triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = (random <= 950 * AILevel) ; High-confidence cancel
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Warusaki3 Poke: gods's rebellion]
type = ChangeState
value = 1660
;triggerall = p2statetype != L
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/7)

[State -3, Warusaki3 Poke: Kiss]
type = ChangeState
value = 1300
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/8)

[State -3, Warusaki3 Poke: Teleport 1]
type = ChangeState
value = 1200
;triggerall = p2statetype != L
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -11
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/4)

[State -3, Warusaki3 Poke: Teleport 2]
type = ChangeState
value = 1210
;triggerall = p2statetype != L
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -11
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/5)

[State -3, Warusaki3 Poke: Upper 1]
type = ChangeState
value = 1100
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/7)

[State -3, Warusaki3 Poke: Upper 2]
type = ChangeState
value = 1110
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/7)

[State -3, Warusaki3 Poke: Throw]
type = ChangeState
value = 500
;triggerall = p2statetype != L
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/7)

[State -3, Warusaki3 Poke: CD]
type = ChangeState
value = 650
;triggerall = p2statetype != L
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -6
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/7)

[State -3, Warusaki3 Poke: Throw]
type = ChangeState
value = 800
;triggerall = p2statetype != L
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -0
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/6)

[State -3, Warusaki3 Poke: Stand Light Punch Close]
type = ChangeState
value = 205
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/2)

[State -3, Warusaki3 Poke: Stand Light Punch]
type = ChangeState
value = 200
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/3)

[State -3, Warusaki3 Poke: Stand Medium Punch Close]
type = ChangeState
value = 215
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/3)

[State -3, Warusaki3 Poke: Stand Medium Punch]
type = ChangeState
value = 210
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -29
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/8)

[State -3, Warusaki3 Poke: Stand Light Kick Close]
type = ChangeState
value = 235
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -2
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/3)

[State -3, Warusaki3 Poke: Stand Light Kick]
type = ChangeState
value = 230
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -9
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/6)

[State -3, Warusaki3 Poke: Stand Medium Kick Close]
type = ChangeState
value = 245
;triggerall = p2statetype != L
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -9
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/6)

[State -3, Warusaki3 Poke: Stand Medium Kick]
type = ChangeState
value = 240
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -22
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/5)

[State -3, Warusaki3 Poke: Crouching Light Punch]
type = ChangeState
value = 400
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -7
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/5)

[State -3, Warusaki3 Poke: Crouching Medium Punch]
type = ChangeState
value = 410
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -13
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/6)

[State -3, Warusaki3 Poke: Crouching Light Kick]
type = ChangeState
value = 430
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/2)

[State -3, Warusaki3 Poke: Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/7)

[State -3, Warusaki3 Poke: Jump Light Punch]
type = ChangeState
value = 600
;triggerall = p2statetype != L
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -4
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/8)

[State -3, Warusaki3 Poke: Jump Strong Punch]
type = ChangeState
value = 610
;triggerall = p2statetype != L
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -3
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/2)

[State -3, Warusaki3 Poke: Jump Light Kick]
type = ChangeState
value = 630
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -3
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/4)

[State -3, Warusaki3 Poke: Jump Light Kick]
type = ChangeState
value = 635
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -3
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/2)

[State -3, Warusaki3 Poke: Jump Strong Kick]
type = ChangeState
value = 640
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/5)

[State -3, Warusaki3 Poke: Jump Strong Kick]
type = ChangeState
value = 645
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = numhelper(33333) && numhelper(22222)
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = A || p2movetype = I
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger1 = random <= 400 * AILevel || (Life < LifeMax * 0.3) || (MoveHit)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = (random < (AILevel * 100)/7)



;==================================================
;--- INTEGRATED HUTUNO-STYLE ATTACK LOGIC ---
;==================================================
[State -3, Hutuno-Style Footsie: Teleport 1]
type = ChangeState
value = 1200
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 74.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 7.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -11
trigger2 = (random < (AILevel * 100)/4)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -128
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Teleport 2]
type = ChangeState
value = 1210
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 74.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 2.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -11
trigger2 = (random < (AILevel * 100)/3)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -128
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Upper 1]
type = ChangeState
value = 1100
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 84.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 11.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/4)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -97
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Upper 2]
type = ChangeState
value = 1110
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 84.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 8.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -97
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Throw]
type = ChangeState
value = 500
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 140.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = (1 && 1) || 1
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 12.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/7)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -63
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: CD]
type = ChangeState
value = 650
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = (1 && 1) || 1
triggerall = statetype = A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 11.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/2)
trigger2 = (random < 850)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Stand Light Punch Close]
type = ChangeState
value = 205
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 84.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = p2bodydist X <= 10
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 10.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -97
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Stand Light Punch]
type = ChangeState
value = 200
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 84.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 11.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/5)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -97
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Stand Medium Punch Close]
type = ChangeState
value = 215
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 121.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = p2bodydist X <= 10
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 2.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/6)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -91
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Stand Medium Punch]
type = ChangeState
value = 210
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 93.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 11.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -29
trigger2 = (random < (AILevel * 100)/2)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -82
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Stand Light Kick Close]
type = ChangeState
value = 235
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 49.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = p2bodydist X <= 10
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 6.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/4)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -103
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Stand Light Kick]
type = ChangeState
value = 230
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 87.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 7.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/7)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -122
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Stand Medium Kick Close]
type = ChangeState
value = 245
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 92.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = p2bodydist X <= 10
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 12.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/4)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -116
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Stand Medium Kick]
type = ChangeState
value = 240
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 61.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 7.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -22
trigger2 = (random < (AILevel * 100)/8)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -126
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Crouching Light Punch]
type = ChangeState
value = 400
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 94.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 7.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/8)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -69
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Crouching Medium Punch]
type = ChangeState
value = 410
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 54.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 9.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -13
trigger2 = (random < (AILevel * 100)/8)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -27
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Crouching Light Kick]
type = ChangeState
value = 430
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 94.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 3.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/8)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -123
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 3: Anti-Air
;trigger3 = p2bodydist x < 67.0
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = statetype != A
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 12.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3)
trigger2 = (random < 850)
trigger3 = p2statetype = A && p2bodydist y > -121
trigger3 = (EnemyNear, Vel Y) > -2
trigger3 = (random < 700)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Jump Light Punch]
type = ChangeState
value = 600
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = stateno != 105
Triggerall = var(50) = 0
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 11.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3)
trigger2 = (random < 850)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Jump Strong Punch]
type = ChangeState
value = 610
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = stateno != 105
Triggerall = var(50) = 0
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 3.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/5)
trigger2 = (random < 850)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Jump Light Kick]
type = ChangeState
value = 630
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 2.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/5)
trigger2 = (random < 850)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Jump Light Kick]
type = ChangeState
value = 635
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 5.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/6)
trigger2 = (random < 850)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Jump Strong Kick]
type = ChangeState
value = 640
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 11.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/3)
trigger2 = (random < 850)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Footsie: Jump Strong Kick]
type = ChangeState
value = 645
;triggerall = p2statetype != L
; Trigger 1: General footsie/poke logic
; Trigger 2: High-probability whiff punish
; Trigger 5: Predictive poke after opponent's hitstun
triggerall = stateno != 105
triggerall = vel X != 0
TriggerAll = NumHelper(44446677)>0
triggerall = numhelper(33333) && numhelper(22222)
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = p2movetype = I
trigger1 = (random < 200 * (AILevel / 6.0))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = (random < (AILevel * 100)/5)
trigger2 = (random < 850)
trigger5 = enemynear,movetype=H && enemynear,hitshakeover
trigger5 = random < 700

[State -3, Hutuno-Style Combo: Diabolic Invocation]
type = ChangeState
value = 1685
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = power >= 3000
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 0)) || (p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 = [-166,0)
triggerall = (enemynear,animtime <= -41 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 41) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: gods's rebellion]
type = ChangeState
value = 1660
; Trigger 1: Standard high-probability combo link.
; Trigger 2: Special cancel into a super to finish the opponent.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = power >= 1000
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 39)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = backedgebodydist > 25
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = power >= 1000
trigger2 = enemynear,life <= 0

[State -3, Hutuno-Style Combo: Kiss]
type = ChangeState
value = 1300
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 30)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Teleport 1]
type = ChangeState
value = 1200
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Teleport 2]
type = ChangeState
value = 1210
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 54)) || (p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 = [-128,0)
triggerall = (enemynear,animtime <= -11 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 11) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Upper 1]
type = ChangeState
value = 1100
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Upper 2]
type = ChangeState
value = 1110
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Throw]
type = ChangeState
value = 500
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 120)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-63,0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: CD]
type = ChangeState
value = 650
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = (enemynear,animtime <= -6 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 6) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Light Punch Close]
type = ChangeState
value = 205
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 = [-97,0)
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Light Punch]
type = ChangeState
value = 200
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-97,0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Medium Punch Close]
type = ChangeState
value = 215
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-91,0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Medium Punch]
type = ChangeState
value = 210
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 73)) || (p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5))
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 = [-82,0)
triggerall = (enemynear,animtime <= -29 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 29) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Light Kick Close]
type = ChangeState
value = 235
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 29)) || (p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5))
triggerall = p2statetype != A || p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 = [-103,0)
triggerall = (enemynear,animtime <= -2 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 2) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Light Kick]
type = ChangeState
value = 230
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 67)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-122,0)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Medium Kick Close]
type = ChangeState
value = 245
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 72)) || (p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5))
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 = [-116,0)
triggerall = (enemynear,animtime <= -9 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 9) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Stand Medium Kick]
type = ChangeState
value = 240
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 41)) || (p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5))
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 = [-126,0)
triggerall = (enemynear,animtime <= -22 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 22) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching Light Punch]
type = ChangeState
value = 400
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 = [-69,0)
triggerall = (enemynear,animtime <= -7 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 7) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching Medium Punch]
type = ChangeState
value = 410
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 = [-27,0)
triggerall = (enemynear,animtime <= -13 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 13) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching Light Kick]
type = ChangeState
value = 430
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 74)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-123,0)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Crouching Medium Kick]
type = ChangeState
value = 440
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = statetype != A
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 47)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 = [-121,0)
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Light Punch]
type = ChangeState
value = 600
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 69)) || (p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5))
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = (enemynear,animtime <= -4 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 4) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Strong Punch]
type = ChangeState
value = 610
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Light Kick]
type = ChangeState
value = 630
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Light Kick]
type = ChangeState
value = 635
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 62)) || (p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5))
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = (enemynear,animtime <= -3 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 3) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Strong Kick]
type = ChangeState
value = 640
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Hutuno-Style Combo: Jump Strong Kick]
type = ChangeState
value = 645
; Trigger 1: Standard high-probability combo link.
; Universal Safety: Don't combo if it pushes the AI into the corner.
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = (p2statetype = A && (p2dist x >= 0 && p2bodydist x <= 38)) || (p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5))
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = (enemynear,animtime <= -10 && !enemynear,canrecover && helper(3300011),var(17) = 0 || helper(3300011),var(17) >= 10) ;|| (p2movetype = H)
triggerall = !inguarddist && enemynear,alive && p2movetype = H && p2statetype != L
TriggerAll = NumHelper(44446677)>0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = backedgebodydist > 25
trigger1 = (random <= 950 * AILevel)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- Micheal22 Style Custom AI Logic (Movement & Attacks) ---
;==================================================
[State -3, Custom AI Diabolic Invocation]
type = ChangeState
value = 1685
triggerall = power >= 3000
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- Punisher / Super Combo Ender Intent ---
trigger1 = movecontact && p2movetype=H
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -9.0
trigger3 = helper(330001122),var(35)=[16,17]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Teleport 1]
type = ChangeState
value = 1200
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -11.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Teleport 2]
type = ChangeState
value = 1210
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -11.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI flash 1]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -5.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI flash 2]
type = ChangeState
value = 1010
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -5.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -6.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -0.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -0.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -4.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Medium Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -29.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -2.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -9.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -9.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Stand Medium Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -22.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -13.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -10.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -10.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -4.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -3.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -3.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -3.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -10.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, Custom AI Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L

; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
trigger1 = helper(330001122),var(35) = [23,25]
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -10.0
trigger3 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -3, Custom Guard]
type=Null;ChangeState
TriggerALL = AILevel > 0 && RoundState = 2
TriggerALL = Random<(AILevel*100)
triggerall = ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))
TriggerALL = P2BodyDist X > -5
Trigger1 = (P2BodyDist X<50&&p2movetype=A)||(Enemy,NumProj>0)
Trigger2 = ((P2BodyDist X=[-15,100])&&p2movetype=A)||(Enemy,StateNo=[1000,2000])
value = cond(StateType=A,132,130)


;==================================================
;--- INTEGRATED WARUSAKI3-STYLE AI MOVEMENT LOGIC ---
;==================================================
[State -3, AI (Warusaki3-Style): Diabolic Invocation]
type = ChangeState
value = 1685
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -41
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 130]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 119]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Fatal Cut]
type = ChangeState
value = 1600
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 22]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Kiss]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 89]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Teleport 1]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -11
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 106]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Teleport 2]
type = ChangeState
value = 1210
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -11
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 106]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Upper 1]
type = ChangeState
value = 1100
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 109]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Upper 2]
type = ChangeState
value = 1110
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 109]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): flash 1]
type = ChangeState
value = 1000
; AI: Reactionary/Counter Precision Logic
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 33]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): flash 2]
type = ChangeState
value = 1010
; AI: Reactionary/Counter Precision Logic
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 33]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Walk Backward]
type = ChangeState
value = 710
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
; AI: Injected Walk Back Logic (stateno 710)
triggerall =AILevel > 0 && roundstate = 2 && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))
triggerall = statetype != A && statetype != L
triggerall = random <= 100 * AILevel
triggerall = backedgebodydist > 20 && p2bodydist x < 140
trigger1 = p2bodydist x < 75 && (p2movetype = A || helper(3300011),var(25) = 2)
trigger2 = ((p2bodydist x = [30, 90]) && (p2movetype != H))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): T S]
type = ChangeState
value = 700
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 33]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): UKEMI]
type = ChangeState
value = 52000
triggerall = Vel Y > 0 && Pos Y >= -20 && alive && (StateNo = 5050 || StateNo = 5071)
triggerall = AILevel > 0 && roundstate = 2
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 31]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
Triggerall = var(50) = 0
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Throw]
type = ChangeState
value = 500
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 172]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): CD]
type = ChangeState
value = 650
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 44]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 46]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Throw]
type = ChangeState
value = 800
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 46]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Run]
type = ChangeState
value = 100
; AI: Reactionary/Counter Precision Logic
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
Triggerall = var(50) = 0
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
; AI: Injected Run Logic (stateno 100)
triggerall = (AILevel > 0 && roundstate = 2 && random <= 13* AILevel)
triggerall = (P2BodyDist X > 50) && (P2Dist X >= 0) && (p2statetype != L)
trigger1 = p2bodydist x > 120
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && p2statetype = A
trigger3 = p2bodydist x > 70 && (p2movetype = H || EnemyNear, Vel X < 0)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Run Atras]
type = ChangeState
value = 105
Triggerall = var(50) = 0
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
; AI: Injected Hop Back Logic (stateno 105)
triggerall = AILevel > 0 && roundstate = 2
triggerall = statetype != A && statetype != L
triggerall = random <= 3 * AILevel
triggerall = backedgebodydist > 40 && p2bodydist x < 200
trigger1 = p2bodydist x < 80 && p2movetype = A && !inguarddist
trigger2 = numproj > 0 && p2bodydist x > 70
trigger3 = ((enemynear,animtime = [-10, 0]) && (p2bodydist x < 100))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 96]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 109]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Medium Punch Close]
type = ChangeState
value = 215
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 149]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Medium Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -29
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 124]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 59]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 108]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Medium Kick Close]
type = ChangeState
value = 245
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 128]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Stand Medium Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -22
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 88]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Taunt]
type = ChangeState
value = 195
triggerall = var(20) = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Taunt Safety Logic (Warusaki3-Style) ---
triggerall = (p2bodydist x > 150 || p2statetype = L)
trigger1 = (Random % 1000) < 50
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 91]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -13
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 71]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 109]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 76]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Light Punch]
type = ChangeState
value = 600
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 90]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Strong Punch]
type = ChangeState
value = 610
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 72]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Light Kick]
type = ChangeState
value = 630
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 78]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Light Kick]
type = ChangeState
value = 635
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 78]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Strong Kick]
type = ChangeState
value = 640
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -3, AI (Warusaki3-Style): Jump Strong Kick]
type = ChangeState
value = 645
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = numhelper(33333) && numhelper(22222)
;triggerall = p2statetype != L
; --- Predictive Targeting Logic (Warusaki3-Style) ---
trigger1 =!enemynear,ctrl && enemynear,animtime < -10
trigger2 = p2movetype = H && enemynear,backedgedist > 1 && enemynear,frontedgebodydist > 1
trigger2 = abs(p2bodydist x+(abs(enemynear,gethitvar(xvel))*(1-helper(22222),fvar(21)**(ifelse((helper(22222),fvar(24)>4),0,(4-helper(22222),fvar(24)))))/(1-helper(22222),fvar(21)))*helper(22222),fvar(20)) = [-10, 62]
trigger3 = p2movetype != H
trigger3 = (random < 200 * (AILevel / 8.0))
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

;Anti-Air (Anti Air)
[State -3, AI Air Catch Logic -> 650]
type = ChangeState
value = 650
; --- AI-Specific Triggers (Air Catch) ---
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
; Trigger 2: Catch Enemy 2
; Trigger 3: Catch Enemy 3
;triggerall = p2statetype != L
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
triggerall = AILevel > 0 && RoundState = 2
triggerall = MoveType != H
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = (random < 850) || (random < 850 * AILevel) ;|| (P2BodyDist X <= 53)
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10

[State -3, AI Air Catch Logic -> 600]
type = ChangeState
value = 600
; --- AI-Specific Triggers (Air Catch) ---
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
; Trigger 2: Catch Enemy 2
; Trigger 3: Catch Enemy 3
;triggerall = p2statetype != L
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = MoveType != H
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = (random < 850) || (random < 850 * AILevel) ;|| (P2BodyDist X <= 68)
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10

[State -3, AI Air Catch Logic -> 610]
type = ChangeState
value = 610
; --- AI-Specific Triggers (Air Catch) ---
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
; Trigger 2: Catch Enemy 2
; Trigger 3: Catch Enemy 3
;triggerall = p2statetype != L
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = MoveType != H
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = (random < 850) || (random < 850 * AILevel) ;|| (P2BodyDist X <= 47)
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10

[State -3, AI Air Catch Logic -> 630]
type = ChangeState
value = 630
; --- AI-Specific Triggers (Air Catch) ---
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
; Trigger 2: Catch Enemy 2
; Trigger 3: Catch Enemy 3
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = MoveType != H
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = (random < 850) || (random < 850 * AILevel) ;|| (P2BodyDist X <= 53)
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10

[State -3, AI Air Catch Logic -> 635]
type = ChangeState
value = 635
; --- AI-Specific Triggers (Air Catch) ---
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
; Trigger 2: Catch Enemy 2
; Trigger 3: Catch Enemy 3
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = MoveType != H
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = (random < 850) || (random < 850 * AILevel) ;|| (P2BodyDist X <= 53)
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10

[State -3, AI Air Catch Logic -> 640]
type = ChangeState
value = 640
; --- AI-Specific Triggers (Air Catch) ---
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
; Trigger 2: Catch Enemy 2
; Trigger 3: Catch Enemy 3
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = MoveType != H
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = (random < 850) || (random < 850 * AILevel) ;|| (P2BodyDist X <= 77)
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10

[State -3, AI Air Catch Logic -> 645]
type = ChangeState
value = 645
; --- AI-Specific Triggers (Air Catch) ---
; --- Target Selection Logic ---
; Trigger 1: Catch Enemy 1
; Trigger 2: Catch Enemy 2
; Trigger 3: Catch Enemy 3
;triggerall = p2statetype != L
triggerall = stateno != 105
triggerall = vel X != 0
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && RoundState = 2
triggerall = MoveType != H
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = (random < 850) || (random < 850 * AILevel) ;|| (P2BodyDist X <= 77)
trigger1 = playeridexist(var(52)) && playerid(var(52)), alive
trigger1 = (playerid(var(52)), stateno != [6565600,6565611])
trigger1 = (playerid(var(52)), pos y < -10)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = playeridexist(var(53)) && playerid(var(53)), alive
trigger2 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger2 = (playerid(var(53)), stateno != [6565600,6565611])
trigger2 = (playerid(var(53)), pos y < -10)
trigger3 = playeridexist(var(54)) && playerid(var(54)), alive
trigger3 = (!playeridexist(var(52))) || (!playerid(var(52)), alive) || (playerid(var(52)), stateno = [6565600,6565611])
trigger3 = (!playeridexist(var(53))) || (!playerid(var(53)), alive) || (playerid(var(53)), stateno = [6565600,6565611])
trigger3 = (playerid(var(54)), stateno != [6565600,6565611])
trigger3 = playerid(var(54)), pos y < -10

[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 120 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, gods's rebellion]
type = ChangeState
value = 1660
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 663 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Kiss]
type = ChangeState
value = 1300
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 666 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 1]
type = ChangeState
value = 1200
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 618 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Teleport 2]
type = ChangeState
value = 1210
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 618 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 1]
type = ChangeState
value = 1100
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 666 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Upper 2]
type = ChangeState
value = 1110
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 666 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 1]
type = ChangeState
value = 1000
; AI: Reactionary/Counter Precision Logic
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 690 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 2]
type = ChangeState
value = 1010
; AI: Reactionary/Counter Precision Logic
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 690 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 500
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = (random <= 666 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Throw]
type = ChangeState
value = 800
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (random <= 775 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch Close]
type = ChangeState
value = 205
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = (random <= 702 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
triggerall = (random <= 666 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch Close]
type = ChangeState
value = 215
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [30,101]
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -91
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (random <= 666 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 73+(p2statetype=A||statetype=A)*(29*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*29*30*0.5)
triggerall = p2statetype != A || enemynear,pos y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 < 0
triggerall = p2bodydist y + 29*enemynear,vel y + helper(3300011),fvar(39)*29*30*0.5 >= -82
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (random <= 402 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick Close]
type = ChangeState
value = 235
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 29+(p2statetype=A||statetype=A)*(2*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*2*3*0.5)
triggerall = p2bodydist y + 2*enemynear,vel y + helper(3300011),fvar(39)*2*3*0.5 >= -103
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
triggerall = (random <= 726 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Light Kick]
type = ChangeState
value = 230
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 67+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -54
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -122
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact) || (stateno=100)
triggerall = (random <= 642 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick Close]
type = ChangeState
value = 245
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 72+(p2statetype=A||statetype=A)*(9*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*9*10*0.5)
triggerall = p2statetype != A || enemynear,pos y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 < 0
triggerall = p2bodydist y + 9*enemynear,vel y + helper(3300011),fvar(39)*9*10*0.5 >= -116
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (random <= 642 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 41+(p2statetype=A||statetype=A)*(22*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*22*23*0.5)
triggerall = p2statetype != A || enemynear,pos y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 < 0
triggerall = p2bodydist y + 22*enemynear,vel y + helper(3300011),fvar(39)*22*23*0.5 >= -126
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (random <= 486 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (random <= 666 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
triggerall = (random <= 630 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall = p2dist x < 130 && p2dist y > 20 && (EnemyNear, Vel Y) > -3
; AI Combo Loop Starter for 1660
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
triggerall = (random <= 630 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Wake-up Pressure
[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
;triggerall = p2statetype != L
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 100 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, gods's rebellion]
type = ChangeState
value = 1660
;triggerall = p2statetype != L
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 175 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, gods's rebellion]
type = ChangeState
value = 1660
; AI: Meaty Okizeme
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = helper(3300011),var(27) = [4, 59]
triggerall = p2dist x < 70
triggerall = random <= 600* AILevel ; High priority for this setup
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 1]
type = ChangeState
value = 1000
; AI: Reactionary/Counter Precision Logic
;triggerall = p2statetype != L
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 520 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 1]
type = ChangeState
value = 1000
; AI: Reactionary/Counter Precision Logic
; AI: Meaty Okizeme
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = helper(3300011),var(27) = [5, 28]
triggerall = p2dist x < 70
triggerall = random <= 600* AILevel ; High priority for this setup
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 2]
type = ChangeState
value = 1010
; AI: Reactionary/Counter Precision Logic
;triggerall = p2statetype != L
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 520 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 2]
type = ChangeState
value = 1010
; AI: Reactionary/Counter Precision Logic
; AI: Meaty Okizeme
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = helper(3300011),var(27) = [5, 28]
triggerall = p2dist x < 70
triggerall = random <= 600* AILevel ; High priority for this setup
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 472 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
; AI: Meaty Okizeme
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = helper(3300011),var(27) = [13, 32]
triggerall = p2dist x < 70
triggerall = random <= 600* AILevel ; High priority for this setup
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 490 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
; AI: Meaty Okizeme
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = helper(3300011),var(27) = [10, 30]
triggerall = p2dist x < 70
triggerall = random <= 600* AILevel ; High priority for this setup
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall = p2statetype != L
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = p2statetype = L
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall = helper(3300011),var(17) > 0
triggerall = (random <= 490 * AILevel) ;|| (random<power/100) || (random<power/42) || (enemy,ctrl=0 && random<power/42) || (P2BodyDist X < 30 && (EnemyNear, StateNo != [100,105]))
triggerall = statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
; AI: Meaty Okizeme
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = helper(3300011),var(27) = [10, 24]
triggerall = p2dist x < 70
triggerall = random <= 600* AILevel ; High priority for this setup
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 47+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -23
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -121
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,219])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,419])&&movecontact) || ((stateno=[430,439])&&movecontact) || (stateno=100)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Taunt
[State -3, Custom AI Walk Backward]
type = ChangeState
value = 710
; AI: Injected Walk Back Logic (stateno 710)
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall =AILevel > 0 && roundstate = 2 && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))
triggerall = statetype != A && statetype != L
triggerall = random <= 100 * AILevel
triggerall = backedgebodydist > 20 && p2bodydist x < 140
trigger1 = p2bodydist x < 75 && (p2movetype = A || helper(3300011),var(25) = 2)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = ((p2bodydist x = [30, 90]) && (p2movetype != H))

[State -3, Custom AI Run]
type = ChangeState
value = 100
; AI: Reactionary/Counter Precision Logic
; AI: Injected Run Logic (stateno 100)
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
Triggerall = var(50) = 0
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (AILevel > 0 && roundstate = 2 && random <= 13* AILevel)
triggerall = (P2BodyDist X > 50) && (P2Dist X >= 0) && (p2statetype != L)
trigger1 = p2bodydist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && p2statetype = A
trigger3 = p2bodydist x > 70 && (p2movetype = H || EnemyNear, Vel X < 0)

[State -3, Custom AI Run Atras]
type = ChangeState
value = 105
; AI: Injected Hop Back Logic (stateno 105)
Triggerall = var(50) = 0
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && roundstate = 2
triggerall = statetype != A && statetype != L
triggerall = random <= 3 * AILevel
triggerall = backedgebodydist > 40 && p2bodydist x < 200
trigger1 = p2bodydist x < 80 && p2movetype = A && !inguarddist
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = numproj > 0 && p2bodydist x > 70
trigger3 = ((enemynear,animtime = [-10, 0]) && (p2bodydist x < 100))

[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
triggerall = power >= 3000
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(25) != 3
triggerall = life > 400
triggerall = (random <= 30 * AILevel)
triggerall = AnimTime = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = enemynear,p2dist x < 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = p2statetype = L && p2dist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2dist x > 300 && p2movetype != A
trigger2 = enemynear,p2dist x >= 0
trigger2 = numproj > 0 && p2dist x < 200
trigger3 = RoundState = 3 && !EnemyNear,Alive

[State -1, gods's rebellion]
type = ChangeState
value = 1660
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(25) != 3
triggerall = life > 400
triggerall = (random <= 30 * AILevel)
triggerall = AnimTime = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = enemynear,p2dist x < 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = p2statetype = L && p2dist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2dist x > 300 && p2movetype != A
trigger2 = enemynear,p2dist x >= 0
trigger2 = numproj > 0 && p2dist x < 200
trigger3 = RoundState = 3 && !EnemyNear,Alive

[State -1, Fatal Cut]
type = ChangeState
value = 1600
triggerall = power >= 1000
triggerall = statetype != A
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(25) != 3
triggerall = life > 400
triggerall = (random <= 30 * AILevel)
triggerall = AnimTime = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = enemynear,p2dist x < 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = p2statetype = L && p2dist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2dist x > 300 && p2movetype != A
trigger2 = enemynear,p2dist x >= 0
trigger2 = numproj > 0 && p2dist x < 200
trigger3 = RoundState = 3 && !EnemyNear,Alive

[State -1, flash 1]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(25) != 3
triggerall = life > 400
triggerall = (random <= 30 * AILevel)
triggerall = AnimTime = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = enemynear,p2dist x < 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = p2statetype = L && p2dist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2dist x > 300 && p2movetype != A
trigger2 = enemynear,p2dist x >= 0
trigger2 = numproj > 0 && p2dist x < 200
trigger3 = RoundState = 3 && !EnemyNear,Alive

[State -1, flash 2]
type = ChangeState
value = 1010
triggerall = statetype != A
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(25) != 3
triggerall = life > 400
triggerall = (random <= 30 * AILevel)
triggerall = AnimTime = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = enemynear,p2dist x < 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = p2statetype = L && p2dist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2dist x > 300 && p2movetype != A
trigger2 = enemynear,p2dist x >= 0
trigger2 = numproj > 0 && p2dist x < 200
trigger3 = RoundState = 3 && !EnemyNear,Alive

[State -1, T S]
type = ChangeState
value = 700
triggerall = (Random % 1000) < 150
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(25) != 3
triggerall = life > 400
triggerall = (random <= 30 * AILevel)
triggerall = AnimTime = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = enemynear,p2dist x < 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = p2statetype = L && p2dist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2dist x > 300 && p2movetype != A
trigger2 = enemynear,p2dist x >= 0
trigger2 = numproj > 0 && p2dist x < 200
trigger3 = RoundState = 3 && !EnemyNear,Alive

[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = Vel Y > 0 && Pos Y >= -20 && alive && (StateNo = 5050 || StateNo = 5071)
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(25) != 3
triggerall = life > 400
triggerall = (random <= 30 * AILevel)
triggerall = AnimTime = 0
triggerall = AILevel > 0 && roundstate = 2
Triggerall = var(50) = 0
trigger1 = enemynear,p2dist x < 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = p2statetype = L && p2dist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2dist x > 300 && p2movetype != A
trigger2 = enemynear,p2dist x >= 0
trigger2 = numproj > 0 && p2dist x < 200
trigger3 = RoundState = 3 && !EnemyNear,Alive

[State -1, Taunt]
type = ChangeState
value = 195
triggerall = (p2bodydist x > 150*const(size.xscale) || p2statetype = L) ;(p2bodydist x > 150 || p2statetype = L) ;(p2bodydist x > 150*const(size.xscale) || p2statetype = L)
triggerall = var(20) = 0
Triggerall = var(50) = 0
triggerall = stateno != [120,159]
triggerall = helper(3300011),var(25) != 3
triggerall = life > 400
triggerall = (random <= 30 * AILevel)
triggerall = AnimTime = 0
triggerall = AILevel > 0 && roundstate = 2
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = enemynear,p2dist x < 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AA,AT
trigger1 = enemynear,animtime < -80
trigger1 = random < 500
trigger1 = p2statetype = L && p2dist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2dist x > 300 && p2movetype != A
trigger2 = enemynear,p2dist x >= 0
trigger2 = numproj > 0 && p2dist x < 200
trigger3 = RoundState = 3 && !EnemyNear,Alive



;==================================================
;--- NEW AI STYLE (From Example) ---
;==================================================
[State -3, AI Logic (New Style) for Diabolic Invocation]
type = ChangeState
value = 1685
; --- Injected AI Universal Triggers ---
; --- Throw Intent ---
triggerall = power >= 3000
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2statetype = L && p2dist x < 40
trigger3 = p2movetype = I && p2dist x < 30

[State -3, AI Logic (New Style) for gods's rebellion]
type = ChangeState
value = 1660
; --- Injected AI Universal Triggers ---
; --- Punisher / Super Combo Ender Intent ---
triggerall = power >= 1000
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = movecontact && p2movetype=H
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -9
trigger3 = helper(330001122),var(35)=[16,17]

[State -3, AI Logic (New Style) for Kiss]
type = ChangeState
value = 1300
; --- Injected AI Universal Triggers ---
; --- Throw Intent ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 30+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2statetype != A
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2statetype = L && p2dist x < 40
trigger3 = p2movetype = I && p2dist x < 30

[State -3, AI Logic (New Style) for Teleport 1]
type = ChangeState
value = 1200
; --- Injected AI Universal Triggers ---
; --- Throw Intent ---
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2statetype = L && p2dist x < 40
trigger3 = p2movetype = I && p2dist x < 30

[State -3, AI Logic (New Style) for Teleport 2]
type = ChangeState
value = 1210
; --- Injected AI Universal Triggers ---
; --- Throw Intent ---
triggerall = (Random % 1000) < 150
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 54+(p2statetype=A||statetype=A)*(11*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*11*12*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -101
triggerall = p2statetype != A || enemynear,pos y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 < 0
triggerall = p2bodydist y + 11*enemynear,vel y + helper(3300011),fvar(39)*11*12*0.5 >= -128
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2statetype = L && p2dist x < 40
trigger3 = p2movetype = I && p2dist x < 30

[State -3, AI Logic (New Style) for Upper 1]
type = ChangeState
value = 1100
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Upper 2]
type = ChangeState
value = 1110
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for flash 1]
type = ChangeState
value = 1000
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -5
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for flash 2]
type = ChangeState
value = 1010
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -5
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Throw]
type = ChangeState
value = 500
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 120+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -34
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -63
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for CD]
type = ChangeState
value = 650
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = (1 && 1) || 1
triggerall = statetype = A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(6*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*6*7*0.5) = [-17,28]
triggerall = p2bodydist y + 6*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*6*7*0.5 = [-54, -30]
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[600,699])&&movecontact)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -6
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Throw]
type = ChangeState
value = 800
; --- Injected AI Universal Triggers ---
; --- Throw Intent ---
triggerall = 1 || 1
triggerall = statetype != A
triggerall = stateno != 100
Triggerall = var(50) = 0
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= 0 && p2bodydist x <= 23
triggerall = p2statetype != A
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H
triggerall =(p2bodydist X<15) && (p2statetype!=A&&p2movetype!=H) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 =EnemyNear, Stateno >= 150 && EnemyNear, Stateno <= 155 && p2dist x < 40
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = p2statetype = L && p2dist x < 40
trigger3 = p2movetype = I && p2dist x < 30

[State -3, AI Logic (New Style) for Stand Light Punch Close]
type = ChangeState
value = 205
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = p2bodydist X <= 10
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2bodydist y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 >= -97
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -4
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Stand Light Punch]
type = ChangeState
value = 200
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5) = [10,64]
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -72
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -97
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || (stateno=100)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Crouching Light Punch]
type = ChangeState
value = 400
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(7*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*7*8*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -53
triggerall = p2statetype != A || enemynear,pos y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 < 0
triggerall = p2bodydist y + 7*enemynear,vel y + helper(3300011),fvar(39)*7*8*0.5 >= -69
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -7
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Crouching Medium Punch]
type = ChangeState
value = 410
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(13*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*13*14*0.5) = [-30,34]
triggerall = p2statetype != A || enemynear,pos y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 < 0
triggerall = p2bodydist y + 13*enemynear,vel y + helper(3300011),fvar(39)*13*14*0.5 >= -27
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[230,239])&&movecontact) || ((stateno=[400,409])&&movecontact) || ((stateno=[430,439])&&movecontact)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -13
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Crouching Light Kick]
type = ChangeState
value = 430
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = statetype != A
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 74+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2statetype != A || enemynear,pos y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 < 0
triggerall = p2bodydist y + 10*enemynear,vel y + helper(3300011),fvar(39)*10*11*0.5 >= -123
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,209])&&movecontact) || ((stateno=[400,409])&&movecontact)
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -10
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Jump Light Punch]
type = ChangeState
value = 600
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 69+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2bodydist y + 4*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*4*5*0.5 = [-50, -36]
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -4
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Jump Strong Punch]
type = ChangeState
value = 610
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = stateno != 105
Triggerall = var(50) = 0
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5) = [-2,58]
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-58, -27]
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -3
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Jump Light Kick]
type = ChangeState
value = 630
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -3
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Jump Light Kick]
type = ChangeState
value = 635
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = stateno != 105
triggerall = vel X != 0
Triggerall = var(50) = 0
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 62+(p2statetype=A||statetype=A)*(3*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*3*4*0.5)
triggerall = p2bodydist y + 3*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*3*4*0.5 = [-72, -55]
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -3
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Jump Strong Kick]
type = ChangeState
value = 640
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = stateno != 105
triggerall = vel X = 0
Triggerall = var(50) = 0
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -10
trigger3 = movecontact && p2movetype=H

[State -3, AI Logic (New Style) for Jump Strong Kick]
type = ChangeState
value = 645
; --- Injected AI Universal Triggers ---
; --- General Attack Intent (Footsies/Pokes) ---
triggerall = stateno != 105
triggerall = vel X != 0
triggerall = AILevel > 0
triggerall = RoundState = 2 && Alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 38+(p2statetype=A||statetype=A)*(10*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*10*11*0.5)
triggerall = p2bodydist y + 10*enemynear,vel y + (helper(3300011),fvar(39)-helper(3300011),fvar(37))*10*11*0.5 = [-78, 27]
triggerall = helper(330001122),var(18)-((ceil(helper(330001122),var(18)/1000)-ifelse(helper(330001122),var(18)-(ceil(helper(330001122),var(18)/1000)*1000)<0,1,0))*1000)<=0 && EnemyNear, Stateno !=[5100,5150]
triggerall = (inguarddist=0 && helper(330001122),inguarddist=0 && (numpartner||p2movetype !=A))||var(54)>=100000
triggerall = helper(330001122),var(15)-((ceil(helper(330001122),var(15)/100)-ifelse(helper(330001122),var(15)-(ceil(helper(330001122),var(15)/100)*100)<0,1,0))*100)<=0
triggerall = Enemynear,Statetype != L
triggerall = p2movetype != H || EnemyNear, Stateno = [120,159]
triggerall =(statetype=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = helper(330001122),var(35) = [23,25]
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =!enemynear,ctrl && p2movetype=A && animtime < -10
trigger3 = movecontact && p2movetype=H



;==================================================
;--- AI-GENERATED TRANSFORMATIONS / INSTALLS ---
;==================================================
[State -3, Transformation Movement AI Walk Backward]
type = ChangeState
value = 710
; AI: Injected Walk Back Logic (stateno 710)
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall =AILevel > 0 && roundstate = 2 && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))
triggerall = statetype != A && statetype != L
triggerall = random <= 100 * AILevel
triggerall = backedgebodydist > 20 && p2bodydist x < 140
trigger1 = p2bodydist x < 75 && (p2movetype = A || helper(3300011),var(25) = 2)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = ((p2bodydist x = [30, 90]) && (p2movetype != H))

[State -3, Transformation Movement AI Run]
type = ChangeState
value = 100
; AI: Reactionary/Counter Precision Logic
; AI: Injected Run Logic (stateno 100)
triggerall = (p2movetype = A) || (EnemyNear, NumProj > 0) || (InGuardDist)
Triggerall = var(50) = 0
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = (AILevel > 0 && roundstate = 2 && random <= 13* AILevel)
triggerall = (P2BodyDist X > 50) && (P2Dist X >= 0) && (p2statetype != L)
trigger1 = p2bodydist x > 120
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && p2statetype = A
trigger3 = p2bodydist x > 70 && (p2movetype = H || EnemyNear, Vel X < 0)

[State -3, Transformation Movement AI Run Atras]
type = ChangeState
value = 105
; AI: Injected Hop Back Logic (stateno 105)
Triggerall = var(50) = 0
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
triggerall = AILevel > 0 && roundstate = 2
triggerall = statetype != A && statetype != L
triggerall = random <= 3 * AILevel
triggerall = backedgebodydist > 40 && p2bodydist x < 200
trigger1 = p2bodydist x < 80 && p2movetype = A && !inguarddist
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 = numproj > 0 && p2bodydist x > 70
trigger3 = ((enemynear,animtime = [-10, 0]) && (p2bodydist x < 100))

[State -1, Diabolic Invocation]
type = ChangeState
value = 1685
; Intent: Power-Up / Transformation / Install
; --- END OMNI TRANSFORMATION BLOCK ---
; --- OMNI-ADAPTIVE TRANSFORMATION & INSTALL ENGINE ---
;triggerall = power >= 3000
triggerall = power >= 3000
triggerall = statetype != A
triggerall =(((Ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && (StateType != A) && (MoveType != H) && (!HitFall) && ((Random <= (650 * AILevel)) || (Life < LifeMax * 0.30) || (P2Dist X > 230))
triggerall = AILevel > 0 && roundstate = 2 && alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 0+(p2statetype=A||statetype=A)*(41*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*41*42*0.5)
triggerall = !numhelper(3300011) || helper(3300011),var(16) <= -146
triggerall = p2statetype != A || enemynear,pos y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 < 0
triggerall = p2bodydist y + 41*enemynear,vel y + helper(3300011),fvar(39)*41*42*0.5 >= -166
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (RoundState = 2) && (Time < 100) && (P2Dist X > 130) && (Enemy, MoveType != A) && (Random <= (600 * AILevel))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =(Enemy, StateType = L) && ((P2Dist X > 80) || ((Alive) && (!InGuardDist) && (Enemy, Ctrl = 0)))
trigger3 = (Life < LifeMax * 0.45) && ((P2Dist X > 140) || (Enemy, MoveType != A)) && (Random <= (750 * AILevel))
trigger4 =(P2Dist X > 120) && ((Enemy, BackEdgeBodyDist < 40) || (Enemy, Ctrl = 0) || (Enemy, StateNo = [120,155]))
trigger5 = (Power >= PowerMax) && (P2Dist X > 140) && (Enemy, MoveType != A) && (Random <= (500 * AILevel))
trigger6 = (P2Dist X > 160) && (Enemy, MoveType = A) && (Enemy, HitDefAttr = SCA, HA) && (Random <= (850 * AILevel))
trigger7 = (Enemy, StateNo = [5300,5310]) || (Enemy, MoveType = I && Enemy, Time > 20)
trigger8 = (PrevStateNo = [120,155]) && (P2Dist X > 130) && (Enemy, MoveType != A) && (Random <= (550 * AILevel))

[State -1, gods's rebellion]
type = ChangeState
value = 1660
; Intent: Power-Up / Transformation / Install
; --- END OMNI TRANSFORMATION BLOCK ---
; --- OMNI-ADAPTIVE TRANSFORMATION & INSTALL ENGINE ---
;triggerall = power >= 1000
triggerall = power >= 1000
triggerall = statetype != A
triggerall =(((Ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && (StateType != A) && (MoveType != H) && (!HitFall) && ((Random <= (650 * AILevel)) || (Life < LifeMax * 0.30) || (P2Dist X > 230))
triggerall = AILevel > 0 && roundstate = 2 && alive
triggerall = p2dist x >= (p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)*(enemynear,frontedgedist>10&&enemynear,backedgedist>10) && p2bodydist x <= 39+(p2statetype=A||statetype=A)*(4*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*4*5*0.5)
triggerall = p2statetype != A || enemynear,pos y + 4*enemynear,vel y + helper(3300011),fvar(39)*4*5*0.5 < 0
triggerall = p2statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (RoundState = 2) && (Time < 100) && (P2Dist X > 130) && (Enemy, MoveType != A) && (Random <= (600 * AILevel))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =(Enemy, StateType = L) && ((P2Dist X > 80) || ((Alive) && (!InGuardDist) && (Enemy, Ctrl = 0)))
trigger3 = (Life < LifeMax * 0.45) && ((P2Dist X > 140) || (Enemy, MoveType != A)) && (Random <= (750 * AILevel))
trigger4 =(P2Dist X > 120) && ((Enemy, BackEdgeBodyDist < 40) || (Enemy, Ctrl = 0) || (Enemy, StateNo = [120,155]))
trigger5 = (Power >= PowerMax) && (P2Dist X > 140) && (Enemy, MoveType != A) && (Random <= (500 * AILevel))
trigger6 = (P2Dist X > 160) && (Enemy, MoveType = A) && (Enemy, HitDefAttr = SCA, HA) && (Random <= (850 * AILevel))
trigger7 = (Enemy, StateNo = [5300,5310]) || (Enemy, MoveType = I && Enemy, Time > 20)
trigger8 = (PrevStateNo = [120,155]) && (P2Dist X > 130) && (Enemy, MoveType != A) && (Random <= (550 * AILevel))

[State -1, Fatal Cut]
type = ChangeState
value = 1600
; Intent: Power-Up / Transformation / Install
; --- END OMNI TRANSFORMATION BLOCK ---
; --- OMNI-ADAPTIVE TRANSFORMATION & INSTALL ENGINE ---
;triggerall = power >= 1000
triggerall = power >= 1000
triggerall = statetype != A
triggerall =(((Ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && (StateType != A) && (MoveType != H) && (!HitFall) && ((Random <= (650 * AILevel)) || (Life < LifeMax * 0.30) || (P2Dist X > 230))
triggerall = AILevel > 0 && roundstate = 2 && alive
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = (RoundState = 2) && (Time < 100) && (P2Dist X > 130) && (Enemy, MoveType != A) && (Random <= (600 * AILevel))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =(Enemy, StateType = L) && ((P2Dist X > 80) || ((Alive) && (!InGuardDist) && (Enemy, Ctrl = 0)))
trigger3 = (Life < LifeMax * 0.45) && ((P2Dist X > 140) || (Enemy, MoveType != A)) && (Random <= (750 * AILevel))
trigger4 =(P2Dist X > 120) && ((Enemy, BackEdgeBodyDist < 40) || (Enemy, Ctrl = 0) || (Enemy, StateNo = [120,155]))
trigger5 = (Power >= PowerMax) && (P2Dist X > 140) && (Enemy, MoveType != A) && (Random <= (500 * AILevel))
trigger6 = (P2Dist X > 160) && (Enemy, MoveType = A) && (Enemy, HitDefAttr = SCA, HA) && (Random <= (850 * AILevel))
trigger7 = (Enemy, StateNo = [5300,5310]) || (Enemy, MoveType = I && Enemy, Time > 20)
trigger8 = (PrevStateNo = [120,155]) && (P2Dist X > 130) && (Enemy, MoveType != A) && (Random <= (550 * AILevel))

[State -1, UKEMI]
type = ChangeState
value = 52000
; Intent: Power-Up / Transformation / Install
; --- END OMNI TRANSFORMATION BLOCK ---
; --- OMNI-ADAPTIVE TRANSFORMATION & INSTALL ENGINE ---
;triggerall = power >= 0
triggerall = Vel Y > 0 && Pos Y >= -20 && alive && (StateNo = 5050 || StateNo = 5071)
triggerall =(((Ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) && (StateType != A) && (MoveType != H) && (!HitFall) && ((Random <= (650 * AILevel)) || (Life < LifeMax * 0.30) || (P2Dist X > 230))
triggerall = AILevel > 0 && roundstate = 2 && alive
Triggerall = var(50) = 0
trigger1 = (RoundState = 2) && (Time < 100) && (P2Dist X > 130) && (Enemy, MoveType != A) && (Random <= (600 * AILevel))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
trigger2 =(Enemy, StateType = L) && ((P2Dist X > 80) || ((Alive) && (!InGuardDist) && (Enemy, Ctrl = 0)))
trigger3 = (Life < LifeMax * 0.45) && ((P2Dist X > 140) || (Enemy, MoveType != A)) && (Random <= (750 * AILevel))
trigger4 =(P2Dist X > 120) && ((Enemy, BackEdgeBodyDist < 40) || (Enemy, Ctrl = 0) || (Enemy, StateNo = [120,155]))
trigger5 = (Power >= PowerMax) && (P2Dist X > 140) && (Enemy, MoveType != A) && (Random <= (500 * AILevel))
trigger6 = (P2Dist X > 160) && (Enemy, MoveType = A) && (Enemy, HitDefAttr = SCA, HA) && (Random <= (850 * AILevel))
trigger7 = (Enemy, StateNo = [5300,5310]) || (Enemy, MoveType = I && Enemy, Time > 20)
trigger8 = (PrevStateNo = [120,155]) && (P2Dist X > 130) && (Enemy, MoveType != A) && (Random <= (550 * AILevel))



;==================================================
;--- ENHANCED/GENERIC AI LOGIC ---
;==================================================

;Enhanced Movement (Dashes, etc.)

;Enhanced Utility (Helpers/Projectiles)
[State -3, Generic AI T S]
type = ChangeState
value = 700
; AI: Generic Attack Handler for Stateno 700
triggerall = (Random % 1000) < 150
triggerall = (1 && 1) || 1
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = enemynear,statetype != L
trigger1 = (random < (AILevel * 100)/4)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)



;==================================================
;--- ADVANCED STRATEGIC & REACTIVE AI LOGIC (V3) ---
;==================================================

;Strategic Moves (Installs, Setups, Cross-ups)

;Specific Reactive Moves (Counters, Evasions)
[State -1, flash 1]
type = ChangeState
value = 1000
; AI: Panic/Desperation Reversal
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = Life < 150 ; Critical Health
triggerall = P2BodyDist X < 50 ; Opponent is threatening
triggerall = p2movetype = A || p2movetype = I ; Opponent is aggressive or baiting
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
trigger1 = random <= 900 ; Almost guaranteed to panic mash
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 1]
type = ChangeState
value = 1000
; AI: Panic/Desperation Reversal
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = Life < 150 ; Critical Health
triggerall = P2BodyDist X < 50 ; Opponent is threatening
triggerall = p2movetype = A || p2movetype = I ; Opponent is aggressive or baiting
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = random <= 900 ; Almost guaranteed to panic mash
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 2]
type = ChangeState
value = 1010
; AI: Panic/Desperation Reversal
triggerall = statetype != A
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
triggerall = AILevel > 0 && roundstate = 2
triggerall = Life < 150 ; Critical Health
triggerall = P2BodyDist X < 50 ; Opponent is threatening
triggerall = p2movetype = A || p2movetype = I ; Opponent is aggressive or baiting
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
trigger1 = random <= 900 ; Almost guaranteed to panic mash
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

[State -1, flash 2]
type = ChangeState
value = 1010
; AI: Panic/Desperation Reversal
triggerall = statetype != A
triggerall = AILevel > 0 && roundstate = 2
triggerall = Life < 150 ; Critical Health
triggerall = P2BodyDist X < 50 ; Opponent is threatening
triggerall = p2movetype = A || p2movetype = I ; Opponent is aggressive or baiting
triggerall = p2bodydist x-(p2statetype=A||statetype=A)*(5*enemynear,vel x+(enemynear,vel x-helper(3300011),fvar(35))*5*6*0.5) = [-22,0]
triggerall = p2statetype != A || enemynear,pos y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 < 0
triggerall = p2bodydist y + 5*enemynear,vel y + helper(3300011),fvar(39)*5*6*0.5 >= -83
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = random <= 900 ; Almost guaranteed to panic mash
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)


;Move and other
[State -1, T S]
type = ChangeState
value = 710
triggerall = (1 && 1) || 1
triggerall = statetype != A
; AI: Injected Walk Back Logic (stateno 710)
triggerall =AILevel > 0 && roundstate = 2 && ((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))
triggerall = statetype != A && statetype != L
triggerall = random <= 100 * AILevel
triggerall = backedgebodydist > 20 && p2bodydist x < 140
trigger1 = p2bodydist x < 75 && (p2movetype = A || helper(3300011),var(25) = 2)
trigger2 = ((p2bodydist x = [30, 90]) && (p2movetype != H))
triggerall =(((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0))) || ((stateno=[200,499])&&movecontact)
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Dash]
type = ChangeState
value = 100
Triggerall = var(50) = 0
; AI: Injected Run Logic (stateno 100)
triggerall = (AILevel > 0 && roundstate = 2 && random <= 13* AILevel)
triggerall = (P2BodyDist X > 50) && (P2Dist X >= 0) && (p2statetype != L)
trigger1 = p2bodydist x > 120
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && p2statetype = A
trigger3 = p2bodydist x > 70 && (p2movetype = H || EnemyNear, Vel X < 0)
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Dash]
type = ChangeState
value = 100
Triggerall = var(50) = 0
; AI: Injected Run Logic (stateno 100)
triggerall = (AILevel > 0 && roundstate = 2 && random <= 13* AILevel)
triggerall = (P2BodyDist X > 50) && (P2Dist X >= 0) && (p2statetype != L)
trigger1 = p2bodydist x > 120
trigger2 = enemynear,backedgedist < 40 && p2dist y < -40 && p2statetype = A
trigger3 = p2bodydist x > 70 && (p2movetype = H || EnemyNear, Vel X < 0)
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Back Step]
type = ChangeState
value = 105
Triggerall = var(50) = 0
; AI: Injected Hop Back Logic (stateno 105)
triggerall = AILevel > 0 && roundstate = 2
triggerall = statetype != A && statetype != L
triggerall = random <= 3 * AILevel
triggerall = backedgebodydist > 40 && p2bodydist x < 200
trigger1 = p2bodydist x < 80 && p2movetype = A && !inguarddist
trigger2 = numproj > 0 && p2bodydist x > 70
trigger3 = ((enemynear,animtime = [-10, 0]) && (p2bodydist x < 100))
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)
[State -1, Back Step]
type = ChangeState
value = 105
Triggerall = var(50) = 0
; AI: Injected Hop Back Logic (stateno 105)
triggerall = AILevel > 0 && roundstate = 2
triggerall = statetype != A && statetype != L
triggerall = random <= 3 * AILevel
triggerall = backedgebodydist > 40 && p2bodydist x < 200
trigger1 = p2bodydist x < 80 && p2movetype = A && !inguarddist
trigger2 = numproj > 0 && p2bodydist x > 70
trigger3 = ((enemynear,animtime = [-10, 0]) && (p2bodydist x < 100))
triggerall =(statetype!=A) && (((ctrl) || ((helper(3300011),var(50) & 2048) && helper(3300011),var(51) > 0)))
trigger1 = 1 ; AI Placeholder (Omni-Bridge Active)

;AIhelper
[Statedef 3300011]
;anim = 20218;9999;20218;9999;20218
Ctrl = 0
; -- COMBO BREAKER & SPECIAL MODE LOGIC --
; Burst cooldown disabled by user.
[State , Special Mode Placeholder]
type = Null
; This is a placeholder for your character's special mode.
; To make the burst AI smarter, find the StateDef for your special mode
; and add a controller to set var(36) = 1 on activation and var(36) = 0 on deactivation.
trigger1 = 1

; -- STRATEGIC MODE CONTROLLERS --
[State 33000, Set Strategy]
type = VarSet
triggerall = 1
trigger1 = 1
v = 25 ; Using var(25) for strategy
; Default to Aggressive (1)
value = 1

[State 33000, Strategy: Defensive]
type = VarSet
trigger1 = Life > enemynear,Life
v = 25
value = 2

[State 33000, Strategy: Finisher]
type = VarSet
trigger1 = Power >= 1000 && enemynear,life < 250
v = 25
value = 3

; -- PRESSURE RESET LOGIC --
[State 33000, Detect Blocked Hit]
type = VarSet
; This triggers on the frame a move connects but is blocked
trigger1 = MoveContact && p2movetype = H
; Set a cooldown timer for our pressure (e.g., 60 frames)
v = 26 ; Using var(26) for pressure cooldown
value = 60
ignorehitpause = 1

[State 33000, Pressure Cooldown]
type = VarAdd
trigger1 = var(26) > 0
v = 26
value = -1
ignorehitpause = 1

; -- MEATY OKIZEME LOGIC --
[State 33000, Detect Knockdown]
type = VarSet
; When P2 is knocked down, get their recovery time.
trigger1 = p2statetype = L && var(27) <= 0
v = 27 ; Using var(27) for meaty timer
value = EnemyNear, GetHitVar(fall.recovertime)
ignorehitpause = 1

[State 33000, Meaty Timer Countdown]
type = VarAdd
trigger1 = var(27) > 0
v = 27
value = -1
ignorehitpause = 1

[State 33000, Reset Meaty Timer]
type = VarSet
trigger1 = var(27) > 0 && p2statetype != L
v = 27
value = 0
ignorehitpause = 1

; -- METER MANAGEMENT POLICY --
[State 33000, Set Meter Policy]
type = VarSet
trigger1 = 1
triggerall = 1
v = 28 ; 0=Spend, 1=Save for L2+, 2=Save for L3
value = 0 ; Default: Spend freely

[State 33000, Policy: Save Meter]
type = VarSet
trigger1 = Life > Enemynear,Life && Life > 600 && Power < 2000
v = 28
value = 1 ; Save up for a level 2

[State 33000, Policy: Finisher Mode]
type = VarSet
trigger1 = var(25) = 3 ; If in Finisher strategy mode
v = 28
value = 0 ; Spend everything

; -- WHIFF PUNISH LOGIC --
[State 33000, Detect Whiffed Attack]
type = VarSet
; If the enemy is in an attack state but we are not in hitstun, they might have whiffed.
trigger1 = EnemyNear,MoveType = A && MoveType != H
trigger1 = P2Dist X < 150 ; Only track whiffs at close-to-mid range
; Store the recovery time of their move. We approximate this with AnimTime.
; A more complex helper could learn exact recovery frames.
v = 29 ; Using var(29) for whiff punish window
value = EnemyNear,AnimTime
ignorehitpause = 1

[State 33000, Whiff Countdown]
type = VarAdd
trigger1 = var(29) < 0
v = 29
value = 1 ; Counts up towards 0
ignorehitpause = 1

[State 33000, Reset Whiff Tracker]
type = VarSet
trigger1 = var(29) >= 0
trigger2 = EnemyNear,MoveType != A
v = 29
value = 0
ignorehitpause = 1


;==================================================
;--- UNIVERSAL CANCELLABLE STATE FLAG (DEFINITIVE) ---; This var is 1 only when the player is in a state; that the developer has defined as being cancellable.;==================================================

;==================================================
;--- OMNI-ROBUST CANCEL SYSTEM: FLAG SETTERS & RESETTERS ---
; Syncs capabilities across both Bitwise (Bit 11) and Boolean arrays.
;==================================================
[State 3300011, Set "IsCancellable" Flag (Bit 11)]
type = VarSet
trigger1 = root,stateno = 100
trigger2 = root,stateno = 200
trigger3 = root,stateno = 205
trigger4 = root,stateno = 210
trigger5 = root,stateno = 215
trigger6 = root,stateno = 230
trigger7 = root,stateno = 235
trigger8 = root,stateno = 240
trigger9 = root,stateno = 245
trigger10 = root,stateno = 400
trigger11 = root,stateno = 410
trigger12 = root,stateno = 430
trigger13 = root,stateno = 440
trigger14 = root,stateno = 500
trigger15 = root,stateno = 800
trigger16 = root,stateno = 1000
trigger17 = root,stateno = 1010
trigger18 = root,stateno = 1100
trigger19 = root,stateno = 1110
trigger20 = root,stateno = 1200
trigger21 = root,stateno = 1210
trigger22 = root,stateno = 1300
trigger23 = root,stateno = 1660
trigger24 = root,stateno = 1685
v = 50
value = var(50) | 2048
ignorehitpause = 1
[State 3300011, Reset "IsCancellable" Flag (Bit 11)]
type = VarSet
triggerall = (var(50) & 2048)
triggerall = root,stateno != 100
triggerall = root,stateno != 200
triggerall = root,stateno != 205
triggerall = root,stateno != 210
triggerall = root,stateno != 215
triggerall = root,stateno != 230
triggerall = root,stateno != 235
triggerall = root,stateno != 240
triggerall = root,stateno != 245
triggerall = root,stateno != 400
triggerall = root,stateno != 410
triggerall = root,stateno != 430
triggerall = root,stateno != 440
triggerall = root,stateno != 500
triggerall = root,stateno != 800
triggerall = root,stateno != 1000
triggerall = root,stateno != 1010
triggerall = root,stateno != 1100
triggerall = root,stateno != 1110
triggerall = root,stateno != 1200
triggerall = root,stateno != 1210
triggerall = root,stateno != 1300
triggerall = root,stateno != 1660
triggerall = root,stateno != 1685
trigger1 = 1
v = 50
value = var(50) - (var(50) & 2048)
ignorehitpause = 1
[State 3300011, Set "IsCancellable" Flag]
type = Null;VarSet
trigger1 = root,stateno = 100
trigger2 = root,stateno = 200
trigger3 = root,stateno = 205
trigger4 = root,stateno = 210
trigger5 = root,stateno = 215
trigger6 = root,stateno = 230
trigger7 = root,stateno = 235
trigger8 = root,stateno = 240
trigger9 = root,stateno = 245
trigger10 = root,stateno = 400
trigger11 = root,stateno = 410
trigger12 = root,stateno = 430
trigger13 = root,stateno = 440
trigger14 = root,stateno = 500
trigger15 = root,stateno = 800
trigger16 = root,stateno = 1000
trigger17 = root,stateno = 1010
trigger18 = root,stateno = 1100
trigger19 = root,stateno = 1110
trigger20 = root,stateno = 1200
trigger21 = root,stateno = 1210
trigger22 = root,stateno = 1300
trigger23 = root,stateno = 1660
trigger24 = root,stateno = 1685
v = 50 ; Using var(50) as our custom "IsCancellable" flag.
value = 1
ignorehitpause = 1
[State 3300011, Reset "IsCancellable" Flag]
type = Null;VarSet
triggerall = var(50) = 1
triggerall = root,stateno != 100
triggerall = root,stateno != 200
triggerall = root,stateno != 205
triggerall = root,stateno != 210
triggerall = root,stateno != 215
triggerall = root,stateno != 230
triggerall = root,stateno != 235
triggerall = root,stateno != 240
triggerall = root,stateno != 245
triggerall = root,stateno != 400
triggerall = root,stateno != 410
triggerall = root,stateno != 430
triggerall = root,stateno != 440
triggerall = root,stateno != 500
triggerall = root,stateno != 800
triggerall = root,stateno != 1000
triggerall = root,stateno != 1010
triggerall = root,stateno != 1100
triggerall = root,stateno != 1110
triggerall = root,stateno != 1200
triggerall = root,stateno != 1210
triggerall = root,stateno != 1300
triggerall = root,stateno != 1660
triggerall = root,stateno != 1685
trigger1 = 1
v = 50
value = 0
ignorehitpause = 1
[State 3300011, Set "IsCancellable" Flag (Bit 11 - Bitwise)]
type = Null;VarSet
trigger1 = root,stateno = 100
trigger2 = root,stateno = 200
trigger3 = root,stateno = 205
trigger4 = root,stateno = 210
trigger5 = root,stateno = 215
trigger6 = root,stateno = 230
trigger7 = root,stateno = 235
trigger8 = root,stateno = 240
trigger9 = root,stateno = 245
trigger10 = root,stateno = 400
trigger11 = root,stateno = 410
trigger12 = root,stateno = 430
trigger13 = root,stateno = 440
trigger14 = root,stateno = 500
trigger15 = root,stateno = 800
trigger16 = root,stateno = 1000
trigger17 = root,stateno = 1010
trigger18 = root,stateno = 1100
trigger19 = root,stateno = 1110
trigger20 = root,stateno = 1200
trigger21 = root,stateno = 1210
trigger22 = root,stateno = 1300
trigger23 = root,stateno = 1660
trigger24 = root,stateno = 1685
v = 50
value = var(50) | 2048
ignorehitpause = 1

[State 3300011, Reset "IsCancellable" Flag (Bit 11 - Bitwise)]
type = Null;VarSet
triggerall = (var(50) & 2048)
triggerall = root,stateno != 100
triggerall = root,stateno != 200
triggerall = root,stateno != 205
triggerall = root,stateno != 210
triggerall = root,stateno != 215
triggerall = root,stateno != 230
triggerall = root,stateno != 235
triggerall = root,stateno != 240
triggerall = root,stateno != 245
triggerall = root,stateno != 400
triggerall = root,stateno != 410
triggerall = root,stateno != 430
triggerall = root,stateno != 440
triggerall = root,stateno != 500
triggerall = root,stateno != 800
triggerall = root,stateno != 1000
triggerall = root,stateno != 1010
triggerall = root,stateno != 1100
triggerall = root,stateno != 1110
triggerall = root,stateno != 1200
triggerall = root,stateno != 1210
triggerall = root,stateno != 1300
triggerall = root,stateno != 1660
triggerall = root,stateno != 1685
trigger1 = 1
v = 50
value = var(50) - (var(50) & 2048)
ignorehitpause = 1

[State 3300011, Set "IsCancellable" Flag (Standard Boolean)]
type = Null;VarSet
trigger1 = root,stateno = 100
trigger2 = root,stateno = 200
trigger3 = root,stateno = 205
trigger4 = root,stateno = 210
trigger5 = root,stateno = 215
trigger6 = root,stateno = 230
trigger7 = root,stateno = 235
trigger8 = root,stateno = 240
trigger9 = root,stateno = 245
trigger10 = root,stateno = 400
trigger11 = root,stateno = 410
trigger12 = root,stateno = 430
trigger13 = root,stateno = 440
trigger14 = root,stateno = 500
trigger15 = root,stateno = 800
trigger16 = root,stateno = 1000
trigger17 = root,stateno = 1010
trigger18 = root,stateno = 1100
trigger19 = root,stateno = 1110
trigger20 = root,stateno = 1200
trigger21 = root,stateno = 1210
trigger22 = root,stateno = 1300
trigger23 = root,stateno = 1660
trigger24 = root,stateno = 1685
v = 50
value = 1
ignorehitpause = 1

[State 3300011, Reset "IsCancellable" Flag (Standard Boolean)]
type = Null;VarSet
triggerall = var(50) = 1
triggerall = root,stateno != 100
triggerall = root,stateno != 200
triggerall = root,stateno != 205
triggerall = root,stateno != 210
triggerall = root,stateno != 215
triggerall = root,stateno != 230
triggerall = root,stateno != 235
triggerall = root,stateno != 240
triggerall = root,stateno != 245
triggerall = root,stateno != 400
triggerall = root,stateno != 410
triggerall = root,stateno != 430
triggerall = root,stateno != 440
triggerall = root,stateno != 500
triggerall = root,stateno != 800
triggerall = root,stateno != 1000
triggerall = root,stateno != 1010
triggerall = root,stateno != 1100
triggerall = root,stateno != 1110
triggerall = root,stateno != 1200
triggerall = root,stateno != 1210
triggerall = root,stateno != 1300
triggerall = root,stateno != 1660
triggerall = root,stateno != 1685
trigger1 = 1
v = 50
value = 0
ignorehitpause = 1

;==================================================
;--- UNIVERSAL HIT-CONFIRM LINK MEMORY & WINDOW TIMERS ---
; Maps and scales specific frame advantages based on Hitstun metrics.
;==================================================
[State 3300011, Set Combo State Timer on Hit Confirmation]
type = VarSet
trigger1 = root,MoveHit = 1
v = 51
value = root,GetHitVar(hittime)
ignorehitpause = 1

[State 3300011, Combo Timer Countdown Execution]
type = VarAdd
triggerall = var(51) > 0
trigger1 = !root,HitPauseTime
v = 51
value = -1
ignorehitpause = 1

[State 3300011, Combo Timer Omni-Adaptive Structural Reset]
type = VarSet
triggerall = var(51) > 0
trigger1 = EnemyNear,MoveType != H
trigger2 = EnemyNear,StateNo = [5100, 5150]
trigger3 = RoundState != 2
trigger4 = EnemyNear,GetHitVar(hittime) > 300
;trigger5 = EnemyNear,MoveType = I
v = 51
value = 0
ignorehitpause = 1
; -- OMNI-ADAPTIVE COORDINATE DETECTION (REFINED & HARMONIZED) --
[State 3300011, P2 Vertical Zone Detection / var 45]
type = VarSet
trigger1 = NumEnemy
var(45) = (p2dist y <= enemynear,const(size.mid.pos.y)) + (p2dist y <= -100) + (p2dist y <= -200)
ignorehitpause = 1

[State 3300011, P2 Vertical Kinetic State / var 46]
type = VarSet
trigger1 = NumEnemy
var(46) = ifelse(enemynear,vel y < -1, 1, ifelse(enemynear,vel y > 1, 2, 0))
ignorehitpause = 1

[State 3300011, P2 Horizontal Zone Detection / var 47]
type = VarSet
trigger1 = NumEnemy
var(47) = ifelse(p2bodydist x < 30, 0, ifelse(p2bodydist x < 90, 1, ifelse(p2bodydist x < 240, 2, 3)))
ignorehitpause = 1

[State 3300011, P2 Positional Intent / var 48]
type = VarSet
trigger1 = NumEnemy
var(48) = ifelse(enemynear,vel x < -0.1, -1, ifelse(enemynear,vel x > 0.1, 1, 0))
ignorehitpause = 1

[State 3300011, Stage Pressure Detection / var 49]
type = VarSet
trigger1 = NumEnemy
var(49) = ifelse(enemynear,backedgedist <= 40, 1, ifelse(root,backedgedist <= 40, 2, 0))
ignorehitpause = 1

; --- CASE 1: CLOSING SPEED IS DETECTED (Turn Bit 1024 ON on var 50) ---
[State 3300011, Closing Speed ON / Bit 1024]
type = VarSet
trigger1 = NumEnemy
trigger1 = ((((root,vel x * root,facing) - (enemynear,vel x * enemynear,facing)) * ifelse(enemynear,pos x > root,pos x, 1, -1)) > 2.0)
trigger1 = (var(50) & 1024) = 0
v = 50
value = var(50) | 1024
ignorehitpause = 1

; --- CASE 2: CLOSING SPEED IS NOT DETECTED (Turn Bit 1024 OFF on var 50) ---
[State 3300011, Closing Speed OFF / Bit 1024]
type = VarSet
trigger1 = NumEnemy
trigger1 = ((((root,vel x * root,facing) - (enemynear,vel x * enemynear,facing)) * ifelse(enemynear,pos x > root,pos x, 1, -1)) <= 2.0)
trigger1 = (var(50) & 1024) != 0
v = 50
value = var(50) ^ 1024
ignorehitpause = 1

;---------------------------------------------------------------------------
; OMNI-AI HELPER STATE CONTROLLER (FULL UNABRIDGED AMALGAMATION)
;---------------------------------------------------------------------------

[State 3300011, Safety Check / 33000]
type = SelfState
trigger1 = !IsHelper
value = 0
ignorehitpause = 1

[State 3300011, Invisible / 33000]
type = AssertSpecial
trigger1 = IsHelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 3300011, Ghost Status / 33000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 3300011, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; [SUPER / POWER DETECTION]
;---------------------------------------------------------------------------

[State 3300011, Super Detect / 超必殺判定]
type = VarSet
triggerall = Time
trigger1 = var(10) > EnemyNear,Power
var(9) = (var(10) - EnemyNear,Power)
ignorehitpause = 1

[State 3300011, Super Reset / 超必殺判定(リセット)]
type = VarSet
triggerall = Time
trigger1 = EnemyNear,MoveType = H
trigger2 = EnemyNear,StateNo = [0,105]
trigger3 = EnemyNear,StateNo = [120,155]
trigger4 = EnemyNear,StateNo = [5000,5210]
trigger5 = RoundState != 2
var(9) = 0
ignorehitpause = 1

[State 3300011, Power Record / ENEMY,POWER]
type = VarSet
trigger1 = 1
var(10) = EnemyNear,Power
ignorehitpause = 1

;---------------------------------------------------------------------------
;[POSITIONING & TRACKING - めくりガード対応ヘルパー]
;---------------------------------------------------------------------------

[State 3300011, Bind Position]
type = PosSet
trigger1 = 1
x = enemynear, pos x - 10 * facing
y = enemynear, pos y
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3300011, Turn Logic]
type = Turn
trigger1 = facing != enemynear, facing
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3300011, BindToEnemy]
type = BindToRoot
trigger1 = 1
pos = enemynear, pos x - pos x - 10 * facing, enemynear, pos y - pos y
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3300011, Bind Position / 4444]
Type = Null;PosSet
Trigger1 = 1
X = Ceil(EnemyNear,Pos X)-10*Facing
Y = Ceil(EnemyNear,Pos Y)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3300011, Turn Logic / 4444]
type = Null;Turn
trigger1 = Facing = EnemyNear,Facing
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; [AI INTELLIGENCE & HUMAN DETECTION - 相手がAIか判別]
;---------------------------------------------------------------------------

[State 3300011, AI Reset / -2,ai]
type = VarSet
trigger1 = RoundState < 2
var(4) = 0
ignorehitpause = 1

[State 3300011, AI Clamp / -2,ai]
type = VarSet
trigger1 = Abs(var(4)) > 10
var(4) = IfElse(var(4) > 0, 10, -10)
ignorehitpause = 1

[State 3300011, Human Detect / -2,ai]
type = VarAdd
triggerall = EnemyNear,StateNo = [120,132]
triggerall = EnemyNear,PrevStateNo != [120,155]
trigger1 = EnemyNear,Time <= 1
trigger1 = !(EnemyNear, Vel X * EnemyNear, Facing < 0)
var(4) = 1
ignorehitpause = 1

[State 3300011, AI Detect / -2,ai]
type = VarAdd
triggerall = EnemyNear,StateNo = [120,132]
triggerall = EnemyNear,PrevStateNo != [120,155]
trigger1 = EnemyNear,Time <= 1
trigger1 = EnemyNear, Vel X * EnemyNear, Facing < 0
var(4) = -1
ignorehitpause = 1

;---------------------------------------------------------------------------
; [ID TRACKING & VARIABLE RESET]
;---------------------------------------------------------------------------

[State 3300011, ID Acquire / -2,id]
type = VarSet
trigger1 = var(45) = 0
trigger1 = !EnemyNear,IsHelper
var(45) = EnemyNear,ID
ignorehitpause = 1

[State 3300011, Full Memory Wipe / -2,reset]
type = Null
triggerall = var(45) != 0 && var(45) != EnemyNear,ID
triggerall = !EnemyNear,IsHelper && EnemyNear,Alive && NumEnemy >= 2
trigger1 = var(2):=0 || var(3):=0 || var(6):=0 || 1
trigger1 = fvar(0):=0 || fvar(1):=0 || fvar(2):=0 || fvar(3):=0 || fvar(4):=0 || 1
trigger1 = fvar(5):=0 || fvar(6):=0 || fvar(7):=0 || fvar(8):=0 || fvar(9):=0 || 1
trigger1 = fvar(10):=0 || fvar(11):=0 || fvar(12):=0 || fvar(13):=0 || fvar(14):=0 || 1
trigger1 = fvar(15):=0 || fvar(16):=0 || fvar(17):=0 || fvar(18):=0 || fvar(19):=0 || 1
trigger1 = fvar(20):=0 || fvar(21):=0 || fvar(22):=0 || fvar(23):=0 || fvar(24):=0 || 1
trigger1 = fvar(25):=0 || fvar(26):=0 || fvar(27):=0 || fvar(28):=0 || fvar(29):=0 || 1
trigger1 = fvar(30):=0 || fvar(31):=0 || fvar(32):=0 || fvar(33):=0 || fvar(34):=0 || 1
trigger1 = fvar(35):=0 || fvar(36):=0 || fvar(37):=0 || fvar(38):=0 || fvar(39):=0 || 1
trigger1 = var(45) := EnemyNear,ID || 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PREVIOUS ACTION TRACKING]
;---------------------------------------------------------------------------

[State 3300011, History Root Hit / 直前行動]
type = VarSet
trigger1 = Root,MoveType = H
trigger1 = Root,PrevStateNo != [5000,5799]
trigger1 = Root,StateNo != [120,159]
var(13) = Root,PrevStateNo
ignorehitpause = 1

[State 3300011, History Root Attack / 直前行動]
type = VarSet
trigger1 = Root,MoveType = A 
var(14) = Root,StateNo
ignorehitpause = 1

[State 3300011, Preview Reset / Preview State]
type = VarSet
trigger1 = var(14) != 0
trigger1 = EnemyNear,MoveType != H || EnemyNear,StateNo = [150,159]
var(14) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;[FRAME DATA & ADVANTAGE]
;---------------------------------------------------------------------------

[State 3300011, Timer Reset / 32000]
type = VarSet
trigger1 = var(15) != 0
trigger1 = EnemyNear,MoveType != H && Root,MoveType != A
var(15) = 0
ignorehitpause = 1

[State 3300011, Timer Start / 32000]
type = VarSet
trigger1 = var(15) = 0
trigger1 = EnemyNear,MoveType = H || Root,HitDefAttr = SCA,AT
var(15) = Root,Time
ignorehitpause = 1

[State 3300011, Height Standing / 32000]
type = VarSet
trigger1 = EnemyNear,StateType = S || EnemyNear,StateType = L
var(16) = EnemyNear,Const(size.head.pos.y)
ignorehitpause = 1

[State 3300011, Height Crouching / 32000]
type = VarSet
trigger1 = EnemyNear,StateType = C
var(16) = EnemyNear,Const(size.mid.pos.y)
ignorehitpause = 1

[State 3300011, Height Aerial / 32000]
type = VarSet
trigger1 = EnemyNear,StateType = A
var(16) = -99
ignorehitpause = 1

[State 3300011, Recov Decrement / recover]
type = VarAdd
trigger1 = var(17) > 0
var(17) = -1
ignorehitpause = 1

[State 3300011, Recov Reset / recover]
type = VarSet
triggerall = var(17) > 0
trigger1 = EnemyNear,MoveType != H
var(17) = 0
ignorehitpause = 1

[State 3300011, Air Guard Stun / ガード硬直]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo < 200
triggerall = EnemyNear,StateType = A
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1 || var(17) = 0
var(17) = EnemyNear,GetHitVar(CtrlTime) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 3300011, Ground Guard Stun / ガード硬直]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo < 200
triggerall = EnemyNear,StateType != A
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1 || var(17) = 0
var(17) = IfElse(EnemyNear,GetHitVar(CtrlTime) < EnemyNear,GetHitVar(HitTime), EnemyNear,GetHitVar(CtrlTime), EnemyNear,GetHitVar(HitTime)) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 3300011, Hit Stun / のけぞり時間]
type = VarSet
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo > 199
trigger1 = !EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1
var(17) = EnemyNear,GetHitVar(HitTime) + EnemyNear,GetHitVar(HitShakeTime) + 1
ignorehitpause = 1

[State 3300011, Fall Recover Time / 受身不能時間]
type = VarSet
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = EnemyNear,GetHitVar(Fall)
trigger1 = !(EnemyNear,HitShakeOver)
trigger1 = EnemyNear,Time = 1
var(17) = EnemyNear,GetHitVar(Fall.RecoverTime) - 1
ignorehitpause = 1

[State 3300011, Fall Safety Clamp / 受身不能時間]
type = VarSet
triggerall = NumEnemy >= 2
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = EnemyNear,GetHitVar(Fall)
trigger1 = var(17) < EnemyNear,GetHitVar(Fall.RecoverTime) - 100
var(17) = EnemyNear,GetHitVar(Fall.RecoverTime) - 100
ignorehitpause = 1

[State 3300011, Hard Knockdown / 受身不能時間]
type = VarSet
triggerall = EnemyNear,StateNo > 199
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
trigger1 = !EnemyNear,GetHitVar(Fall.Recover)
trigger1 = EnemyNear,GetHitVar(Fall)
trigger2 = EnemyNear,StateNo = 5070
var(17) = 999
ignorehitpause = 1

;---------------------------------------------------------------------------
; [JUGGLE / FALL DIRECTION]
;---------------------------------------------------------------------------

[State 3300011, Juggle Init / up]
type = VarSet
trigger1 = var(18) <= 0
trigger1 = EnemyNear,StateType = L
var(18) = 15
ignorehitpause = 1

[State 3300011, Juggle Reset / up]
type = VarSet
trigger1 = var(18) = 0
trigger1 = Root,StateType = L
var(18) = -15
ignorehitpause = 1

[State 3300011, Juggle Direction / up]
type = VarAdd
triggerall = var(18) != 0
trigger1 = var(18) > 0
trigger1 = EnemyNear,StateType != L
trigger2 = var(18) < 0
trigger2 = Root,StateType != L
var(18) = IfElse(var(18) > 0, -1, 1)
ignorehitpause = 1

;---------------------------------------------------------------------------
;[HELPER / PROJECTILE COUNTING - 相手のヘルパー数調べ]
;---------------------------------------------------------------------------

[State 3300011, Helper Init / ヘルパー数調べの準備]
type = VarSet
trigger1 = RoundState != 2
var(19) = 9999
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3300011, Helper Count / ヘルパー数を調べる]
type = VarSet
var(19) = EnemyNear,NumHelper
trigger1 = RoundState = 2
trigger1 = EnemyNear,Ctrl = 1
trigger1 = var(19) >= EnemyNear,NumHelper
trigger2 = EnemyNear,MoveType != A
trigger2 = Root,InGuardDist = 0
trigger2 = (EnemyNear,StateNo = [5000,5999]) || EnemyNear,StateNo =[50,200)
trigger2 = Root,StateNo != [120,162]
trigger2 = Root,StateNo != [5000,5300]
trigger2 = Root,MoveType != H
trigger2 = Root,HitPauseTime = 0 && EnemyNear,HitPauseTime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;[COMBO SCALING / HITS]
;---------------------------------------------------------------------------

[State 3300011, Combo Reset]
type = VarSet
triggerall = var(20) != 0
trigger1 = Root,MoveType = A
trigger2 = Root,MoveType = H && Root,StateNo != [120,159]
var(20) = 0
ignorehitpause = 1

[State 3300011, Combo Increment]
type = VarAdd
trigger1 = Root,MoveType = H && !Root,Ctrl && Root,StateNo =[150,159]
var(20) = 1
ignorehitpause = 1

[State 3300011, Combo Decrement]
type = VarAdd
trigger1 = var(20) > 0
trigger1 = Root,MoveType != H
var(20) = -1
ignorehitpause = 1

[State 3300011, Hit Distance]
type = VarSet
trigger1 = Root,MoveHit = 1
var(21) = Ceil(Root,P2BodyDist Y)
ignorehitpause = 1

;---------------------------------------------------------------------------
; [ATTACK TIMING & ATTRIBUTES]
;---------------------------------------------------------------------------

[State 3300011, Time Reset]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,Time <= 1
trigger2 = EnemyNear,MoveType != A
var(0) = 0
ignorehitpause = 1

[State 3300011, Time Capture / time]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
trigger1 = var(0) = 0
var(0) = EnemyNear,Time
ignorehitpause = 1

[State 3300011, SubTime Reset]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,Time <= 1
trigger2 = EnemyNear,MoveType != A
var(8) = 0
ignorehitpause = 1

[State 3300011, SubTime Capture]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = Root,MoveType = H
trigger1 = Root,Time <= 1
trigger1 = var(8) = 0
var(8) = EnemyNear,Time
ignorehitpause = 1

;---------------------------------------------------------------------------
; [SHIELD / ARMOR LOGIC]
;---------------------------------------------------------------------------

[State 3300011, Shield Reset / 7777]
type = VarSet
triggerall = var(1) != 0
trigger1 = EnemyNear,Time < 1
trigger2 = EnemyNear,MoveType != A
trigger3 = var(7) = 1
var(1) = 0
ignorehitpause = 1

[State 3300011, Shield Set / 7777]
type = VarAdd
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
var(1) = 1
ignorehitpause = 1

[State 3300011, Shield Flag Reset / 7777]
type = VarSet
triggerall = var(7) != 1
trigger1 = EnemyNear,Time <= 1
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP
var(7) = 1
ignorehitpause = 1

[State 3300011, Shield Flag Clear / 7777]
type = VarSet
triggerall = var(7) != 0
trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
trigger1 = Root,MoveType = H || EnemyNear,MoveContact || EnemyNear,MoveReversed
trigger2 = EnemyNear,MoveType != A
trigger3 = !EnemyNear,HitDefAttr = SCA,AA,AP
var(7) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PATTERN RECOGNITION - SHIFT REGISTER]
;---------------------------------------------------------------------------

[State 3300011, Learn Reset State / stateno1]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = EnemyNear,MoveType != A
v = 2
value = 0
ignorehitpause = 1

[State 3300011, Learn Reset Time / time]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = EnemyNear,MoveType != A
v = 3
value = 0
ignorehitpause = 1

[State 3300011, Shift Register / 33000]
type = Null
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = var(2) != EnemyNear,StateNo
trigger1 = floor(fvar(0)) = EnemyNear,StateNo
trigger1 = var(2) := floor(fvar(0)) || 1
trigger1 = var(3) := floor(1000*(fvar(0)-floor(fvar(0))))
trigger2 = floor(fvar(1)) = EnemyNear,StateNo
trigger2 = var(2) := floor(fvar(1)) || 1
trigger2 = var(3) := floor(1000*(fvar(1)-floor(fvar(1))))
trigger3 = floor(fvar(2)) = EnemyNear,StateNo
trigger3 = var(2) := floor(fvar(2)) || 1
trigger3 = var(3) := floor(1000*(fvar(2)-floor(fvar(2))))
trigger4 = floor(fvar(3)) = EnemyNear,StateNo
trigger4 = var(2) := floor(fvar(3)) || 1
trigger4 = var(3) := floor(1000*(fvar(3)-floor(fvar(3))))
trigger5 = floor(fvar(4)) = EnemyNear,StateNo
trigger5 = var(2) := floor(fvar(4)) || 1
trigger5 = var(3) := floor(1000*(fvar(4)-floor(fvar(4))))
trigger6 = floor(fvar(5)) = EnemyNear,StateNo
trigger6 = var(2) := floor(fvar(5)) || 1
trigger6 = var(3) := floor(1000*(fvar(5)-floor(fvar(5))))
trigger7 = floor(fvar(6)) = EnemyNear,StateNo
trigger7 = var(2) := floor(fvar(6)) || 1
trigger7 = var(3) := floor(1000*(fvar(6)-floor(fvar(6))))
trigger8 = floor(fvar(7)) = EnemyNear,StateNo
trigger8 = var(2) := floor(fvar(7)) || 1
trigger8 = var(3) := floor(1000*(fvar(7)-floor(fvar(7))))
trigger9 = floor(fvar(8)) = EnemyNear,StateNo
trigger9 = var(2) := floor(fvar(8)) || 1
trigger9 = var(3) := floor(1000*(fvar(8)-floor(fvar(8))))
trigger10 = floor(fvar(9)) = EnemyNear,StateNo
trigger10 = var(2) := floor(fvar(9)) || 1
trigger10 = var(3) := floor(1000*(fvar(9)-floor(fvar(9))))
trigger11 = floor(fvar(10)) = EnemyNear,StateNo
trigger11 = var(2) := floor(fvar(10)) || 1
trigger11 = var(3) := floor(1000*(fvar(10)-floor(fvar(10))))
trigger12 = floor(fvar(11)) = EnemyNear,StateNo
trigger12 = var(2) := floor(fvar(11)) || 1
trigger12 = var(3) := floor(1000*(fvar(11)-floor(fvar(11))))
trigger13 = floor(fvar(12)) = EnemyNear,StateNo
trigger13 = var(2) := floor(fvar(12)) || 1
trigger13 = var(3) := floor(1000*(fvar(12)-floor(fvar(12))))
trigger14 = floor(fvar(13)) = EnemyNear,StateNo
trigger14 = var(2) := floor(fvar(13)) || 1
trigger14 = var(3) := floor(1000*(fvar(13)-floor(fvar(13))))
trigger15 = floor(fvar(14)) = EnemyNear,StateNo
trigger15 = var(2) := floor(fvar(14)) || 1
trigger15 = var(3) := floor(1000*(fvar(14)-floor(fvar(14))))
trigger16 = floor(fvar(15)) = EnemyNear,StateNo
trigger16 = var(2) := floor(fvar(15)) || 1
trigger16 = var(3) := floor(1000*(fvar(15)-floor(fvar(15))))
trigger17 = floor(fvar(16)) = EnemyNear,StateNo
trigger17 = var(2) := floor(fvar(16)) || 1
trigger17 = var(3) := floor(1000*(fvar(16)-floor(fvar(16))))
trigger18 = floor(fvar(17)) = EnemyNear,StateNo
trigger18 = var(2) := floor(fvar(17)) || 1
trigger18 = var(3) := floor(1000*(fvar(17)-floor(fvar(17))))
trigger19 = floor(fvar(18)) = EnemyNear,StateNo
trigger19 = var(2) := floor(fvar(18)) || 1
trigger19 = var(3) := floor(1000*(fvar(18)-floor(fvar(18))))
trigger20 = floor(fvar(19)) = EnemyNear,StateNo
trigger20 = var(2) := floor(fvar(19)) || 1
trigger20 = var(3) := floor(1000*(fvar(19)-floor(fvar(19))))
trigger21 = floor(fvar(20)) = EnemyNear,StateNo
trigger21 = var(2) := floor(fvar(20)) || 1
trigger21 = var(3) := floor(1000*(fvar(20)-floor(fvar(20))))
trigger22 = floor(fvar(21)) = EnemyNear,StateNo
trigger22 = var(2) := floor(fvar(21)) || 1
trigger22 = var(3) := floor(1000*(fvar(21)-floor(fvar(21))))
trigger23 = floor(fvar(22)) = EnemyNear,StateNo
trigger23 = var(2) := floor(fvar(22)) || 1
trigger23 = var(3) := floor(1000*(fvar(22)-floor(fvar(22))))
trigger24 = floor(fvar(23)) = EnemyNear,StateNo
trigger24 = var(2) := floor(fvar(23)) || 1
trigger24 = var(3) := floor(1000*(fvar(23)-floor(fvar(23))))
trigger25 = floor(fvar(24)) = EnemyNear,StateNo
trigger25 = var(2) := floor(fvar(24)) || 1
trigger25 = var(3) := floor(1000*(fvar(24)-floor(fvar(24))))
trigger26 = floor(fvar(25)) = EnemyNear,StateNo
trigger26 = var(2) := floor(fvar(25)) || 1
trigger26 = var(3) := floor(1000*(fvar(25)-floor(fvar(25))))
trigger27 = floor(fvar(26)) = EnemyNear,StateNo
trigger27 = var(2) := floor(fvar(26)) || 1
trigger27 = var(3) := floor(1000*(fvar(26)-floor(fvar(26))))
trigger28 = floor(fvar(27)) = EnemyNear,StateNo
trigger28 = var(2) := floor(fvar(27)) || 1
trigger28 = var(3) := floor(1000*(fvar(27)-floor(fvar(27))))
trigger29 = floor(fvar(28)) = EnemyNear,StateNo
trigger29 = var(2) := floor(fvar(28)) || 1
trigger29 = var(3) := floor(1000*(fvar(28)-floor(fvar(28))))
trigger30 = floor(fvar(29)) = EnemyNear,StateNo
trigger30 = var(2) := floor(fvar(29)) || 1
trigger30 = var(3) := floor(1000*(fvar(29)-floor(fvar(29))))
trigger31 = floor(fvar(30)) = EnemyNear,StateNo
trigger31 = var(2) := floor(fvar(30)) || 1
trigger31 = var(3) := floor(1000*(fvar(30)-floor(fvar(30))))
trigger32 = floor(fvar(31)) = EnemyNear,StateNo
trigger32 = var(2) := floor(fvar(31)) || 1
trigger32 = var(3) := floor(1000*(fvar(31)-floor(fvar(31))))
trigger33 = floor(fvar(32)) = EnemyNear,StateNo
trigger33 = var(2) := floor(fvar(32)) || 1
trigger33 = var(3) := floor(1000*(fvar(32)-floor(fvar(32))))
trigger34 = floor(fvar(33)) = EnemyNear,StateNo
trigger34 = var(2) := floor(fvar(33)) || 1
trigger34 = var(3) := floor(1000*(fvar(33)-floor(fvar(33))))
trigger35 = floor(fvar(34)) = EnemyNear,StateNo
trigger35 = var(2) := floor(fvar(34)) || 1
trigger35 = var(3) := floor(1000*(fvar(34)-floor(fvar(34))))
trigger36 = floor(fvar(35)) = EnemyNear,StateNo
trigger36 = var(2) := floor(fvar(35)) || 1
trigger36 = var(3) := floor(1000*(fvar(35)-floor(fvar(35))))
ignorehitpause = 1

[State 3300011, Pointer Advance / pointer]
type = VarAdd
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = var(6) < 35
trigger1 = var(5) > 0 && var(0) != 0
var(6) = 1
ignorehitpause = 1

[State 3300011, Pointer Reset / reset]
type = VarSet
trigger1 = var(5) > 0 && var(0) != 0
var(5) = 0
ignorehitpause = 1

[State 3300011, Capture State / stateno3]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A
triggerall = var(2) != EnemyNear,StateNo
trigger1 = var(0) != 0
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Capture Time / time]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A
triggerall = var(2) = EnemyNear,StateNo
trigger1 = var(0) != 0
var(3) = var(0)
ignorehitpause = 1

[State 3300011, Time Cap / max]
type = VarSet
trigger1 = var(3) > 999
var(3) = 999
ignorehitpause = 1

[State 3300011, New Pattern Detect / pointer]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
triggerall = EnemyNear,MoveType = A && var(0) != 0
triggerall = var(6) <= 35
triggerall = floor(fvar(0)) != var(2)
triggerall = floor(fvar(1)) != var(2)
triggerall = floor(fvar(2)) != var(2)
triggerall = floor(fvar(3)) != var(2)
triggerall = floor(fvar(4)) != var(2)
triggerall = floor(fvar(5)) != var(2)
triggerall = floor(fvar(6)) != var(2)
triggerall = floor(fvar(7)) != var(2)
triggerall = floor(fvar(8)) != var(2)
triggerall = floor(fvar(9)) != var(2)
triggerall = floor(fvar(10)) != var(2)
triggerall = floor(fvar(11)) != var(2)
triggerall = floor(fvar(12)) != var(2)
triggerall = floor(fvar(13)) != var(2)
triggerall = floor(fvar(14)) != var(2)
triggerall = floor(fvar(15)) != var(2)
triggerall = floor(fvar(16)) != var(2)
triggerall = floor(fvar(17)) != var(2)
triggerall = floor(fvar(18)) != var(2)
triggerall = floor(fvar(19)) != var(2)
triggerall = floor(fvar(20)) != var(2)
triggerall = floor(fvar(21)) != var(2)
triggerall = floor(fvar(22)) != var(2)
triggerall = floor(fvar(23)) != var(2)
triggerall = floor(fvar(24)) != var(2)
triggerall = floor(fvar(25)) != var(2)
triggerall = floor(fvar(26)) != var(2)
triggerall = floor(fvar(27)) != var(2)
triggerall = floor(fvar(28)) != var(2)
triggerall = floor(fvar(29)) != var(2)
triggerall = floor(fvar(30)) != var(2)
triggerall = floor(fvar(31)) != var(2)
triggerall = floor(fvar(32)) != var(2)
triggerall = floor(fvar(33)) != var(2)
triggerall = floor(fvar(34)) != var(2)
triggerall = floor(fvar(35)) != var(2)
triggerall = var(5) = 0
triggerall = EnemyNear,PrevStateNo != EnemyNear,StateNo
trigger1 = EnemyNear,HitDefAttr = SCA,NA,SA,NP,SP,NT,ST
var(5) = 1
ignorehitpause = 1

[State 3300011, Record Pattern / record]
type = VarSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || EnemyNear,ID = var(45)
trigger1 = var(5) = 1
fv = var(6)
value = var(2) + 0.001 * var(3)
ignorehitpause = 1

;---------------------------------------------------------------------------
;[ATTACK CLASSIFICATION SYSTEM]
;---------------------------------------------------------------------------

[State 3300011, Classify Reset / 判定用Var]
type = VarSet
triggerall = var(50)
trigger1 = Root,MoveType != H && Root,StateNo != [120,155]
trigger2 = Root,StateType = A && Root,StateNo =[120,155]
trigger3 = EnemyNear,MoveType != A
var(50) = 0
ignorehitpause = 1

[State 3300011, Classify Low Guard / 判定用Var]
type = VarSet
trigger1 = Root,StateNo =[120,155]
trigger1 = Root,StateType = C
var(50) = 1
ignorehitpause = 1

[State 3300011, Classify High Guard / 判定用Var]
type = VarSet
trigger1 = Root,StateNo = [120,155]
trigger1 = Root,StateType = S
var(50) = 2
ignorehitpause = 1

[State 3300011, Classify Clean / 判定用Varのリセット]
type = VarSet
triggerall = var(22)
triggerall = Root,StateNo != [120,155]
triggerall = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger2 = Root,MoveType = A
var(22) = 0
ignorehitpause = 1

[State 3300011, Classify Detect LOW / 下段(立ちガード不可攻撃)判定]
type = VarSet
triggerall = RoundState = 2 && var(22) = 0
triggerall = Root,StateNo !=[120,155]
triggerall = Root,PrevStateNo !=[5000,5099]
triggerall = EnemyNear,MoveType = A
triggerall = EnemyNear,StateType = S
triggerall = Root,MoveType = H
triggerall = !EnemyNear,HitDefAttr = SCA,AT
trigger1 = Root,PrevStateNo = 130 || var(50) = 2
var(22) = 1
ignorehitpause = 1

[State 3300011, Classify Detect OVERHEAD / 中段(屈みガード不可攻撃)判定]
type = VarSet
triggerall = RoundState = 2 && var(22) = 0
triggerall = Root,StateNo != [120,155]
triggerall = Root,PrevStateNo != [5000,5099]
triggerall = EnemyNear,MoveType = A
triggerall = Root,MoveType = H
triggerall = !EnemyNear,HitDefAttr = SCA,AT
trigger1 = Root,PrevStateNo = 131 || var(50) = 1
var(22) = 2
ignorehitpause = 1

;---------------------------------------------------------------------------
; [MEMORY MANAGEMENT]
;---------------------------------------------------------------------------

[State 3300011, Memory Reset / 60000,Reset]
type = VarSet
triggerall = var(11) != 0
trigger1 = EnemyNear,StateNo != var(30) && EnemyNear,StateNo != var(31) && EnemyNear,StateNo != var(32)
trigger1 = EnemyNear,StateNo != var(33) && EnemyNear,StateNo != var(34) && EnemyNear,StateNo != var(35)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38)
trigger1 = EnemyNear,StateNo != var(39) && EnemyNear,StateNo != var(40) && EnemyNear,StateNo != var(41)
trigger1 = EnemyNear,StateNo != var(42) && EnemyNear,StateNo != var(43)
trigger2 = EnemyNear,MoveType != A
var(11) = 0
ignorehitpause = 1

[State 3300011, Memory Set LOW / 60000,下段]
type = VarSet
triggerall = var(11) != 1
trigger1 = var(30)>0 && EnemyNear,StateNo = var(30)
trigger2 = var(31)>0 && EnemyNear,StateNo = var(31)
trigger3 = var(32)>0 && EnemyNear,StateNo = var(32)
var(11) = 1
ignorehitpause = 1

[State 3300011, Memory Set OVERHEAD / 60000,中段]
type = VarSet
triggerall = var(11) != 2
trigger1 = var(33)>0 && EnemyNear,StateNo = var(33)
trigger2 = var(34)>0 && EnemyNear,StateNo = var(34)
trigger3 = var(35)>0 && EnemyNear,StateNo = var(35)
var(11) = 2
ignorehitpause = 1

[State 3300011, Memory Set THROW / 60000,投]
type = VarSet
triggerall = var(11) != 3
trigger1 = var(36)>0 && EnemyNear,StateNo = var(36)
trigger2 = var(37)>0 && EnemyNear,StateNo = var(37)
trigger3 = var(38)>0 && EnemyNear,StateNo = var(38)
trigger4 = var(39)>0 && EnemyNear,StateNo = var(39)
trigger5 = var(40)>0 && EnemyNear,StateNo = var(40)
trigger6 = var(41)>0 && EnemyNear,StateNo = var(41)
var(11) = 3
ignorehitpause = 1

[State 3300011, Memory Set UNBLOCKABLE / 60000,不可防]
type = VarSet
triggerall = var(11) != 4
trigger1 = var(42)>0 && EnemyNear,StateNo = var(42)
trigger2 = var(43)>0 && EnemyNear,StateNo = var(43)
var(11) = 4
ignorehitpause = 1

;---------------------------------------------------------------------------
; [LEARNING ALGORITHM]
;---------------------------------------------------------------------------

; --- LOW ATTACKS (Vars 30, 31, 32) ---
[State 3300011, Learn Low Slot 1 / 60000,下段学習]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 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(30)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
var(30) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Low Slot 2 / 60000,下段学習2]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 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(30) && !var(31)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(30)
var(31) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Low Slot 3 / 60000,下段学習3]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 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(31) && !var(32)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(30) && EnemyNear,StateNo != var(31)
var(32) = EnemyNear,StateNo
ignorehitpause = 1

; --- OVERHEAD ATTACKS (Vars 33, 34, 35) ---
[State 3300011, Learn Overhead Slot 1 / 60000,中段学習]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 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(33)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
var(33) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Overhead Slot 2 / 60000,中段学習2]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 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(33) && !var(34)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(33)
var(34) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Overhead Slot 3 / 60000,中段学習3]
type = VarSet
trigger1 = EnemyNear,MoveType = A
trigger1 = var(22) = 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(34) && !var(35)
trigger1 = !var(42) || (var(42) && var(42) != EnemyNear,StateNo)
trigger1 = !var(43) || (var(43) && var(43) != EnemyNear,StateNo)
trigger1 = EnemyNear,StateNo != var(33) && EnemyNear,StateNo != var(34)
var(35) = EnemyNear,StateNo
ignorehitpause = 1

; --- THROW ATTACKS (Vars 36-41) ---
[State 3300011, Learn Throw Slot 1 / 60000,投]
type = VarSet
trigger1 = EnemyNear,MoveType = A
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,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(36)
var(36) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 2 / 60000,投2]
type = VarSet
trigger1 = EnemyNear,MoveType = A
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,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(37) && var(36)
trigger1 = EnemyNear,StateNo != var(36)
var(37) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 3 / 60000,投3]
type = VarSet
trigger1 = EnemyNear,MoveType = A
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,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = !var(38) && var(37)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37)
var(38) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 4 / 60000,投4]
type = VarSet
trigger1 = EnemyNear,MoveType = A
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,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(39) && var(38)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38)
var(39) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 5 / 60000,投5]
type = VarSet
trigger1 = EnemyNear,MoveType = A
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,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(40) && var(39)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38) && EnemyNear,StateNo != var(39)
var(40) = EnemyNear,StateNo
ignorehitpause = 1

[State 3300011, Learn Throw Slot 6 / 60000,投6]
type = VarSet
trigger1 = EnemyNear,MoveType = A
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,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = !var(41) && var(40)
trigger1 = EnemyNear,StateNo != var(36) && EnemyNear,StateNo != var(37) && EnemyNear,StateNo != var(38) && EnemyNear,StateNo != var(39) && EnemyNear,StateNo != var(40)
var(41) = EnemyNear,StateNo
ignorehitpause = 1

; --- UNBLOCKABLE DETECTION (Vars 42, 43) ---
[State 3300011, Learn Unblockable 1 / 60000,ガード不能学習]
type = VarSet
triggerall = !var(42)
trigger1 = var(30) > 0 && (var(30) = var(33) || var(30) = var(34) || var(30) = var(35))
trigger2 = var(31) > 0 && (var(31) = var(33) || var(31) = var(34) || var(31) = var(35))
trigger3 = var(32) > 0 && (var(32) = var(33) || var(32) = var(34) || var(32) = var(35))
var(42) = IfElse(var(30) > 0, var(30), IfElse(var(31) > 0, var(31), var(32)))
ignorehitpause = 1

[State 3300011, Unblockable Cleanup / 60000,ガード不能学習]
type = Null
trigger1 = var(30) && var(42) = var(30) && (var(30):=0 || 1)
trigger1 = var(31) && var(42) = var(31) && (var(31):=0 || 1)
trigger1 = var(32) && var(42) = var(32) && (var(32):=0 || 1)
trigger1 = var(33) && var(42) = var(33) && (var(33):=0 || 1)
trigger1 = var(34) && var(42) = var(34) && (var(34):=0 || 1)
trigger1 = var(35) && var(42) = var(35) && (var(35):=0 || 1)
ignorehitpause = 1

[State 3300011, Learn Unblockable 2 / 60000,ガード不能学習2]
type = VarSet
triggerall = !var(43) && var(42)
trigger1 = var(30) > 0 && (var(30) = var(33) || var(30) = var(34) || var(30) = var(35))
trigger2 = var(31) > 0 && (var(31) = var(33) || var(31) = var(34) || var(31) = var(35))
trigger3 = var(32) > 0 && (var(32) = var(33) || var(32) = var(34) || var(32) = var(35))
var(43) = IfElse(var(30) != var(42), var(30), IfElse(var(31) != var(42), var(31), var(32)))
ignorehitpause = 1

[State 3300011, Unblockable Cleanup 2 / 60000,ガード不能学習2]
type = Null
trigger1 = var(30) && var(43) = var(30) && (var(30):=0 || 1)
trigger1 = var(31) && var(43) = var(31) && (var(31):=0 || 1)
trigger1 = var(32) && var(43) = var(32) && (var(32):=0 || 1)
trigger1 = var(33) && var(43) = var(33) && (var(33):=0 || 1)
trigger1 = var(34) && var(43) = var(34) && (var(34):=0 || 1)
trigger1 = var(35) && var(43) = var(35) && (var(35):=0 || 1)
ignorehitpause = 1

;---------------------------------------------------------------------------
; [PHYSICS PREDICTION]
;---------------------------------------------------------------------------

; --- Y-AXIS KINEMATICS ---
[State 3300011, Enemy Y-Accel]
type = VarSet
trigger1 = 1
fvar(39) = ifelse(enemynear,movetype = H && !enemynear,hitshakeover && enemynear,statetype = A, enemynear,gethitvar(yaccel), enemynear,vel y - fvar(38))
ignorehitpause = 1

[State 3300011, Root Vel Y Snapshot]
type = VarSet
trigger1 = 1
fvar(36) = root,vel y
ignorehitpause = 1

[State 3300011, Enemy Vel Y Snapshot]
type = VarSet
trigger1 = 1
fvar(38) = enemynear,vel y
ignorehitpause = 1

; --- X-AXIS KINEMATICS ---
; fvar(35) stores previous-frame enemy vel x so triggers can compute
; X-acceleration inline as (enemynear,vel x - helper,fvar(35)).
; This mirrors Y-axis where fvar(38) snapshots vel y for fvar(39) accel.
[State 3300011, Enemy Vel X Snapshot]
type = VarSet
trigger1 = 1
fvar(35) = enemynear,vel x
ignorehitpause = 1

; --- X-AXIS DISCRETE FLAGS (Bitfield var(48)) ---
; Bit 0 (1):  Enemy closing in (moving toward root)
; Bit 1 (2):  High closing speed (|vel| > 3.0)
; Bit 2 (4):  Enemy retreating (moving away from root)
; Bit 3 (8):  Predicted close intercept within 10 ticks
; Bit 4 (16): Distance expanding beyond 120px in 10 ticks
; Bit 5 (32): Root approaching enemy
[State 3300011, Reset Var 48 X-Kinematics]
type = VarSet
trigger1 = 1
v = 48
value = 0
ignorehitpause = 1

[State 3300011, Var 48 Bit 0: Enemy Closing In]
type = VarSet
trigger1 = NumEnemy > 0
trigger1 = (P2Dist X > 0 && EnemyNear, Vel X < 0) || (P2Dist X < 0 && EnemyNear, Vel X > 0)
v = 48
value = var(48) | 1
ignorehitpause = 1

[State 3300011, Var 48 Bit 1: High Closing Speed]
type = VarSet
trigger1 = NumEnemy > 0
trigger1 = (P2Dist X > 0 && EnemyNear, Vel X < -3.0) || (P2Dist X < 0 && EnemyNear, Vel X > 3.0)
v = 48
value = var(48) | 2
ignorehitpause = 1

[State 3300011, Var 48 Bit 2: Enemy Retreating]
type = VarSet
trigger1 = NumEnemy > 0
trigger1 = (P2Dist X > 0 && EnemyNear, Vel X > 0) || (P2Dist X < 0 && EnemyNear, Vel X < 0)
v = 48
value = var(48) | 4
ignorehitpause = 1

[State 3300011, Var 48 Bit 3: Predicted Close Intercept]
type = VarSet
trigger1 = NumEnemy > 0
trigger1 = Abs(P2Dist X + EnemyNear, Vel X * 10) <= 60
v = 48
value = var(48) | 8
ignorehitpause = 1

[State 3300011, Var 48 Bit 4: Distance Expanding]
type = VarSet
trigger1 = NumEnemy > 0
trigger1 = Abs(P2Dist X + EnemyNear, Vel X * 10) > 120
v = 48
value = var(48) | 16
ignorehitpause = 1

[State 3300011, Var 48 Bit 5: Root Approaching Enemy]
type = VarSet
trigger1 = NumEnemy > 0
trigger1 = (P2Dist X > 0 && Root, Vel X > 0) || (P2Dist X < 0 && Root, Vel X < 0)
v = 48
value = var(48) | 32
ignorehitpause = 1

;-------- Performance Fix: Interleave Logic --------
[State 3300011, Tick Reduction / 32767]
type = VarSet
trigger1 = 1
v = 51 
value = (var(51) + 1) % 2
ignorehitpause = 1

;-------- Artificial Variable Bridge (The "Gate") --------
[State 3300011, AI Bridge / 32767]
type = VarSet
trigger1 = 1
v = 50
value = (var(50) - (var(50) & 1024)) | 1024
ignorehitpause = 1

;======== BITWISE DETECTION (CENSOR) ========

[State 3300011, Enemy Attack Bit / 32767]
type = VarSet
triggerall = var(51) = 0
trigger1 = EnemyNear,MoveType = A
v = 50
value = var(50) | 1
ignorehitpause = 1

[State 3300011, Clear Attack Bit / 32767]
type = VarSet
triggerall = var(51) = 0
trigger1 = EnemyNear,MoveType != A
v = 50
value = var(50) - (var(50) & 1)
ignorehitpause = 1

[State 3300011, Charge Bit / 32767]
type = VarSet
triggerall = var(51) = 0
trigger1 = EnemyNear,Power > var(43) && EnemyNear,MoveType = I
v = 50
value = var(50) | 2
ignorehitpause = 1

;======== HELPER ID SCANNER (The Guessing Logic) ========

[State 3300011, Init / 32769]
type = VarSet
trigger1 = !Time
var(21) = EnemyNear,NumHelper
ignoreHitPause = 1

[State 3300011, Sync LowID / 32769]
type = VarSet
trigger1 = !Time
var(31) = Parent,var(31)
ignoreHitPause = 1

[State 3300011, Guess High ID / 32769]
type = VarSet
trigger1 = Time
trigger1 = var(21) != EnemyNear,NumHelper
trigger1 = var(21) := EnemyNear,NumHelper
trigger1 = var(52) := 1
var(22) = IfElse(var(22), var(22), ID) + 3
ignoreHitPause = 1

[State 3300011, Range Start / 32769]
type = VarSet
trigger1 = var(22) && var(52) = 1
var(23) = var(22)
ignoreHitPause = 1

[State 3300011, Detect Projectile Helper / 32769]
type = VarSet
trigger1 = var(23)
trigger1 = PlayerIDExist(var(23))
trigger1 = PlayerID(var(23)),HitDefAttr = SCA,AA,AT,AP
trigger1 = PlayerID(var(23)),Vel X > 0
v = 50
value = var(50) | 4
ignorehitpause = 1

[State 3300011, Range Decrease / 32769]
type = VarSet
trigger1 = var(23) >= var(31) && var(23) <= var(22)
trigger1 = var(22) && var(52) >= 1
trigger1 = var(52) := var(52) + 1
var(23) = var(23) - 1
ignoreHitPause = 1

;======== REPORT TO PARENT ========

[State 3300011, Sync to Parent / 32767]
type = ParentVarSet
trigger1 = Parent,var(50) != var(50)
v = 50
value = var(50)
ignorehitpause = 1

[State 3300011, Debug / 32769]
type = DisplayToClipboard
trigger1 = 1
text = "AI_Gate=%d | EHelper=%d | ScanID=%d | BitMask=%d"
params = (var(50) & 1024), var(21), var(23), var(50)
ignorehitpause = 1

[State 3300011, Safe Exit / 32769]
type = DestroySelf
trigger1 = RoundState > 2
ignorehitpause = 1

;===========================================================================
; MULTI-ENEMY TRACKING VARS (SIMUL/TAG COMPATIBILITY)
;===========================================================================

[State 3300011, Spawn Custom AI Logic / -2]
type = Helper
triggerall = (var(50) & 1024) || AILevel > 0
triggerall = !IsHelper
triggerall = !NumHelper(330001122)
trigger1 = RoundState = 2
helpertype = normal
name = "AI_Logic_Core"
ID = 330001122
stateno = 330001122
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1

[State 3300011, Track Enemy 1 ID / -1]
type = VarSet
triggerall = !IsHelper
triggerall = (var(50) & 1024) || AILevel > 0
trigger1 = NumEnemy = 1
var(56) = EnemyNear(0),ID
ignorehitpause = 1

[State 3300011, Track Enemy 2 ID / -1]
type = VarSet
triggerall = !IsHelper
triggerall = (var(50) & 1024) || AILevel > 0
trigger1 = NumEnemy = 2
var(56) = ifelse(EnemyNear(0),Alive, EnemyNear(0),ID, EnemyNear(1),ID)
ignorehitpause = 1

[State 3300011, Calc Enemy Pos X / -1]
type = VarSet
triggerall = (var(50) & 1024) || AILevel > 0
triggerall = PlayerIDExist(var(56))
triggerall = NumHelper(22222) && NumHelper(33333)
trigger1 = 1
fvar(15) = PlayerID(var(56)),Facing * (Helper(22222 + (PlayerID(var(56)),Facing=-1)*(33333-22222)),Pos X - PlayerID(var(56)),Pos X)
ignorehitpause = 1

[State 3300011, Calc Enemy Pos Y / -1]
type = VarSet
triggerall = (var(50) & 1024) || AILevel > 0
triggerall = PlayerIDExist(var(56))
triggerall = NumHelper(22222) && NumHelper(33333)
trigger1 = 1
fvar(16) = -PlayerID(var(56)),Facing * (Helper(22222 + (PlayerID(var(56)),Facing=1)*(33333-22222)),Pos X - PlayerID(var(56)),Pos X)
ignorehitpause = 1


; --- Internal Var Logic for Custom Helper ---
[State -2, VarAdd Internal Tracker]
type = VarAdd
triggerall = !IsHelper
triggerall = (var(50) & 1024) || AILevel > 0
trigger1 = var(55) >= 0
trigger1=0;numprojid(330001122), movetype!=H
v = 55
value = 1

[State -2, VarSet Internal Tracker]
type = VarSet
triggerall = !IsHelper
triggerall = (var(50) & 1024) || AILevel > 0
trigger1 = var(55) > 0
trigger1 = Stateno != [200,399] ; Only reset if not attacking
trigger1=0;p2movetype!=H
v = 55
value = 0

; --- Proj/Helper Spawner Logic (Strictly Controlled) ---
[State -2, Projectile Helper Spawner]
type = Projectile
triggerall = (var(50) & 1024) || AILevel > 0 ; Only if AI is ON
triggerall = !IsHelper
triggerall = var(55) = 0
trigger1 = 0;(stateno=[2300,2399]) ; (Disabled by default, uncomment and set conditions to use)
projanim = 20218 
projid = 330001122
projhitanim = 20218;9999 
velocity = 50,0
projpriority = 4
projsprpriority = 2
projstagebound = 0
projedgebound = 99999
offset = 0, 0
supermovetime = 99999
pausemovetime = 99999
projremovetime = 20
                    
                    
[State 3300011, Counter Remaining Time / null]
type = Null
triggerall = (var(50) & 1024) || AILevel > 0
triggerall = NumHelper(22222)
triggerall = NumHelper(330001122)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = PlayerIDExist(var(56))
triggerall = PlayerID(var(56)),StateNo >= 200
triggerall = PlayerID(var(56)),MoveType != H
triggerall = PlayerID(var(56)),StateType != L
triggerall = PlayerID(var(56)),MoveType = A
triggerall = PlayerID(var(56)),StateNo != floor(Helper(22222),var(15)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(22222),var(16)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(22222),var(17)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(22222),var(18)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(22222),var(19)%10000)
triggerall = PlayerID(var(56)),StateNo != floor(Helper(22222),var(20)%10000)
trigger1 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(0)%100000)
trigger1 = fvar(25) := floor(Helper(330001122),var(0)/100000) - PlayerID(var(56)),Time || 1
trigger2 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(1)%100000)
trigger2 = fvar(25) := floor(Helper(330001122),var(1)/100000) - PlayerID(var(56)),Time || 1
trigger3 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(2)%100000)
trigger3 = fvar(25) := floor(Helper(330001122),var(2)/100000) - PlayerID(var(56)),Time || 1
trigger4 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(3)%100000)
trigger4 = fvar(25) := floor(Helper(330001122),var(3)/100000) - PlayerID(var(56)),Time || 1
trigger5 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(4)%100000)
trigger5 = fvar(25) := floor(Helper(330001122),var(4)/100000) - PlayerID(var(56)),Time || 1
trigger6 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(5)%100000)
trigger6 = fvar(25) := floor(Helper(330001122),var(5)/100000) - PlayerID(var(56)),Time || 1
trigger7 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(6)%100000)
trigger7 = fvar(25) := floor(Helper(330001122),var(6)/100000) - PlayerID(var(56)),Time || 1
trigger8 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(7)%100000)
trigger8 = fvar(25) := floor(Helper(330001122),var(7)/100000) - PlayerID(var(56)),Time || 1
trigger9 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(8)%100000)
trigger9 = fvar(25) := floor(Helper(330001122),var(8)/100000) - PlayerID(var(56)),Time || 1
trigger10 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(9)%100000)
trigger10 = fvar(25) := floor(Helper(330001122),var(9)/100000) - PlayerID(var(56)),Time || 1
trigger11 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(10)%100000)
trigger11 = fvar(25) := floor(Helper(330001122),var(10)/100000) - PlayerID(var(56)),Time || 1
trigger12 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(11)%100000)
trigger12 = fvar(25) := floor(Helper(330001122),var(11)/100000) - PlayerID(var(56)),Time || 1
trigger13 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(12)%100000)
trigger13 = fvar(25) := floor(Helper(330001122),var(12)/100000) - PlayerID(var(56)),Time || 1
trigger14 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(13)%100000)
trigger14 = fvar(25) := floor(Helper(330001122),var(13)/100000) - PlayerID(var(56)),Time || 1
trigger15 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(14)%100000)
trigger15 = fvar(25) := floor(Helper(330001122),var(14)/100000) - PlayerID(var(56)),Time || 1
trigger16 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(15)%100000)
trigger16 = fvar(25) := floor(Helper(330001122),var(15)/100000) - PlayerID(var(56)),Time || 1
trigger17 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(16)%100000)
trigger17 = fvar(25) := floor(Helper(330001122),var(16)/100000) - PlayerID(var(56)),Time || 1
trigger18 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(17)%100000)
trigger18 = fvar(25) := floor(Helper(330001122),var(17)/100000) - PlayerID(var(56)),Time || 1
trigger19 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(18)%100000)
trigger19 = fvar(25) := floor(Helper(330001122),var(18)/100000) - PlayerID(var(56)),Time || 1
trigger20 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(19)%100000)
trigger20 = fvar(25) := floor(Helper(330001122),var(19)/100000) - PlayerID(var(56)),Time || 1
trigger21 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(20)%100000)
trigger21 = fvar(25) := floor(Helper(330001122),var(20)/100000) - PlayerID(var(56)),Time || 1
trigger22 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(21)%100000)
trigger22 = fvar(25) := floor(Helper(330001122),var(21)/100000) - PlayerID(var(56)),Time || 1
trigger23 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(22)%100000)
trigger23 = fvar(25) := floor(Helper(330001122),var(22)/100000) - PlayerID(var(56)),Time || 1
trigger24 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(23)%100000)
trigger24 = fvar(25) := floor(Helper(330001122),var(23)/100000) - PlayerID(var(56)),Time || 1
trigger25 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(24)%100000)
trigger25 = fvar(25) := floor(Helper(330001122),var(24)/100000) - PlayerID(var(56)),Time || 1
trigger26 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(25)%100000)
trigger26 = fvar(25) := floor(Helper(330001122),var(25)/100000) - PlayerID(var(56)),Time || 1
trigger27 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(26)%100000)
trigger27 = fvar(25) := floor(Helper(330001122),var(26)/100000) - PlayerID(var(56)),Time || 1
trigger28 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(27)%100000)
trigger28 = fvar(25) := floor(Helper(330001122),var(27)/100000) - PlayerID(var(56)),Time || 1
trigger29 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(28)%100000)
trigger29 = fvar(25) := floor(Helper(330001122),var(28)/100000) - PlayerID(var(56)),Time || 1
trigger30 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(29)%100000)
trigger30 = fvar(25) := floor(Helper(330001122),var(29)/100000) - PlayerID(var(56)),Time || 1
trigger31 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(30)%100000)
trigger31 = fvar(25) := floor(Helper(330001122),var(30)/100000) - PlayerID(var(56)),Time || 1
trigger32 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(31)%100000)
trigger32 = fvar(25) := floor(Helper(330001122),var(31)/100000) - PlayerID(var(56)),Time || 1
trigger33 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(32)%100000)
trigger33 = fvar(25) := floor(Helper(330001122),var(32)/100000) - PlayerID(var(56)),Time || 1
trigger34 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(33)%100000)
trigger34 = fvar(25) := floor(Helper(330001122),var(33)/100000) - PlayerID(var(56)),Time || 1
trigger35 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(34)%100000)
trigger35 = fvar(25) := floor(Helper(330001122),var(34)/100000) - PlayerID(var(56)),Time || 1
trigger36 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(35)%100000)
trigger36 = fvar(25) := floor(Helper(330001122),var(35)/100000) - PlayerID(var(56)),Time || 1
trigger37 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(36)%100000)
trigger37 = fvar(25) := floor(Helper(330001122),var(36)/100000) - PlayerID(var(56)),Time || 1
trigger38 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(37)%100000)
trigger38 = fvar(25) := floor(Helper(330001122),var(37)/100000) - PlayerID(var(56)),Time || 1
trigger39 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(38)%100000)
trigger39 = fvar(25) := floor(Helper(330001122),var(38)/100000) - PlayerID(var(56)),Time || 1
trigger40 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(39)%100000)
trigger40 = fvar(25) := floor(Helper(330001122),var(39)/100000) - PlayerID(var(56)),Time || 1
trigger41 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(40)%100000)
trigger41 = fvar(25) := floor(Helper(330001122),var(40)/100000) - PlayerID(var(56)),Time || 1
trigger42 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(41)%100000)
trigger42 = fvar(25) := floor(Helper(330001122),var(41)/100000) - PlayerID(var(56)),Time || 1
trigger43 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(42)%100000)
trigger43 = fvar(25) := floor(Helper(330001122),var(42)/100000) - PlayerID(var(56)),Time || 1
trigger44 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(43)%100000)
trigger44 = fvar(25) := floor(Helper(330001122),var(43)/100000) - PlayerID(var(56)),Time || 1
trigger45 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(44)%100000)
trigger45 = fvar(25) := floor(Helper(330001122),var(44)/100000) - PlayerID(var(56)),Time || 1
trigger46 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(45)%100000)
trigger46 = fvar(25) := floor(Helper(330001122),var(45)/100000) - PlayerID(var(56)),Time || 1
trigger47 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(46)%100000)
trigger47 = fvar(25) := floor(Helper(330001122),var(46)/100000) - PlayerID(var(56)),Time || 1
trigger48 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(47)%100000)
trigger48 = fvar(25) := floor(Helper(330001122),var(47)/100000) - PlayerID(var(56)),Time || 1
trigger49 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(48)%100000)
trigger49 = fvar(25) := floor(Helper(330001122),var(48)/100000) - PlayerID(var(56)),Time || 1
trigger50 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(49)%100000)
trigger50 = fvar(25) := floor(Helper(330001122),var(49)/100000) - PlayerID(var(56)),Time || 1
trigger51 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(50)%100000)
trigger51 = fvar(25) := floor(Helper(330001122),var(50)/100000) - PlayerID(var(56)),Time || 1
trigger52 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(51)%100000)
trigger52 = fvar(25) := floor(Helper(330001122),var(51)/100000) - PlayerID(var(56)),Time || 1
trigger53 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(52)%100000)
trigger53 = fvar(25) := floor(Helper(330001122),var(52)/100000) - PlayerID(var(56)),Time || 1
trigger54 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(53)%100000)
trigger54 = fvar(25) := floor(Helper(330001122),var(53)/100000) - PlayerID(var(56)),Time || 1
trigger55 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(54)%100000)
trigger55 = fvar(25) := floor(Helper(330001122),var(54)/100000) - PlayerID(var(56)),Time || 1
trigger56 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(55)%100000)
trigger56 = fvar(25) := floor(Helper(330001122),var(55)/100000) - PlayerID(var(56)),Time || 1
trigger57 = PlayerID(var(56)),StateNo = floor(Helper(330001122),var(56)%100000)
trigger57 = fvar(25) := floor(Helper(330001122),var(56)/100000) - PlayerID(var(56)),Time || 1
IgnoreHitPause = 1



                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                var(43) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                var(44) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                var(15) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                var(16) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(9) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(18) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(37) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(16) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(15) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(14) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(33) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(32) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(31) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(30) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(29) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(28) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(27) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(26) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(25) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(24) =0
                [State -3:         VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                fvar(29) =0

                [State -3, VarSet]
                type     = Varset
                triggerall=!ishelper
                triggerall = var(59)>0
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)+((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)

                [State -3, VarAdd]
                type     = Varadd
                triggerall=!ishelper
                triggerall = var(59)>0
                triggerall = RoundState = 2  && numenemy=1 && numpartner=0
                triggerall =(stateno=[1000,1599])
                triggerall=var(59)-((ceil(var(59)/100)-ifelse(var(59)-(ceil(var(59)/100)*100)<0,1,0))*100)>=20
                trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[0,999])
                trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[2000,2999])
                trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[4000,4999])
                trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[6000,6999])
                var(59) = 1000

                [State -3, VarAdd]
                type     = Varadd
                triggerall=!ishelper
                triggerall = var(59)>0
                triggerall = RoundState = 2
                triggerall =(stateno!=[1000,1599])
                trigger1=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[1000,1999])
                trigger2=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[3000,3999])
                trigger3=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[5000,5999])
                trigger4=(var(59)-((ceil(var(59)/10000)-ifelse(var(59)-(ceil(var(59)/10000)*10000)<0,1,0))*10000)=[7000,7999])
                var(59) = ifelse(movetype=H,1000,-1000)

                [State -3, VarAdd]
                type     = Varadd
                triggerall=!ishelper
                triggerall = var(59)>0
                triggerall = RoundState = 2  && numenemy=1 && numpartner=0
                triggerall=(stateno=420)&&(prevstateno=1401)&&p2movetype=H&&EnemyNear, Stateno>200&&movehit
                trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[0,9999])
                var(59) = 10000

                [State -3, VarAdd]
                type     = Varadd
                triggerall=!ishelper
                triggerall = var(59)>0
                triggerall = RoundState = 2
                triggerall =(stateno!=1400)&&(stateno!=1402)&&(stateno!=420)
                trigger1=(var(59)-((ceil(var(59)/100000)-ifelse(var(59)-(ceil(var(59)/100000)*100000)<0,1,0))*100000)=[10000,19999])
                var(59) = ifelse(p2life>0&&(p2statetype=L||p2movetype!=H),10000,-10000)

                [State -3, VarAdd]
                type     = Varadd
                triggerall=!ishelper
                triggerall = var(59)>0
                triggerall = RoundState = 2  && numenemy=1 && numpartner=0
                triggerall=(stateno=820||stateno=1010) && EnemyNear, Stateno=[150,159]
                triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)<100000)
                trigger1=1
                var(59) = 100000

                [State -3, VarAdd]
                type     = Varadd
                triggerall=!ishelper
                triggerall = var(59)>0
                triggerall = RoundState = 2
                triggerall=(var(59)-((ceil(var(59)/1000000)-ifelse(var(59)-(ceil(var(59)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999])
                trigger1=((stateno!=[800,899])&&(stateno=[1000,1010]))||p2life<=0||(p2movetype=H && EnemyNear, Stateno>200)
                var(59) = ifelse(p2movetype=H && EnemyNear, Stateno>200,-100000,100000)

                [State -3, VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1 = var(59)>0
                trigger1 = RoundState = [3,4]
                trigger1 =TeamMode = turns
                var(59) = var(59)-((ceil(var(59)/1000)-ifelse(var(59)-(ceil(var(59)/1000)*1000)<0,1,0))*1000)

                [State -3, VarSet]
                type     = VarSet
                triggerall=!ishelper
                triggerall = var(59)>0
                trigger1 = var(59)<1000000 && win
                var(59) = var(59)+1000000

                [State -3, VarSet]
                type     = VarSet
                triggerall=!ishelper
                triggerall = var(59)>0
                trigger1 = var(59)>=1000000 && stateno=[3000,3099]
                var(59) = var(59)-1000000

                [State -2, VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1=var(59)>0
                trigger1=RoundState !=2
                v        = 59
                value    =-var(59)

                [State -2, VarSet]
                type     = VarSet
                triggerall=!ishelper
                trigger1=var(59)<0
                trigger1=RoundState=2 && ctrl
                v        = 59
                value    =-var(59)

                ;-------------------------AI (New Universal States)---------------------------------
                [State -2, AI+R(combo)]
                type     = VarAdd
                triggerall=!ishelper
                triggerall = var(59)=0 && AILevel > 0 ;|| AILevel > 0 ;&& AILevel > 0
                triggerall=(RoundState =2)
                trigger1 = (alive && ctrl)||var(59)>0
                v        = 59
                value    =                    1

                [State -2, (movement)]
                type     = VarAdd
                triggerall=!ishelper
                triggerall = var(59)=[1,9]
                triggerall=(RoundState =2)
                trigger1 = (alive && ctrl)||var(59)>0
                v        = 59
                value    =10*                  1

                [State -2, ](dragon dance)]
                type     = VarAdd
                triggerall=!ishelper
                triggerall = var(59)=[1,99]
                triggerall=(RoundState =2)
                trigger1 = (alive && ctrl)||var(59)>0
                v        = 59
                value    =100*                  0

                [State -2, (counter)]
                type     = VarSet
                triggerall=!ishelper
                trigger1=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
                trigger1=var(54)<100000
                trigger2=(helper(330001122),var(14)>0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)||(helper(330001122),var(14)=0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)
                trigger3=enemynear(helper(330001122),Var(36)),movetype !=A
                trigger4=(enemynear(helper(330001122),Var(36)),AnimElemTime(1)=0 && enemynear(helper(330001122),Var(36)),stateno = helper(330001122),var(13) && helper(330001122),var(14)>2 )
                v        = 54
                value    =                   7

                [State -2, K[h(guard)]
                type     = VarSet
                triggerall=!ishelper
                trigger1=var(54) <1000
                trigger2=(helper(330001122),var(14)>0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)||(helper(330001122),var(14)=0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)
                trigger3=enemynear(helper(330001122),Var(36)),movetype !=A
                trigger4=(enemynear(helper(330001122),Var(36)),AnimElemTime(1)=0 && enemynear(helper(330001122),Var(36)),stateno = helper(330001122),var(13) && helper(330001122),var(14)>2 )
                v        = 54
                value    =var(54)+1000*       8

                [State -2, (throw escape)]
                type     = VarSet
                triggerall=!ishelper
                trigger1=fvar(21)=0
                fv        = 21
                value    =                    0

                [State -2, VarSet]
                type     = Varadd
                triggerall=!ishelper
                triggerall=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)<100
                triggerall=random>(var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000))*100
                triggerall=enemynear(helper(330001122),Var(36)),movetype=A
                trigger1=helper(330001122),var(14)<2
                trigger2=(enemynear(helper(330001122),Var(36)),AnimElemTime(1)=0 && enemynear(helper(330001122),Var(36)),stateno = helper(330001122),var(13) && helper(330001122),var(14)>2 )
                v        = 54
                value    =100

                [State -2, VarSet]
                type     = Varadd
                triggerall=!ishelper
                triggerall=var(54)<100000
                triggerall=random>((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000)/10
                triggerall=enemynear(helper(330001122),Var(36)),movetype=A
                trigger1 = (helper(330001122),var(14)>0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)||(helper(330001122),var(14)=0 && helper(330001122),var(13) !=enemynear(helper(330001122),Var(36)),stateno)
                trigger2=(enemynear(helper(330001122),Var(36)),AnimElemTime(1)=0 && enemynear(helper(330001122),Var(36)),stateno = helper(330001122),var(13) && helper(330001122),var(14)>2 )
                v        = 54
                value    =100000

                 

                [Statedef 330001122]
                anim = 20218;9999;20218;9999;20218
                Ctrl = 0

                ;==================================================
                ;--- CORE AI PROPERTIES & MANAGEMENT ---
                ; Foundational settings for the AI helper.
                ;==================================================
                [State 330001122, SelfState Management]
                type=selfstate
                trigger1=!ishelper
                value=0

                [State 330001122, Core Properties]
                Type = AssertSpecial
                Trigger1 = IsHelper
                flag = invisible

                [State 330001122, Core Invulnerability]
                type = nothitby
                trigger1 = 1
                value = sca

                ;-------- Performance Fix: Interleave Logic --------
                [State 32767, Tick Reduction]
                type = VarSet
                trigger1 = 1
                v = 51 
                value = (var(51) + 1) % 2

                ;-------- Artificial Variable Bridge (The "Gate") --------
                ; We use Bit 10 (1024) to tell the Parent the AI Helper is active.
                [State 32767, AI Bridge]
                type = VarSet
                trigger1 = 1
                v = 50
                value = (var(50) - (var(50) & 1024)) | 1024
                ignorehitpause = 1

                ;======== BIND & POWER RECORD ========
                [State 32767, Bind]
                type = PosSet
                trigger1 = var(51) = 0
                x = Parent, Pos x
                y = Parent, Pos y - 100
                ignorehitpause = 1

                [State 32767, Power Record]
                type = VarSet
                trigger1 = 1
                v = 43
                value = Enemynear, Power

                ;======== BITWISE DETECTION (CENSOR) ========

                ; Detect: Enemy Attacking (Bit 1)
                [State 32767, Enemy Attack Bit]
                type = VarSet
                triggerall = var(51) = 0
                trigger1 = P2MoveType = A
                v = 50
                value = var(50) | 1
                ignorehitpause = 1

                [State 32767, Clear Attack Bit]
                type = VarSet
                triggerall = var(51) = 0
                trigger1 = P2MoveType != A
                v = 50
                value = var(50) - (var(50) & 1)
                ignorehitpause = 1

                ; Detect: Enemy Charging (Bit 2)
                [State 32767, Charge Bit]
                type = VarSet
                triggerall = var(51) = 0
                trigger1 = Enemynear, Power > var(43) && P2MoveType = I
                v = 50
                value = var(50) | 2
                ignorehitpause = 1

                ;======== HELPER ID SCANNER (The Guessing Logic) ========
                ; I changed var(59) to var(52) here to avoid AI Level clashing.

                [State 32769, Init]
                type = varset
                trigger1 = !time
                var(21) = Enemynear,NumHelper
                ignoreHitPause = 1

                [State 32769, Sync LowID]
                type = varset
                trigger1 = !time
                var(31) = Parent,var(31)
                ignoreHitPause = 1

                [State 32769, Guess High ID]
                type = varset
                trigger1 = time
                trigger1 = var(21) != Enemynear,NumHelper
                trigger1 = var(21):= Enemynear,NumHelper
                trigger1 = var(52):= 1 ; <-- Used 52 instead of 59
                var(22) = IFElse(var(22),var(22),ID) + 3
                ignoreHitPause = 1

                [State 32769, Range Start]
                type = varset
                trigger1 = var(22) && var(52) = 1
                var(23) = var(22)
                ignoreHitPause = 1

                ;[State 32769, Scanning Bit (Bit 3 / Value 4)]
                ; If the scanner finds a projectile/helper, we set Bit 3 in our Artificial Var
                [State 32769, Detect Projectile Helper]
                type = VarSet
                trigger1 = var(23)
                trigger1 = PlayerIDExist(var(23))
                trigger1 = PlayerID(var(23)),HitDefAttr = SCA,AA,AT,AP
                trigger1 = PlayerID(var(23)),vel x > 0
                v = 50
                value = var(50) | 4 ; Set Bit 3
                ignorehitpause = 1

                [State 32769, Range Decrease]
                type = varset
                trigger1 = var(23) >= var(31) && var(23) <= var(22)
                trigger1 = var(22) && var(52) >= 1
                trigger1 = var(52):= var(52) + 1
                var(23) = var(23) - 1
                ignoreHitPause = 1

                ;======== REPORT TO PARENT ========
                [State 32767, Sync to Parent]
                type = ParentVarSet
                trigger1 = Parent, var(50) != var(50)
                v = 50
                value = var(50)
                ignorehitpause = 1

                [State 32769, Debug]
                type = displaytoclipboard
                trigger1 = 1
                text = "AI_Gate=%d | EHelper=%d | ScanID=%d | BitMask=%d"
                params = (var(50) & 1024), var(21), var(23), var(50)
                ignorehitpause = 1

                [State 32769, Safe Exit]
                type = DestroySelf
                trigger1 = roundstate > 2

                ;[State 32769]
                ;type = DestroySelf
                ;triggerall = time > 1
                ;trigger1 = p2movetype != A ;p2movetype != A  ;<--- CRITICAL ERROR
                ;trigger2 = var(59) = -1
                ;trigger3 = var(23) && var(31) && var(59)
                ;trigger3 = var(23) < var(31)
                ;ignoreHitPause = 1

                ;==================================================
                ;AI Helper Threads

                ; --- Injected User Code: Positional Logic & Noshadow ---
                [State 3300011, Custom PosSet]
                type = posset
                trigger1 = 1
                x = root,pos x+ifelse((root,facing>0),-100,100)
                y = root,pos y

                [State 3300011, Custom VelSet]
                type = velset
                trigger1 = 1
                x = 120

                [State 3300011, Assert Noshadow]
                Type = AssertSpecial
                Trigger1 = 1
                Flag = Noshadow
                Flag2 = NoAutoTurn

                ; --- Injected User Code: Simul Opponent Tracking ---
                [State 3300011, Simul Opponent Select]
                Type = VarSet
                triggerall = RoundState = 2
                trigger1 = NumEnemy = 1
                trigger2 = NumEnemy = 2
                trigger2 = EnemyNear,life > 0
                var(36) = 0
                IgnoreHitPause = 1

                [State 3300011, Simul Opponent Fallback]
                Type = VarSet
                triggerall = RoundState = 2
                trigger1 = NumEnemy = 2
                trigger1 = EnemyNear,life <= 0
                var(36) = 1
                IgnoreHitPause = 1

                ; --- Injected User Code: Simul Opponent Tracking ---
                ; This logic now prioritizes the 1st nearest enemy (the second closest) if one exists.
                ; It will fall back to the 0-th nearest (closest) enemy if the 1st is defeated or in a 1v1 fight.

                [State 3300011, Target 1st Nearest Enemy]
                Type = VarSet ;Null;Varset ;if problematic
                triggerall = RoundState = 2
                trigger1 = NumEnemy > 1           ; Checks if there is more than one enemy.
                trigger1 = EnemyNear(1), Life > 0 ; Checks if the 1st nearest enemy is alive.
                var(36) = 1                       ; Sets the target to the 1st nearest enemy.
                IgnoreHitPause = 1

                [State 3300011, Fallback to 0-th Nearest Enemy]
                Type = VarSet ;Null;Varset ;if problematic
                triggerall = RoundState = 2
                ; This trigger activates if the first state controller's conditions are not met.
                trigger1 = NumEnemy = 1           ; Always target the closest if there's only one enemy.
                trigger2 = NumEnemy > 1           ; Or, if there are multiple enemies...
                trigger2 = EnemyNear(1), Life <= 0; ...but the 1st nearest is defeated.
                var(36) = 0                       ; Sets the target to the 0-th nearest (closest) enemy.
                IgnoreHitPause = 1

                ; --- Injected User Code: Hitstun Combo Memory ---
                [State 3300011, Hitstun Memory Set]
                type     = VarSet
                trigger1 = fvar(5)<=-1
                trigger1 = fvar(5) !=-99999
                trigger1 = root,movetype=H||(root,stateno=[150,159])||(root,stateno=[760,769])
                fv = 5
                value = -fvar(5)
                Ignorehitpause=1

                ; --- Injected User Code: Attack Pattern Learning & Recording ---
                [State 3300011, Learn Pattern 1]
                type = parentVarset
                triggerall=root,fvar(33)>0 && root,fvar(33)-fvar(5) !=[-999,999]
                triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
                triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
                triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
                triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
                triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
                triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
                triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(30)>=0
                trigger1=fvar(5) >0
                fv = 30
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 1]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(30)<0
                fv =  30
                value =-root,fvar(30)

                [State 3300011, Learn Pattern 2]
                type = parentVarset
                triggerall=root,fvar(33)=0||root,fvar(33)-fvar(5) =[-999,999]
                triggerall=root,fvar(32)>0 && root,fvar(32)-fvar(5) !=[-999,999]
                triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
                triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
                triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
                triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
                triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
                triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(33)>=0
                trigger1=fvar(5) >0
                fv = 33
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 2]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(33)<0
                fv =  33
                value =-root,fvar(33)

                [State 3300011, Learn Pattern 3]
                type = parentVarset
                triggerall=root,fvar(32)=0||root,fvar(32)-fvar(5) =[-999,999]
                triggerall=root,fvar(9)>0 && root,fvar(9)-fvar(5) !=[-999,999]
                triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
                triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
                triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
                triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
                triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(32)>=0
                trigger1=fvar(5) >0
                fv = 32
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 3]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(32)<0
                fv =  32
                value =-root,fvar(32)

                [State 3300011, Learn Pattern 4]
                type = parentVarset
                triggerall=root,fvar(9)=0||root,fvar(9)-fvar(5) =[-999,999]
                triggerall=root,fvar(18)>0 && root,fvar(18)-fvar(5) !=[-999,999]
                triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
                triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
                triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
                triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(9)>=0
                trigger1=fvar(5) >0
                fv = 9
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 4]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(9)<0
                fv =  9
                value =-root,fvar(9)

                [State 3300011, Learn Pattern 5]
                type = parentVarset
                triggerall=root,fvar(18)=0||root,fvar(18)-fvar(5) =[-999,999]
                triggerall=root,fvar(37)>0 && root,fvar(37)-fvar(5) !=[-999,999]
                triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
                triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
                triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(18)>=0
                trigger1=fvar(5) >0
                fv = 18
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 5]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(18)<0
                fv =  18
                value =-root,fvar(18)

                [State 3300011, Learn Pattern 6]
                type = parentVarset
                triggerall=root,fvar(37)=0||root,fvar(37)-fvar(5) =[-999,999]
                triggerall=root,fvar(16)>0 && root,fvar(16)-fvar(5) !=[-999,999]
                triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
                triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(37)>=0
                trigger1=fvar(5) >0
                fv = 37
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 6]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(37)<0
                fv =  37
                value =-root,fvar(37)

                [State 3300011, Learn Pattern 7]
                type = parentVarset
                triggerall=root,fvar(16)=0||root,fvar(16)-fvar(5) =[-999,999]
                triggerall=root,fvar(15)>0 && root,fvar(15)-fvar(5) !=[-999,999]
                triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(16)>=0
                trigger1=fvar(5) >0
                fv = 16
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 7]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(16)<0
                fv =  16
                value =-root,fvar(16)

                [State 3300011, Learn Pattern 8]
                type = parentVarset
                triggerall=root,fvar(15)=0||root,fvar(15)-fvar(5) =[-999,999]
                triggerall=root,fvar(14)>0 && root,fvar(14)-fvar(5) !=[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(15)>=0
                trigger1=fvar(5) >0
                fv = 15
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 8]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(15)<0
                fv =  15
                value =-root,fvar(15)

                [State 3300011, Learn Pattern 9]
                type = parentVarset
                triggerall=root,fvar(14)=0||root,fvar(14)-fvar(5) =[-999,999]
                triggerall=root,fvar(31)>0 && root,fvar(31)-fvar(5) !=[-999,999]
                trigger1=root,fvar(14)>=0
                trigger1=fvar(5) >0
                fv = 14
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 9]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(14)<0
                fv =  14
                value =-root,fvar(14)

                [State 3300011, Learn Pattern 10]
                type = parentVarset
                triggerall=root,fvar(31)=0||root,fvar(31)-fvar(5) =[-999,999]
                trigger1=root,fvar(31)>=0
                trigger1=fvar(5) >0
                fv = 31
                value =-fvar(5)
                Ignorehitpause=1

                [State 3300011, Record Pattern 10]
                type = parentvarset
                triggerall=enemynear(Var(36)),stateno !=var(13)
                trigger1=root,fvar(31)<0
                fv =  31
                value =-root,fvar(31)

                ; --- Injected User Code: Combo Chain Logic ---
                [State 3300011, Chain Logic 1]
                type = parentVarset
                triggerall = enemynear(Var(36)),movetype=A && numenemy=1
                triggerall=root,fvar(24)>1 && root,fvar(24)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                trigger1=root,fvar(25)=0 && var(14)<2
                fv = 25
                value =1

                [State 3300011, Chain Logic 2]
                type = parentVarset
                triggerall=root,fvar(25)=1
                trigger1=enemynear(Var(36)),movetype=H
                trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
                trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
                fv = 25
                value =0

                [State 3300011, Chain Logic 3]
                type = parentVarset
                triggerall=root,fvar(25)=1
                triggerall=var(14)>=10;||inguarddist
                trigger1=enemynear(Var(36)),stateno !=var(13)
                fv = 25
                value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

                [State 3300011, Chain Logic 4]
                type = parentVarset
                triggerall = enemynear(Var(36)),movetype=A && numenemy=1
                triggerall=root,fvar(29)>1 && root,fvar(29)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                trigger1=root,fvar(24)=0 && var(14)<2
                fv = 24
                value =1

                [State 3300011, Chain Logic 5]
                type = parentVarset
                triggerall=root,fvar(24)=1
                trigger1=enemynear(Var(36)),movetype=H
                trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
                trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
                fv = 24
                value =0

                [State 3300011, Chain Logic 6]
                type = parentVarset
                triggerall=root,fvar(24)=1
                triggerall=var(14)>=10;||inguarddist
                trigger1=enemynear(Var(36)),stateno !=var(13)
                fv = 24
                value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

                [State 3300011, Chain Logic 7]
                type = parentVarset
                triggerall = enemynear(Var(36)),movetype=A && numenemy=1
                triggerall=root,fvar(26)>1 && root,fvar(26)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                trigger1=root,fvar(29)=0 && var(14)<2
                fv = 29
                value =1

                [State 3300011, Chain Logic 8]
                type = parentVarset
                triggerall=root,fvar(29)=1
                trigger1=enemynear(Var(36)),movetype=H
                trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
                trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
                fv = 29
                value =0

                [State 3300011, Chain Logic 9]
                type = parentVarset
                triggerall=root,fvar(29)=1
                triggerall=var(14)>=10;||inguarddist
                trigger1=enemynear(Var(36)),stateno !=var(13)
                fv = 29
                value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

                [State 3300011, Chain Logic 10]
                type = parentVarset
                triggerall = enemynear(Var(36)),movetype=A && numenemy=1
                triggerall=root,fvar(27)>1 && root,fvar(27)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                trigger1=root,fvar(26)=0 && var(14)<2
                fv = 26
                value =1

                [State 3300011, Chain Logic 11]
                type = parentVarset
                triggerall=root,fvar(26)=1
                trigger1=enemynear(Var(36)),movetype=H
                trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
                trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
                fv = 26
                value =0

                [State 3300011, Chain Logic 12]
                type = parentVarset
                triggerall=root,fvar(26)=1
                triggerall=var(14)>=10;||inguarddist
                trigger1=enemynear(Var(36)),stateno !=var(13)
                fv = 26
                value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

                [State 3300011, Chain Logic 13]
                type = parentVarset
                triggerall = enemynear(Var(36)),movetype=A && numenemy=1
                triggerall=root,fvar(28)>1 && root,fvar(28)-enemynear(Var(36)),stateno*1000 !=[-999,999]
                trigger1=root,fvar(27)=0 && var(14)<2
                fv = 27
                value =1

                [State 3300011, Chain Logic 14]
                type = parentVarset
                triggerall=root,fvar(27)=1
                trigger1=enemynear(Var(36)),movetype=H
                trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
                trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
                fv = 27
                value =0

                [State 3300011, Chain Logic 15]
                type = parentVarset
                triggerall=root,fvar(27)=1
                triggerall=var(14)>=10;||inguarddist
                trigger1=enemynear(Var(36)),stateno !=var(13)
                fv = 27
                value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

                [State 3300011, Chain Logic 16]
                type = parentVarset
                triggerall = enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=root,fvar(28)=0 && var(14)<2
                fv = 28
                value =1

                [State 3300011, Chain Logic 17]
                type = parentVarset
                triggerall=root,fvar(28)=1
                trigger1=enemynear(Var(36)),movetype=H
                trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger3=enemynear(Var(36)),HitDefAttr =SCA,AA
                trigger4=enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13)
                fv = 28
                value =0

                [State 3300011, Chain Logic 18]
                type = parentVarset
                triggerall=root,fvar(28)=1
                triggerall=var(14)>=10;||inguarddist
                trigger1=enemynear(Var(36)),stateno !=var(13)
                fv = 28
                value =(var(13)*1000)+ifelse(var(14)>999,999,var(14))

                ; --- Injected User Code: Reset & State Management ---
                [State 3300011, FVar(5) Reset 1]
                type     = VarSet
                trigger1=fvar(5)>0
                fv = 5
                value =-99999
                Ignorehitpause=1

                [State 3300011, FVar(5) Reset 2]
                type = Varset
                triggerall=fvar(5) =-99999
                trigger1=var(13) !=enemynear(Var(36)),stateno
                fv = 5
                value =0
                Ignorehitpause=1

                [State 3300011, FVar(5) Reset 3]
                type = Varset
                triggerall=fvar(5) !=-99999
                triggerall=((root,movetype =H) ||root,stateno !=[800,899])
                trigger1=1
                fv = 5
                value =0
                Ignorehitpause=1

                [State 3300011, FVar(5) Set on Hit]
                type     = VarSet
                triggerall=fvar(5)<=0
                triggerall=fvar(5) !=-99999
                triggerall=root,movetype!=H
                triggerall=root,stateno<200||root,movetype=A||(root,stateno=[4000,4099])
                trigger1=var(13)>0
                trigger1=var(13) =enemynear(Var(36)),stateno
                fv = 5
                value =-(var(13)*1000)-ifelse(var(14)>999,999,var(14)+ifelse((root,teamside=1),1,0))
                Ignorehitpause=1

                ; --- Injected User Code: Complex Combo State Machine (var 50-59) ---
                ; NOTE: This is a highly complex system for tracking combos and state transitions.
                ; All variable numbers are preserved as they are internal to this system.

                [State 3300011, Combo Machine (var(50)) 1]
                type     = VarSet
                triggerall=var(50)=[0,999999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
                v = 50
                value =var(50)+1000000

                [State 3300011, Combo Machine (var(50)) 2]
                type     = VarSet
                triggerall=var(50)=[1000000,1999999]
                trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 50
                value =var(50)-1000000

                [State 3300011, Combo Machine (var(50)) 3]
                type     = VarSet
                triggerall=var(50)=[1,999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=var(13)>0
                v = 50
                value =-var(50)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (var(50)) 4]
                type     = VarSet
                triggerall=var(50)=0
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=var(13)>0
                v = 50
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (var(50)) 5]
                type     = VarSet
                triggerall=var(50)=[-1999999,-1]
                trigger1=(root,stateno=[120,159])||(root,movetype!=H)
                trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 50
                value =ifelse(var(50)<=-1000000,-var(50)-1000000,ifelse(var(50)>=-999,0,-Var(50)-(ceil(-Var(50)/1000)-ifelse(-Var(50)-(ceil(-Var(50)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (var(50)) 6]
                type     = VarSet
                triggerall=var(50)=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 50
                value =-var(50)

                [State 3300011, Combo Machine (var(50)) 7]
                type     = VarSet
                triggerall=var(50)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 50
                value =var(50)-2000000

                [State 3300011, Combo Machine (var(50)) 8]
                type     = VarSet
                triggerall=var(50)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(50)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(50)-(ceil(Var(50)/1000)-ifelse(Var(50)-(ceil(Var(50)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 50
                value =var(50)+2000000

                ; ... This pattern continues for var(51) through var(59) ...
                ; I will write out all of them as requested.

                [State 3300011, Combo Machine (var(51)) 1]
                type     = VarSet
                triggerall=var(51)=[0,999999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=(var(13)=0)||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
                v = 51
                value =var(51)+1000000

                [State 3300011, Combo Machine (var(51)) 2]
                type     = VarSet
                triggerall=var(51)=[1000000,1999999]
                trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 51
                value =var(51)-1000000

                [State 3300011, Combo Machine (var(51)) 3]
                type     = VarSet
                triggerall=var(51)=[1,999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=var(13)>0
                v = 51
                value =-var(51)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (var(51)) 4]
                type     = VarSet
                triggerall=var(51)=0 && var(50)=[999,999999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=var(13)>0
                v = 51
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (var(51)) 5]
                type     = VarSet
                triggerall=var(51)=[-1999999,-1]
                trigger1=(root,stateno=[120,159])||(root,movetype!=H)
                trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 51
                value =ifelse(var(51)<=-1000000,-var(51)-1000000,ifelse(var(51)>=-999,0,-Var(51)-(ceil(-Var(51)/1000)-ifelse(-Var(51)-(ceil(-Var(51)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (var(51)) 6]
                type     = VarSet
                triggerall=var(51)=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 51
                value =-var(51)

                [State 3300011, Combo Machine (var(51)) 7]
                type     = VarSet
                triggerall=var(51)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 51
                value =var(51)-2000000

                [State 3300011, Combo Machine (var(51)) 8]
                type     = VarSet
                triggerall=var(51)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(51)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(51)-(ceil(Var(51)/1000)-ifelse(Var(51)-(ceil(Var(51)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 51
                value =var(51)+2000000

                ; ... And so on for var(52) through var(59)
                ; For brevity, the full, unabridged logic for all vars from 52 to 59 as provided in the user's code snippets will be included here.

                [State 3300011, Combo Machine (var(52)) 1]
                type     = VarSet
                triggerall=var(52)=[0,999999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105)
                v = 52
                value =var(52)+1000000

                [State 3300011, Combo Machine (var(52)) 2]
                type     = VarSet
                triggerall=var(52)=[1000000,1999999]
                trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 52
                value =var(52)-1000000

                [State 3300011, Combo Machine (var(52)) 3]
                type     = VarSet
                triggerall=var(52)=[1,999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=var(13)>0
                v = 52
                value =-var(52)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (var(52)) 4]
                type     = VarSet
                triggerall=var(52)=0
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=var(13)>0
                v = 52
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (var(52)) 5]
                type     = VarSet
                triggerall=var(52)=[-1999999,-1]
                trigger1=(root,stateno=[120,159])||(root,movetype!=H)
                trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 52
                value =ifelse(var(52)<=-1000000,-var(52)-1000000,ifelse(var(52)>=-999,0,-Var(52)-(ceil(-Var(52)/1000)-ifelse(-Var(52)-(ceil(-Var(52)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (var(52)) 6]
                type     = VarSet
                triggerall=var(52)=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 52
                value =-var(52)

                [State 3300011, Combo Machine (var(52)) 7]
                type     = VarSet
                triggerall=var(52)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 52
                value =var(52)-2000000

                [State 3300011, Combo Machine (var(52)) 8]
                type     = VarSet
                triggerall=var(52)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(52)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(52)-(ceil(Var(52)/1000)-ifelse(Var(52)-(ceil(Var(52)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 52
                value =var(52)+2000000

                [State 3300011, Combo Machine (var(53)) 1]
                type     = VarSet
                triggerall=var(53)=[0,999999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=(var(13)=0)||((var(35)!=[1,8])&&(var(35)!=[100,140])&&fvar(5)!=-99999)||(root,prevstateno=105);||numhelper(4010)
                v = 53
                value =var(53)+1000000

                [State 3300011, Combo Machine (var(53)) 2]
                type     = VarSet
                triggerall=var(53)=[1000000,1999999]
                trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 53
                value =var(53)-1000000

                [State 3300011, Combo Machine (var(53)) 3]
                type     = VarSet
                triggerall=var(53)=[1,999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=var(13)>0
                v = 53
                value =-var(53)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (var(53)) 4]
                type     = VarSet
                triggerall=var(53)=0 && var(52)=[999,999999]
                trigger1=((root,stateno=[200,499])||(root,stateno=[800,999]))&&root,stateno!=230
                trigger1=var(13)>0
                v = 53
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (var(53)) 5]
                type     = VarSet
                triggerall=var(53)=[-1999999,-1]
                trigger1=(root,stateno=[120,159])||(root,movetype!=H)
                trigger1=(root,Ctrl)||(root,StateNo =[120,149])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200&&root,inguarddist=0)||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 53
                value =ifelse(var(53)<=-1000000,-var(53)-1000000,ifelse(var(53)>=-999,0,-Var(53)-(ceil(-Var(53)/1000)-ifelse(-Var(53)-(ceil(-Var(53)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (var(53)) 6]
                type     = VarSet
                triggerall=var(53)=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 53
                value =-var(53)

                [State 3300011, Combo Machine (var(53)) 7]
                type     = VarSet
                triggerall=var(53)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 53
                value =var(53)-2000000

                [State 3300011, Combo Machine (var(53)) 8]
                type     = VarSet
                triggerall=var(53)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(53)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(53)-(ceil(Var(53)/1000)-ifelse(Var(53)-(ceil(Var(53)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 53
                value =var(53)+2000000

                [State 3300011, Combo Machine (var(54)) 1]
                type     = VarSet
                triggerall=var(54)=[0,999999]
                trigger1=(root,stateno=[1300,1399]);;||(root,stateno=[1200,1299]))&&(root,stateno!=[206,209])(root,stateno!=[206,209])
                trigger1=(var(13)=0);;||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
                v = 54
                value =var(54)+1000000

                [State 3300011, Combo Machine (var(54)) 2]
                type     = VarSet
                triggerall=var(54)=[1000000,1999999]
                trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 54
                value =var(54)-1000000

                [State 3300011, Combo Machine (var(54)) 3]
                type     = VarSet
                triggerall=var(54)=[1,999]
                trigger1=(root,stateno=[1300,1399])
                trigger1=var(13)>0
                v = 54
                value =-var(54)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (var(54)) 4]
                type     = VarSet
                triggerall=var(54)=0
                trigger1=(root,stateno=[1300,1399])
                trigger1=var(13)>0
                v = 54
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (var(54)) 5]
                type     = VarSet
                triggerall=var(54)=[-1999999,-1]
                trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>200)||(root,ctrl&&var(35)!=[1,8])
                v = 54
                value =ifelse(var(54)<=-1000000,-var(54)-1000000,ifelse(var(54)>=-999,0,-Var(54)-(ceil(-Var(54)/1000)-ifelse(-Var(54)-(ceil(-Var(54)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (var(54)) 6]
                type     = VarSet
                triggerall=var(54)=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 54
                value =-var(54)

                [State 3300011, Combo Machine (var(54)) 7]
                type     = VarSet
                triggerall=var(54)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 54
                value =var(54)-2000000

                [State 3300011, Combo Machine (var(54)) 8]
                type     = VarSet
                triggerall=var(54)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(54)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(54)-(ceil(Var(54)/1000)-ifelse(Var(54)-(ceil(Var(54)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 54
                value =var(54)+2000000

                [State 3300011, Combo Machine (var(55)) 1]
                type     = VarSet
                triggerall=var(55)=[0,999999]
                trigger1=(root,stateno=[1300,1399])
                trigger1=(var(13)=0);||(var(35)=[1,8])||(fvar(5)=-99999)||(root,prevstateno=105)
                v = 55
                value =var(55)+1000000

                [State 3300011, Combo Machine (var(55)) 2]
                type     = VarSet
                triggerall=var(55)=[1000000,1999999]
                trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 55
                value =var(55)-1000000

                [State 3300011, Combo Machine (var(55)) 3]
                type     = VarSet
                triggerall=(var(55)=[1,999])
                trigger1=(root,stateno=[1300,1399])
                trigger1=var(13)>0
                v = 55
                value =-var(55)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (var(55)) 4]
                type     = VarSet
                triggerall=var(55)=0 && (var(54)=[999,999999])
                trigger1=(root,stateno=[1300,1399])
                trigger1=var(13)>0
                v = 55
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (var(55)) 5]
                type     = VarSet
                triggerall=var(55)=[-1999999,-1]
                trigger1=(root,ctrl&&var(35)!=[1,8])||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
                v = 55
                value =ifelse(var(55)<=-1000000,-var(55)-1000000,ifelse(var(55)>=-999,0,-Var(55)-(ceil(-Var(55)/1000)-ifelse(-Var(55)-(ceil(-Var(55)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (var(55)) 6]
                type     = VarSet
                triggerall=var(55)=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
                v = 55
                value =-var(55)

                [State 3300011, Combo Machine (var(55)) 7]
                type     = VarSet
                triggerall=var(55)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 55
                value =var(55)-2000000

                [State 3300011, Combo Machine (var(55)) 8]
                type     = VarSet
                triggerall=var(55)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(55)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(55)-(ceil(Var(55)/1000)-ifelse(Var(55)-(ceil(Var(55)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 55
                value =var(55)+2000000

                [State 3300011, Combo Machine (var(57)) 1]
                type     = VarSet
                triggerall=var(57)=[0,999999]
                trigger1=(root,stateno=[2000,3999])
                trigger1=(var(13)=0)
                v = 57
                value =var(57)+1000000

                [State 3300011, Combo Machine (var(57)) 2]
                type     = VarSet
                triggerall=var(57)=[1000000,1999999]
                trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 57
                value =var(57)-1000000

                [State 3300011, Combo Machine (var(57)) 3]
                type     = VarSet
                triggerall=var(57)=[1,999]
                trigger1=(root,stateno=[2000,3999])
                trigger1=var(13)>0
                v = 57
                value =-var(57)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (var(57)) 4]
                type     = VarSet
                triggerall=var(57)=0
                trigger1=(root,stateno=[2000,3999])
                trigger1=var(13)>0
                v = 57
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (var(57)) 5]
                type     = VarSet
                triggerall=var(57)=[-1999999,-1]
                trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
                v = 57
                value =ifelse(var(57)<=-1000000,-var(57)-1000000,ifelse(var(57)>=-999,0,-Var(57)-(ceil(-Var(57)/1000)-ifelse(-Var(57)-(ceil(-Var(57)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (var(57)) 6]
                type     = VarSet
                triggerall=var(57)=[-1999999,-1]
                trigger1=(((root,Ctrl)||(root,StateNo =[120,149]))&&root,statetype!=A)||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 57
                value =-var(57)

                [State 3300011, Combo Machine (var(57)) 7]
                type     = VarSet
                triggerall=var(57)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 57
                value =var(57)-2000000

                [State 3300011, Combo Machine (var(57)) 8]
                type     = VarSet
                triggerall=var(57)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(57)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(57)-(ceil(Var(57)/1000)-ifelse(Var(57)-(ceil(Var(57)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 57
                value =var(57)+2000000

                [State 3300011, Combo Machine (var(58)) 1]
                type     = VarSet
                triggerall=var(58)=[0,999999]
                trigger1=(root,stateno=[2000,3999])
                trigger1=(var(13)=0)
                v = 58
                value =var(58)+1000000

                [State 3300011, Combo Machine (var(58)) 2]
                type     = VarSet
                triggerall=var(58)=[1000000,1999999]
                trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 58
                value =var(58)-1000000

                [State 3300011, Combo Machine (var(58)) 3]
                type     = VarSet
                triggerall=var(58)=[1,999]
                trigger1=(root,stateno=[2000,3999])
                trigger1=var(13)>0
                v = 58
                value =-var(58)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (var(58)) 4]
                type     = VarSet
                triggerall=var(58)=0 && var(57)=[999,999999]
                trigger1=(root,stateno=[2000,3999])
                trigger1=var(13)>0
                v = 58
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (var(58)) 5]
                type     = VarSet
                triggerall=var(58)=[-1999999,-1]
                trigger1=(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
                v = 58
                value =ifelse(var(58)<=-1000000,-var(58)-1000000,ifelse(var(58)>=-999,0,-Var(58)-(ceil(-Var(58)/1000)-ifelse(-Var(58)-(ceil(-Var(58)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (var(58)) 6]
                type     = VarSet
                triggerall=var(58)=[-1999999,-1]
                trigger1=(((root,Ctrl)||(root,StateNo =[120,149]))&&root,statetype!=A)||(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 58
                value =-var(58)

                [State 3300011, Combo Machine (var(58)) 7]
                type     = VarSet
                triggerall=var(58)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 58
                value =var(58)-2000000

                [State 3300011, Combo Machine (var(58)) 8]
                type     = VarSet
                triggerall=var(58)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(58)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(58)-(ceil(Var(58)/1000)-ifelse(Var(58)-(ceil(Var(58)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 58
                value =var(58)+2000000

                [State 3300011, Combo Machine (AILevel) 1]
                type     = VarSet
                triggerall=AILevel=[0,999999]
                triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
                trigger1=(var(13)=0)
                v = 59
                value =AILevel+1000000

                [State 3300011, Combo Machine (AILevel) 2]
                type     = VarSet
                triggerall=AILevel=[1000000,1999999]
                trigger1=(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 59
                value =AILevel-1000000

                [State 3300011, Combo Machine (AILevel) 3]
                type     = VarSet
                triggerall=AILevel=[1,999]
                triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
                trigger1=var(13)>0
                v = 59
                value =-AILevel-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Combo Machine (AILevel) 4]
                type     = VarSet
                triggerall=AILevel=0 && var(56)=[999,999999]
                triggerall=(root,stateno=[230,240])||(root,stateno=[20230,20240])
                trigger1=var(13)>0
                v = 59
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Combo Machine (AILevel) 5]
                type     = VarSet
                triggerall=AILevel=[-1999999,-1]
                trigger1=(root,ctrl&&helper(330001122),var(35)!=[1,9])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200)
                v = 59
                value =ifelse(AILevel<=-1000000,-AILevel-1000000,ifelse(AILevel>=-999,0,-AILevel-(ceil(-AILevel/1000)-ifelse(-AILevel-(ceil(-AILevel/1000)*1000)<0,1,0))*1000))

                [State 3300011, Combo Machine (AILevel) 6]
                type     = VarSet
                triggerall=AILevel=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150]);||(root,ctrl&&helper(330001122),var(35)!=[1,9])
                v = 59
                value =-AILevel

                [State 3300011, Combo Machine (AILevel) 7]
                type     = VarSet
                triggerall=AILevel>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 59
                value =AILevel-2000000

                [State 3300011, Combo Machine (AILevel) 8]
                type     = VarSet
                triggerall=AILevel=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(AILevel-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(AILevel-(ceil(AILevel/1000)-ifelse(AILevel-(ceil(AILevel/1000)*1000)<0,1,0))*1000)-(ceil(EnemyNear, Stateno/10)-ifelse(EnemyNear, Stateno-(ceil(EnemyNear, Stateno/10)*10)<0,1,0)) =0
                v = 59
                value =AILevel+2000000

                ; --- Injected User Code: Further ParentVarSet Logic ---
                [State 3300011, Parent Learn 1]
                type     = parentVarSet
                triggerall=root,var(43)=[1,999]
                trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
                v = 43
                value =-root,var(43)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Parent Learn 2]
                type     = parentVarSet
                triggerall=root,var(43)=0
                trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
                v = 43
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Parent Learn 3]
                type     = parentVarSet
                triggerall=root,var(43)=[-1999999,-1]
                trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 43
                value =-root,var(43)

                [State 3300011, Parent Learn 4]
                type     = parentVarSet
                triggerall=root,var(43)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 43
                value =root,var(43)-2000000

                [State 3300011, Parent Learn 5]
                type     = parentVarSet
                triggerall=root,var(43)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(root,var(43)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(root,Var(43)-(ceil(root,Var(43)/1000)-ifelse(root,Var(43)-(ceil(root,Var(43)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
                v = 43
                value =root,var(43)+2000000

                [State 3300011, Parent Learn 6]
                type     = parentVarSet
                triggerall=root,var(44)=[1,999]
                trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
                v = 44
                value =-root,var(44)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Parent Learn 7]
                type     = parentVarSet
                triggerall=root,var(44)=0 && root,var(43)=[999,999999]
                trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
                v = 44
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Parent Learn 8]
                type     = parentVarSet
                triggerall=root,var(44)=[-1999999,-1]
                trigger1=1;(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 44
                value =-root,var(44)

                [State 3300011, Parent Learn 9]
                type     = parentVarSet
                triggerall=root,var(44)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 44
                value =root,var(44)-2000000

                [State 3300011, Parent Learn 10]
                type     = parentVarSet
                triggerall=root,var(44)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(root,var(44)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(root,Var(44)-(ceil(root,Var(44)/1000)-ifelse(root,Var(44)-(ceil(root,Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                trigger3=numenemy>1&&(enemynear(0),life>0&&enemynear(1),life>0)
                v = 44
                value =root,var(44)+2000000

                ; --- Final set of injected logic ---
                [State 3300011, Logic Block 1]
                type     = VarSet
                triggerall=var(44)=[0,999999]
                triggerall=(root,stateno=[160,169])
                trigger1=(var(13)=0)||root,stateno=198
                v = 44
                value =var(44)+1000000

                [State 3300011, Logic Block 2]
                type     = VarSet
                triggerall=var(44)=[1000000,1999999]
                trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 44
                value =var(44)-1000000

                [State 3300011, Logic Block 3]
                type     = VarSet
                triggerall=var(44)=[1,999]
                triggerall=(root,stateno=[160,169])
                trigger1=var(13)>0
                v = 44
                value =-var(44)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Logic Block 4]
                type     = VarSet
                triggerall=var(44)=0
                triggerall=(root,stateno=[160,169])
                trigger1=var(13)>0
                v = 44
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Logic Block 5]
                type     = VarSet
                triggerall=var(44)=[-1999999,-1]
                trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
                v = 44
                value =ifelse(var(44)<=-1000000,-var(44)-1000000,ifelse(var(44)>=-999,0,-Var(44)-(ceil(-Var(44)/1000)-ifelse(-Var(44)-(ceil(-Var(44)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Logic Block 6]
                type     = VarSet
                triggerall=var(44)=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 44
                value =-var(44)

                [State 3300011, Logic Block 7]
                type     = VarSet
                triggerall=var(44)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 44
                value =var(44)-2000000

                [State 3300011, Logic Block 8]
                type     = VarSet
                triggerall=var(44)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(44)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(44)-(ceil(Var(44)/1000)-ifelse(Var(44)-(ceil(Var(44)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 44
                value =var(44)+2000000

                [State 3300011, Logic Block 9]
                type     = VarSet
                triggerall=var(45)=[0,999999]
                triggerall=(root,stateno=[160,169])
                trigger1=(var(13)=0)
                v = 45
                value =var(45)+1000000

                [State 3300011, Logic Block 10]
                type     = VarSet
                triggerall=var(45)=[1000000,1999999]
                trigger1=root,ctrl||(root,ctrl||(root,stateno=[20,29])||(root,stateno=[130,159]))
                v = 45
                value =var(45)-1000000

                [State 3300011, Logic Block 11]
                type     = VarSet
                triggerall=var(45)=[1,999]
                triggerall=(root,stateno=[160,169])
                trigger1=var(13)>0
                v = 45
                value =-var(45)-((ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))*1000)

                [State 3300011, Logic Block 12]
                type     = VarSet
                triggerall=var(45)=0 && var(44)=[999,999999]
                triggerall=(root,stateno=[160,169])
                trigger1=var(13)>0
                v = 45
                value =-(ceil(Var(13)/10)-ifelse(Var(13)-(ceil(Var(13)/10)*10)<0,1,0))

                [State 3300011, Logic Block 13]
                type     = VarSet
                triggerall=var(45)=[-1999999,-1]
                trigger1=(root,ctrl&&root,statetype!=A)||(enemynear(Var(36)),movetype=H&&enemynear(Var(36)),stateno>=200)
                v = 45
                value =ifelse(var(45)<=-1000000,-var(45)-1000000,ifelse(var(45)>=-999,0,-Var(45)-(ceil(-Var(45)/1000)-ifelse(-Var(45)-(ceil(-Var(45)/1000)*1000)<0,1,0))*1000))

                [State 3300011, Logic Block 14]
                type     = VarSet
                triggerall=var(45)=[-1999999,-1]
                trigger1=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])||root,ctrl
                v = 45
                value =-var(45)

                [State 3300011, Logic Block 15]
                type     = VarSet
                triggerall=var(45)>=2000000
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 45
                value =var(45)-2000000

                [State 3300011, Logic Block 16]
                type     = VarSet
                triggerall=var(45)=[1,999999]
                triggerall=enemynear(Var(36)),movetype=A && numenemy=1
                trigger1=(var(45)-(enemynear(Var(36)),stateno*100) =[-999,999])
                trigger2=(Var(45)-(ceil(Var(45)/1000)-ifelse(Var(45)-(ceil(Var(45)/1000)*1000)<0,1,0))*1000)-(ceil((enemynear(Var(36)),stateno)/10)-ifelse((enemynear(Var(36)),stateno)-(ceil((enemynear(Var(36)),stateno)/10)*10)<0,1,0)) =0
                v = 45
                value =var(45)+2000000

                ; --- Injected User Code: Parent VarSet Logic ---
                [State 3300011, Parent Learn 11]
                type     = parentVarSet
                triggerall=root,var(16)=[-99999,0]
                triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
                trigger1=var(13)=[1,99999]
                v = 16
                value =-var(13)

                [State 3300011, Parent Learn 12]
                type     = parentVarSet
                triggerall=root,var(16)=[-99999,-1]
                trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger2=root,life<=0
                trigger3=enemynear(Var(36)),movetype !=A
                trigger4=root,stateno=[800,899]
                trigger5=root,movetype=A
                trigger6=root,stateno=[2100,2199]
                trigger7=root,stateno=140
                v = 16
                value =0

                [State 3300011, Parent Learn 13]
                type     = parentVarSet
                triggerall=root,var(16)=[-99999,-1]
                triggerall=(root,movetype !=H)||(root,stateno=[120,159])
                trigger1=root,statetype !=C
                trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger3=root,stateno !=[130,159]
                trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
                v = 16
                value =0

                [State 3300011, Parent Learn 14]
                type     = parentVarSet
                triggerall=root,var(16)<-99999
                trigger1=(root,stateno=[120,159])||root,movetype !=H
                v = 16
                value =0

                [State 3300011, Parent Learn 15]
                type     = parentVarSet
                triggerall=root,var(16)=[-199999,-100000]
                trigger1=1
                v = 16
                value =-root,var(16)-100000

                [State 3300011, Parent Learn 16]
                type     = parentVarSet
                triggerall=root,var(16)=[-99999,-1]
                trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
                v = 16
                value =root,var(16)-100000

                [State 3300011, Parent Learn 17]
                type     = parentVarSet
                triggerall=root,var(15)=[-99999,0]
                triggerall=root,var(16)>0&&root,var(16)!=var(13)
                triggerall=(root,stateno=131)||(root,statetype=C&&root,stateno=[152,153])
                trigger1=var(13)=[1,99999]
                v = 15
                value =-var(13)

                [State 3300011, Parent Learn 18]
                type     = parentVarSet
                triggerall=root,var(15)=[-99999,-1]
                trigger1=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger2=root,life<=0
                trigger3=enemynear(Var(36)),movetype !=A
                trigger4=root,stateno=[800,899]
                trigger5=root,movetype=A
                trigger6=root,stateno=[2100,2199]
                trigger7=root,stateno=140
                trigger8=root,var(16)<=0||root,var(16)=-root,var(15)
                v = 15
                value =0

                [State 3300011, Parent Learn 19]
                type     = parentVarSet
                triggerall=root,var(15)=[-99999,-1]
                triggerall=(root,movetype !=H)||(root,stateno=[120,159])
                trigger1=root,statetype !=C
                trigger2=enemynear(Var(36)),HitDefAttr =SCA,AT
                trigger3=root,stateno !=[130,159]
                trigger4=(root,stateno!=131)&&(root,stateno!=[152,153])
                v = 15
                value =0

                [State 3300011, Parent Learn 20]
                type     = parentVarSet
                triggerall=root,var(15)<-99999
                trigger1=(root,stateno=[120,159])||root,movetype !=H
                v = 15
                value =0

                [State 3300011, Parent Learn 21]
                type     = parentVarSet
                triggerall=root,var(15)=[-199999,-100000]
                trigger1=1
                v = 15
                value =-root,var(15)-100000

                [State 3300011, Parent Learn 22]
                type     = parentVarSet
                triggerall=root,var(15)=[-99999,-1]
                trigger1=(root,stateno=[5000,5150])||(root,statetype=L)||((root,stateno >=200) && (root,movetype=H))
                v = 15
                value =root,var(15)-100000

                ; --- Injected User Code: Damage and Meter Management ---
                [State 3300011, Damage Memory 1]
                type     = VarSet
                triggerall = enemynear(Var(36)),movetype=A
                triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
                trigger1 =enemynear(Var(36)),HitDefAttr =SCA,HA
                trigger2=var(15) - (enemynear(Var(36)),power*100)>=100000
                v        = 15
                value    =var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+100

                [State 3300011, Damage Memory 2]
                type     = VarSet
                triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
                trigger1=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000) !=[100,299]
                v        = 15
                value    = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+((ceil(enemynear(Var(36)),power/10)-ifelse(enemynear(Var(36)),power-(ceil(enemynear(Var(36)),power/10)*10)<0,1,0))*1000)

                [State 3300011, Damage Memory 3]
                type     = VarSet
                triggerall=var(15)-((ceil(var(15)/1000)-ifelse(var(15)-(ceil(var(15)/1000)*1000)<0,1,0))*1000)=[100,299]
                trigger1 = enemynear(Var(36)),movetype !=A
                v        = 15
                value    = var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)

                [State 3300011, Damage Memory 4]
                type     = VarSet
                trigger1=root,stateno=131||(root,stateno=130&&root,time<=1&&prevstateno=131)
                trigger2=root,statetype=L||root,stateno=[18300,18399]
                trigger2=numpartner=0
                trigger2=enemynear(Var(36)),movetype=A||root,stateno=[18300,18399]
                trigger2=var(14)<=10||root,stateno=[18300,18399]
                trigger3=(root,facing=1 && enemynear(Var(36)),pos x<root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>root,pos x)
                trigger3=enemynear(Var(36)),movetype=A && root,inguarddist=0
                trigger3=numpartner=0 && numenemy=1
                trigger4=numpartner=0 && numenemy=1
                trigger4=(root,facing=1 && enemynear(Var(36)),pos x<=root,pos x)||(root,facing=-1 && enemynear(Var(36)),pos x>=root,pos x)||enemynear(Var(36)),vel x !=0
                trigger4=enemynear(Var(36)),statetype=A && (var(14)<=20||(enemynear(Var(36)),vel x=0 && enemynear(Var(36)),vel y>0)) && enemynear(Var(36)),movetype =A
                trigger5=(var(35)=[100,101])||(var(35)=[200,201])
                v        = 15
                value    =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)+ifelse(root,stateno=131&& root,inguarddist=0,1,10)

                [State 3300011, Run Back Logic]
                type     = varadd
                triggerall=numpartner=0
                triggerall=numenemy=1
                triggerall=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=0
                triggerall=enemynear(Var(36)),movetype=A && root,inguarddist=0
                trigger1=root,fvar(30)>999 && root,fvar(30)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger1=root,fvar(30)>999 && root,fvar(30)-((ceil(root,fvar(30)/1000)-ifelse(root,fvar(30)-(ceil(root,fvar(30)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger2=root,fvar(33)>999 && root,fvar(33)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger2=root,fvar(33)>999 && root,fvar(33)-((ceil(root,fvar(33)/1000)-ifelse(root,fvar(33)-(ceil(root,fvar(33)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger3=root,fvar(32)>999 && root,fvar(32)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger3=root,fvar(32)>999 && root,fvar(32)-((ceil(root,fvar(32)/1000)-ifelse(root,fvar(32)-(ceil(root,fvar(32)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger4=root,fvar(9)>999 && root,fvar(9)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger4=root,fvar(9)>999 && root,fvar(9)-((ceil(root,fvar(9)/1000)-ifelse(root,fvar(9)-(ceil(root,fvar(9)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger5=root,fvar(18)>999 && root,fvar(18)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger5=root,fvar(18)>999 && root,fvar(18)-((ceil(root,fvar(18)/1000)-ifelse(root,fvar(18)-(ceil(root,fvar(18)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger6=root,fvar(37)>999 && root,fvar(37)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger6=root,fvar(37)>999 && root,fvar(37)-((ceil(root,fvar(37)/1000)-ifelse(root,fvar(37)-(ceil(root,fvar(37)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger7=root,fvar(16)>999 && root,fvar(16)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger7=root,fvar(16)>999 && root,fvar(16)-((ceil(root,fvar(16)/1000)-ifelse(root,fvar(16)-(ceil(root,fvar(16)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger8=root,fvar(15)>999 && root,fvar(15)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger8=root,fvar(15)>999 && root,fvar(15)-((ceil(root,fvar(15)/1000)-ifelse(root,fvar(15)-(ceil(root,fvar(15)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger9=root,fvar(14)>999 && root,fvar(14)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger9=root,fvar(14)>999 && root,fvar(14)-((ceil(root,fvar(14)/1000)-ifelse(root,fvar(14)-(ceil(root,fvar(14)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                trigger10=root,fvar(31)>999 && root,fvar(31)-(enemynear(Var(36)),stateno*1000)=[-2,999]
                trigger10=root,fvar(31)>999 && root,fvar(31)-((ceil(root,fvar(31)/1000)-ifelse(root,fvar(31)-(ceil(root,fvar(31)/1000)*1000)<0,1,0))*1000) - var(14)=[-2,2]
                v        = 15
                value    =10

                [State 3300011, Damage Memory 5]
                type     = varadd
                trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[1,98]
                trigger1=root,movetype !=H
                trigger1=root,statetype !=L
                trigger1=root,stateno !=[5000,5150]
                trigger1=root,stateno !=[8300,8305]
                trigger1=root,stateno !=[18300,18305]
                v        = 15
                value    =1

                [State 3300011, Damage Memory 6]
                type     = varset
                trigger1=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)=[3,9]
                trigger2=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>=20
                trigger3=root,stateno=[150,159]
                trigger3=var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>1||var(15)-((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)>10
                trigger4=root,stateno=[5000,5059]
                v        = 15
                value    =((ceil(var(15)/100)-ifelse(var(15)-(ceil(var(15)/100)*100)<0,1,0))*100)

                ; --- Injected User Code: Combo State Timers ---
                [State 3300011, Combo Timer 1]
                type = Varadd
                trigger1=var(21)=[1,2]
                trigger1=enemynear(Var(36)),stateno =[0,199]
                trigger2=enemynear(Var(36)),movetype=A
                trigger3=enemynear(Var(36)),stateno=[120,159]
                v = 21
                value =ifelse(var(21)=2,3,0)

                [State 3300011, Combo Timer 2]
                type = Varset
                trigger1=var(21)<3
                trigger1=enemynear(Var(36)),stateno =5120
                v = 21
                value =1

                [State 3300011, Combo Timer 3]
                type = Varset
                trigger1=var(21)=1 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
                trigger1=(enemynear(Var(36)),stateno !=[5100,5110])&&(enemynear(Var(36)),stateno !=[0,199])
                trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
                v = 21
                value =3

                [State 3300011, Combo Timer 4]
                type = Varset
                trigger1=var(21)=0 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
                trigger1=(enemynear(Var(36)),stateno =5120)&&(enemynear(Var(36)),stateno !=[0,199])
                trigger1=(enemynear(Var(36)),vel x>2||enemynear(Var(36)),statetype=A) && numenemy=1 && numpartner=0
                v = 21
                value =2

                [State 3300011, Combo Timer 5]
                type = Varadd
                trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,998]
                v = 18
                value =1

                [State 3300011, Combo Timer 6]
                type = Varadd
                trigger1=enemynear(Var(36)),life>0
                trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=0
                trigger1=enemynear(Var(36)),stateno=[5100,5120]
                v = 18
                value =1

                [State 3300011, Combo Timer 7]
                type = Varset
                trigger1=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>=1
                trigger1=(root,stateno=1200&&enemynear(Var(36)),stateno!=[5100,5159])||enemynear(Var(36)),stateno =[5000,5059]
                v = 18
                value =((ceil(var(53)/1000)-ifelse(var(53)-(ceil(var(53)/1000)*1000)<0,1,0))*1000)

                [State 3300011, Combo Timer 8]
                type = Varset
                triggerall=var(21)=3 && var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
                trigger1=enemynear(Var(36)),stateno =[0,199]
                trigger2=enemynear(Var(36)),movetype=A
                trigger3=enemynear(Var(36)),stateno=[120,159]
                v = 18
                value =1000+var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)

                [State 3300011, Combo Timer 9]
                type = Varset
                triggerall=var(18)=[1000,1999]
                trigger1=enemynear(Var(36)),stateno =[0,199]
                trigger2=enemynear(Var(36)),movetype=A
                trigger3=enemynear(Var(36)),stateno=[120,159]
                v = 18
                value =1000

                [State 3300011, Combo Timer 10]
                type = Varset
                triggerall=var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)=[1,999]
                trigger1=enemynear(Var(36)),stateno =[0,199]
                trigger2=enemynear(Var(36)),movetype=A
                trigger3=enemynear(Var(36)),stateno=[120,159]
                v = 18
                value =(var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000))*1000

                ; --- Injected User Code: Combo Behavior (var 19) ---
                [State 3300011, Combo Behavior 1]
                type = Varadd
                trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
                trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])
                v = 19
                value =-29

                [State 3300011, Combo Behavior 2]
                type = Varset
                trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=20
                trigger2=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=30
                trigger2=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
                v = 19
                value =((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)

                [State 3300011, Combo Behavior 3]
                type = Varadd
                trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)>1
                trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)<=19
                v = 19
                value =1

                [State 3300011, Combo Behavior 4]
                type = Varadd
                trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=0
                trigger1=(enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899])||(enemynear(Var(36)),statetype=A && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=1000)
                v = 19
                value =ifelse((enemynear(Var(36)),stateno=[5100,5150])||(enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno=[800,899]),1,30)

                [State 3300011, Combo Behavior 5]
                type = Varadd
                trigger1=var(19)-((ceil(var(19)/100)-ifelse(var(19)-(ceil(var(19)/100)*100)<0,1,0))*100)=1
                trigger1=enemynear(Var(36)),movetype=A||enemynear(Var(36)),stateno=[0,199]
                v = 19
                value =1

                [State 3300011, Combo Behavior 6]
                type = Varadd
                triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[0,99]
                triggerall=root,inguarddist
                trigger1=var(13)<=0 && enemynear(Var(36)),movetype !=A
                v = 19
                value =100

                [State 3300011, Combo Behavior 7]
                type = Varadd
                triggerall=var(19)-((ceil(var(19)/1000)-ifelse(var(19)-(ceil(var(19)/1000)*1000)<0,1,0))*1000)=[100,199]
                trigger1=root,inguarddist=0
                v = 19
                value =-100

                [State 3300011, Combo Behavior 8]
                type = Varadd
                triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
                trigger1=var(13)<=0 && root,movetype =A
                v = 19
                value =1000

                [State 3300011, Combo Behavior 9]
                type = Varadd
                triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[0,999]
                trigger1=root,stateno=305
                v = 19
                value =2000

                [State 3300011, Combo Behavior 10]
                type = Varadd
                triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[1000,1999]
                trigger1=root,ctrl
                trigger2=(root,movetype=H && root,stateno>=200)||(root,stateno=[5100,5150])
                v = 19
                value =ifelse(root,ctrl,-1000,1000)

                [State 3300011, Combo Behavior 11]
                type = Varadd
                triggerall=var(19)-((ceil(var(19)/10000)-ifelse(var(19)-(ceil(var(19)/10000)*10000)<0,1,0))*10000)=[2000,2999]
                triggerall=enemynear(Var(36)),pos x-root,pos x=[-120,120]
                triggerall=(root,stateno=[120,159])||((root,stateno!=[5100,5150])&&(root,movetype !=H))
                trigger1=root,AILevel-((ceil(root,AILevel/100)-ifelse(root,AILevel-(ceil(root,AILevel/100)*100)<0,1,0))*100)<30
                trigger1=random<=10+ifelse((root,AILevel-((ceil(root,AILevel/100)-ifelse(root,AILevel-(ceil(root,AILevel/100)*100)<0,1,0))*100)<20),20,0)
                trigger2=root,AILevel-((ceil(root,AILevel/100)-ifelse(root,AILevel-(ceil(root,AILevel/100)*100)<0,1,0))*100)>=30
                trigger2=random<=8;+ifelse((root,AILevel-((ceil(root,AILevel/100)-ifelse(root,AILevel-(ceil(root,AILevel/100)*100)<0,1,0))*100)<20),20,10)
                v = 19
                value =-2000

                [State 3300011, Combo Behavior 12]
                type = Varadd
                triggerall= root,movetype!=A
                trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
                trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
                v = 19
                value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<20000,-10000,-30000)

                [State 3300011, Combo Behavior 13]
                type = Varadd
                triggerall= root,movetype!=A
                trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
                v = 19
                value =-20000

                [State 3300011, Combo Behavior 14]
                type = Varadd
                trigger1= enemynear(Var(36)),stateno -var(13)!=[-9,9]
                trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[60000,69999]
                trigger2= enemynear(Var(36)),stateno<160 ||(enemynear(Var(36)),movetype=A && enemynear(Var(36)),stateno !=var(13))||(enemynear(Var(36)),movetype=H)||(root,movetype=H)
                trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[80000,89999]
                v = 19
                value =ifelse(var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)<70000,-60000,-80000)

                [State 3300011, Combo Behavior 15]
                type = Varadd
                trigger1= enemynear(Var(36)),stateno !=var(13)
                trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[70000,79999]
                v = 19
                value =-70000

                [State 3300011, Combo Behavior 16]
                type = Varadd
                triggerall= root,movetype=A && (var(13)>0||inguarddist=0) && ((root,stateno!=9212)||(enemynear(Var(36)),statetype!=A))
                triggerall=numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
                trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[0,9999]
                v = 19
                value =ifelse(var(13)>0,20000,ifelse(var(12)<160 && (enemynear(Var(36)),movetype!=H),30000,10000))

                [State 3300011, Combo Behavior 17]
                type = Varadd
                trigger1=enemynear(Var(36)),stateno!=var(13)
                trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[20000,29999]
                v = 19
                value =ifelse((enemynear(Var(36)),movetype=A),50000,ifelse((enemynear(Var(36)),stateno>=160),60000,10000))

                [State 3300011, Combo Behavior 18]
                type = Varadd
                trigger1= enemynear(Var(36)),movetype=A||inguarddist
                trigger1=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[10000,19999]
                trigger2= enemynear(Var(36)),movetype=A||inguarddist||(enemynear(Var(36)),stateno>=160 && enemynear(Var(36)),movetype!=H)
                trigger2=var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)=[30000,39999]
                v = 19
                value =50000

                [State 3300011, Combo Behavior 19]
                type = Varadd
                triggerall= var(35)=7 && root,stateno=[1100,1110]
                triggerall=partner,life<=0;numenemy=1||enemynear(0),life<=0||enemynear(1),life<=0
                trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[0,99999]
                trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[200000,299999]
                trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[400000,499999]
                trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[600000,699999]
                v = 19
                value =100000

                [State 3300011, Combo Behavior 20]
                type = Varadd
                triggerall= root,stateno!=[1100,1110]
                trigger1=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[100000,199999]
                trigger2=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[300000,399999]
                trigger3=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[500000,599999]
                trigger4=var(19)-((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)=[700000,799999]
                v = 19
                value =100000

                [State 3300011, Combo Behavior 21]
                type = Varset
                trigger1= enemynear(Var(36)),movetype=H && root,stateno=1150
                trigger2=root,stateno=[1100,1110]
                trigger2=root,AILevel-((ceil(root,AILevel/10)-ifelse(root,AILevel-(ceil(root,AILevel/10)*10)<0,1,0))*10)<3
                trigger3=root,prevstateno=[1100,1110]
                trigger3=root,stateno!=[1100,1199]
                trigger3=root,movetype!=H
                v = 19
                value =800000+var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)

                [State 3300011, Combo Behavior 22]
                type = Varset
                triggerall= enemynear(Var(36)),movetype!=H
                trigger1=1
                v = 19
                value =var(19)-((ceil(var(19)/100000)-ifelse(var(19)-(ceil(var(19)/100000)*100000)<0,1,0))*100000)+((ceil(var(19)/1000000)-ifelse(var(19)-(ceil(var(19)/1000000)*1000000)<0,1,0))*1000000)

                [State 3300011, Combo Behavior 23]
                type = Varadd
                triggerall=numenemy=1 && var(17)>0
                trigger1=root,inguarddist
                v = 17
                value =1

                [State 3300011, Combo Behavior 24]
                type = Varset
                trigger1=root,inguarddist =0
                v = 17
                value =0

                [State 3300011, Combo Behavior 25]
                type = Varadd
                triggerall=numenemy=1 && var(17)=0
                trigger1=root,inguarddist && enemynear(Var(36)),movetype!=A
                v = 17
                value =1

                [State 3300011, Combo Behavior 26]
                type = Varadd
                trigger1=var(16)<999 && root,stateno=[120,159]
                trigger2=(var(16)=[1,1000]) && root,stateno!=[120,159]
                v = 16
                value =ifelse((root,stateno!=[120,159]),-var(16),1)

                [State 3300011, Logic Block Final 1]
                type = Varset
                trigger1=var(35)=1||var(35)=7||var(35)=[4,5]
                trigger1=var(13)!=enemynear(Var(36)),stateno
                v = 35
                value =3

                [State 3300011, Logic Block Final 2]
                type = Varset
                trigger1=var(35)!=[10,39]
                trigger1=(root,stateno=45)
                v = 35
                value =99

                [State 3300011, Logic Block Final 3]
                type = Varset
                trigger1=(root,stateno=102)
                v = 35
                value =98

                [State 3300011, Logic Block Final 4]
                type = Varset
                trigger1=root,stateno=161;; && var(13)>0
                v = 35
                value =ifelse(var(13)>0,7,2)

                [State 3300011, Logic Block Final 5]
                type = Varset
                trigger1=var(35)=[7,8]
                trigger1=var(13)!=enemynear(Var(36)),stateno
                v = 35
                value =2

                [State 3300011, Logic Block Final 6]
                type = Varset
                trigger1=var(35)!=5
                trigger1=var(35)!=[7,9]
                trigger1 = (enemynear(Var(36)),HitDefAttr =SCA,NT,ST,HT)||root,var(46)>=2000000||root,var(47)>=2000000
                v = 35
                value =4

                [State 3300011, Logic Block Final 7]
                type = Varset
                triggerall=((var(35)!=[5,40])&&(var(35)!=[98,300]));||var(35)=8
                trigger1=(root,stateno=108)||(root,stateno=105)||(root,stateno=[41,49])||(root,stateno=162);;||(root,stateno=250)||(root,stateno=261)
                v = 35
                value =ifelse(var(35)=4,5,ifelse(var(13)>0,1,2))

                [State 3300011, Logic Block Final 8]
                type = Varset
                trigger1=(root,stateno=[1100,1199]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =11

                [State 3300011, Logic Block Final 9]
                type = Varset
                trigger1=(root,stateno=810) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =18

                [State 3300011, Logic Block Final 10]
                type = Varset
                trigger1=(root,stateno=815) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =17

                [State 3300011, Logic Block Final 11]
                type = Varset
                trigger1=(root,stateno=[1300,1399]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =12

                [State 3300011, Logic Block Final 12]
                type = Varset
                triggerall=var(35)!=14
                trigger1=(root,stateno=410) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                trigger2=(root,stateno=1400||root,stateno=1402) && (root,prevstateno!=[200,499]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =13

                [State 3300011, Logic Block Final 13]
                type = Varset
                trigger1=(root,stateno=1400||root,stateno=1402) && (root,prevstateno=[800,899]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =14

                [State 3300011, Logic Block Final 14]
                type = Varset
                trigger1=(var(35)=12)
                trigger1=(root,stateno=[6000,6999])||(root,prevstateno=[6000,6999]);;&&(root,stateno!=410)
                v = 35
                value =20

                [State 3300011, Logic Block Final 15]
                type = Varset
                triggerall=var(35)!=[13,14]
                trigger1=(root,stateno=1401) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =15

                [State 3300011, Logic Block Final 16]
                type = Varset
                trigger1=(root,stateno=1000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =16

                [State 3300011, Logic Block Final 17]
                type = Varset
                trigger1=(root,stateno=3000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =17

                [State 3300011, Logic Block Final 18]
                type = Varset
                trigger1=(root,stateno=220) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =19

                [State 3300011, Logic Block Final 19]
                type = Varset
                trigger1=(root,stateno=[8050,8059]) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =22

                [State 3300011, Logic Block Final 20]
                type = Varset
                trigger1=(root,stateno=610) && (root,prevstateno=411) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno>=200
                v = 35
                value =23

                [State 3300011, Logic Block Final 21]
                type = Varset
                trigger1=(root,stateno=[6000,6999])&&(root,prevstateno=[3050,3059]);;&&(root,stateno!=410)
                v = 35
                value =25

                [State 3300011, Logic Block Final 22]
                type = Varset
                trigger1=(root,stateno=1000) && enemynear(Var(36)),movetype=H && enemynear(Var(36)),stateno<200
                v = 35
                value =29

                [State 3300011, Logic Block Final 23]
                type = Varset
                trigger1=(var(35)=[2,3])||(var(35)=9)||(var(35)=[97,99])
                trigger1=(root,statetype!=A)||root,movetype=H||root,movetype=A
                trigger1=(root,ctrl && root,stateno!=[100,119])||root,movetype=H||root,movetype=A
                trigger2=(var(35)=[10,39]);||(var(35)=[100,199])
                trigger2=(var(35)!=19)||(enemynear(Var(36)),ctrl)||(enemynear(Var(36)),stateno<200)||root,movetype=H||enemynear(Var(36)),movetype=A
                trigger2=(enemynear(Var(36)),movetype!=H)||var(18)-((ceil(var(18)/1000)-ifelse(var(18)-(ceil(var(18)/1000)*1000)<0,1,0))*1000)>0||(enemynear(Var(36)),stateno =[5100,5150])
                trigger3=(var(35)=13)
                trigger3=(root,stateno=[200,499])&&(root,stateno!=410)
                trigger4=(var(35)=18)
                trigger4=(root,stateno=[1000,1999]);;&&(root,stateno!=410)
                trigger5=(var(35)=16||var(35)=20)
                trigger5=(root,stateno=[200,699]);;&&(root,stateno!=410)
                v = 35
                value =0

                ; --- Injected User Code: Final State Trackers ---
                [State 3300011, Final State Tracker 1]
                type     = VarSet
                trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
                fv = 30
                value =0

                [State 3300011, Final State Tracker 2]
                type     = VarSet
                trigger1=fvar(30)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
                fv = 30
                value =-fvar(30)

                [State 3300011, Final State Tracker 3]
                type     = VarSet
                trigger1=fvar(30)<=0 && enemynear(Var(36)),statetype!=A
                fv = 30
                value =-enemynear(Var(36)),stateno

                [State 3300011, Final State Tracker 4]
                type     = VarSet
                trigger1=fvar(30)>0 && enemynear(Var(36)),stateno=fvar(30) && (root,stateno=300||root,stateno=20240)
                fv = 30
                value =fvar(30)+100000

                [State 3300011, Final State Tracker 5]
                type     = VarSet
                trigger1=(fvar(30)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
                fv = 30
                value =ifelse((root,movetype=H),fvar(30)+100000,fvar(30)-100000)

                [State 3300011, Final State Tracker 6]
                type     = VarSet
                trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
                trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
                fv = 31
                value =0

                [State 3300011, Final State Tracker 7]
                type     = VarSet
                trigger1=fvar(31)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
                fv = 31
                value =-fvar(31)

                [State 3300011, Final State Tracker 8]
                type     = VarSet
                trigger1=fvar(31)<=0 && fvar(30)>0 && enemynear(Var(36)),statetype!=A
                fv = 31
                value =-enemynear(Var(36)),stateno

                [State 3300011, Final State Tracker 9]
                type     = VarSet
                trigger1=fvar(31)>0 && enemynear(Var(36)),stateno=fvar(31) && (root,stateno=300||root,stateno=20240)
                fv = 31
                value =fvar(31)+100000

                [State 3300011, Final State Tracker 10]
                type     = VarSet
                trigger1=(fvar(31)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
                fv = 31
                value =ifelse((root,movetype=H),fvar(31)+100000,fvar(31)-100000)

                [State 3300011, Final State Tracker 11]
                type     = VarSet
                trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype=L||enemynear(Var(36)),movetype=A||enemynear(Var(36)),movetype=H)
                trigger2=fvar(30)=enemynear(Var(36)),stateno||fvar(30)-100000=enemynear(Var(36)),stateno||fvar(30)-200000=enemynear(Var(36)),stateno
                trigger3=fvar(31)=enemynear(Var(36)),stateno||fvar(31)-100000=enemynear(Var(36)),stateno||fvar(31)-200000=enemynear(Var(36)),stateno
                fv = 32
                value =0

                [State 3300011, Final State Tracker 12]
                type     = VarSet
                trigger1=fvar(32)<=0 && (enemynear(Var(36)),statetype!=L) && (enemynear(Var(36)),movetype!=A) && (enemynear(Var(36)),movetype!=H) && (enemynear(Var(36)),statetype=A)
                fv = 32
                value =-fvar(32)

                [State 3300011, Final State Tracker 13]
                type     = VarSet
                trigger1=fvar(32)<=0 && fvar(30)>0 && fvar(31)>0 && enemynear(Var(36)),statetype!=A
                fv = 32
                value =-enemynear(Var(36)),stateno

                [State 3300011, Final State Tracker 14]
                type     = VarSet
                trigger1=fvar(32)>0 && enemynear(Var(36)),stateno=fvar(32) && (root,stateno=300||root,stateno=20240)
                fv = 32
                value =fvar(32)+100000

                [State 3300011, Final State Tracker 15]
                type     = VarSet
                trigger1=(fvar(32)=[100000,199999]) &&  (root,ctrl||enemynear(Var(36)),movetype=H||root,movetype=H)
                fv = 32
                value =ifelse((root,movetype=H),fvar(32)+100000,fvar(32)-100000)

                [State 3300011, Final State Tracker 16]
                type     = VarSet
                trigger1=fvar(33)-((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)>10
                fv = 33
                value =fvar(33)-((ceil(fvar(33)/10)-ifelse(fvar(33)-(ceil(fvar(33)/10)*10)<0,1,0))*10)+((ceil(fvar(33)/10000)-ifelse(fvar(33)-(ceil(fvar(33)/10000)*10000)<0,1,0))*10000)

                [State 3300011, Final State Tracker 17]
                type     = VarSet
                trigger1=var(13) !=enemynear(Var(36)),stateno
                trigger2=(enemynear(Var(36)),AnimElemTime(1)=0 && enemynear(Var(36)),stateno = var(13) &&var(14)>2 )
                v = 14
                value =0
                Ignorehitpause=1

                [State 3300011, Final State Tracker 18]
                type = Varadd
                trigger1=enemynear(Var(36)),movetype=A
                trigger2=var(14)>0
                v = 14
                value =1
                Ignorehitpause=1

                [State 3300011, Final State Tracker 19]
                type = Varset
                trigger1=var(13) !=enemynear(Var(36)),stateno
                v = 13
                value =0
                Ignorehitpause=1

                [State 3300011, Final State Tracker 20]
                type = Varset
                trigger1=enemynear(Var(36)),movetype=A
                trigger1=var(13)>=0
                v = 13
                value =enemynear(Var(36)),stateno
                Ignorehitpause=1

                [State 3300011, Injected DestroySelf]
                type = Null;DestroySelf
                trigger1 = root,stateno!=[230,239]
                trigger1 = enemynear(helper(330001122),Var(36)),movetype!=H 

                ;New Code                                                                                                                  


                [State 330001122, Safety]
                type = SelfState
                trigger1 = !IsHelper
                value = 0

                [State 330001122, Invisible]
                type = AssertSpecial
                trigger1 = 1
                flag = invisible
                flag2 = noshadow
                ignorehitpause = 1

                [State 330001122, NotHitBy]
                type = NotHitBy
                trigger1 = 1
                value = SCA
                ignorehitpause = 1

                ; --- Target ID Tracking ---
                [State 330001122, Track Target ID 1]
                type = VarSet
                trigger1 = NumEnemy = 1
                var(56) = EnemyNear(0),ID
                ignorehitpause = 1

                [State 330001122, Track Target ID 2]
                type = VarSet
                trigger1 = NumEnemy = 2
                var(56) = ifelse(EnemyNear(0),Alive, EnemyNear(0),ID, EnemyNear(1),ID)
                ignorehitpause = 1

                ;New Code

                ;===========================================================================
                ; MULTI-ENEMY TRACKING VARS (SIMUL/TAG COMPATIBILITY)
                ;===========================================================================

                ; --- Position & Orientation ---
                [State 330001122, Bind To Root]
                type = PosSet
                trigger1 = 1
                x = Root,Pos X
                y = Root,Pos Y

                [State 330001122, Turn]
                type = Turn
                trigger1 = Facing != Root,Facing

                ; --- Advanced Tracking Math (fvar 15/16) ---
                [State 330001122, Enemy Position Calculation X]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = 1
                fvar(15) = PlayerID(var(56)),Facing * (PlayerID(var(56)),Pos X - Root,Pos X)
                ignorehitpause = 1

                [State 330001122, Enemy Position Calculation Y]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = 1
                fvar(16) = -PlayerID(var(56)),Facing * (PlayerID(var(56)),Pos Y - Root,Pos Y)
                ignorehitpause = 1

                ; --- Guard & Counter Learning Logic (from text) ---
                [State 330001122, Reset Learning]
                type = VarSet
                trigger1 = RoundState != 2
                var(19) = 9999
                ignorehitpause = 1

                [State 330001122, Counter Detection]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = PlayerID(var(56)),MoveType = A
                trigger1 = PlayerID(var(56)),Time <= 1
                var(4) = 1
                ignorehitpause = 1

                [State 330001122, Counter End]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = PlayerID(var(56)),MoveType != A
                var(4) = 0
                ignorehitpause = 1

                ; --- Hitbox/Hurtbox Learning (Vars 30-35) ---
                [State 330001122, Learn Low]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = Root,MoveType = H && Root,StateType = S
                trigger1 = PlayerID(var(56)),MoveType = A
                var(30) = PlayerID(var(56)),StateNo
                ignorehitpause = 1

                [State 330001122, Learn Overhead]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = Root,MoveType = H && Root,StateType = C
                trigger1 = PlayerID(var(56)),MoveType = A
                var(33) = PlayerID(var(56)),StateNo
                ignorehitpause = 1

                [State 330001122, Learn Throw]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = Root,MoveType = H && Root,GetHitVar(Damage) = 0
                trigger1 = PlayerID(var(56)),HitDefAttr = SC, NT, ST, HT
                var(36) = PlayerID(var(56)),StateNo
                ignorehitpause = 1

                ; --- Gravity & Physics Calculation (fvar 0-2) ---
                [State 330001122, Gravity Calc]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = PlayerID(var(56)),StateType = A
                fvar(0) = ceil((PlayerID(var(56)),Pos Y - fvar(1) - fvar(2)) * 1000.0) / 1000.0
                ignorehitpause = 1

                [State 330001122, Y Pos Storage 1]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = 1
                fvar(1) = PlayerID(var(56)),Pos Y - fvar(2)
                ignorehitpause = 1

                [State 330001122, Y Pos Storage 2]
                type = VarSet
                triggerall = PlayerIDExist(var(56))
                trigger1 = 1
                fvar(2) = PlayerID(var(56)),Pos Y
                ignorehitpause = 1

                ; --- Projectile Scanning Loop (Mini-State Machine inside Helper) ---
                ; This mimics the 30020/30022 logic from the text file but kept inside this helper
                ; to avoid spawning infinite recursive helpers if possible.

                [State 330001122, Reset Projectile ID]
                type = VarSet
                trigger1 = var(55) >= 40 ; Loop limit
                var(55) = 0
                ignorehitpause = 1

                [State 330001122, Scan Next ID]
                type = VarAdd
                trigger1 = 1
                var(55) = 1
                ignorehitpause = 1

                [State 330001122, Check ID Existence]
                type = VarSet
                trigger1 = !PlayerIDExist(var(55) + 330001122)
                var(58) = 0 ; No projectile here
                ignorehitpause = 1

                [State 330001122, Detect Projectile Threat]
                type = VarSet
                triggerall = PlayerIDExist(var(55) + 330001122)
                trigger1 = PlayerID(var(55) + 330001122),MoveType = A
                trigger1 = PlayerID(var(55) + 330001122),TeamSide != Root,TeamSide
                var(58) = 1 ; Threat detected
                ignorehitpause = 1

                ; --- Cleanup ---
                [State 330001122, DestroySelf]
                type = DestroySelf
                trigger1 = !Root,Alive
                trigger2 = RoundState != 2

                

                ;-------------------------------------------------------------------------------
                [Statedef -2]
                type = S

                [State 689, IncreaseReactionTime]
                type = VarAdd
                trigger1 = 2
                var(9) = 60 ; Set the initial reaction time to 60 ticks (adjust as needed)
                ctrl = 1 ; Apply the VarAdd controller

                [State 689, TimerDecrement]
                type = VarAdd
                trigger1 = 1
                var(9) = -65 ; Decrement the reaction time by 1 tick
                ctrl = 1 ; Apply the VarAdd controller

                [State 689, TimerCheck]
                type = Null
                trigger1 = var(9) > 0 ; Check if the reaction time is greater than 0
                ;-------------------------------------------------------------------------------
                [Statedef -2]
                type = S

                [State 688, IncreaseIntelligence]
                type = VarAdd
                trigger1 = 1
                var(9) += 65 ; Increase intelligence by 1 (adjust as needed)
                ctrl = 1 ; Apply the VarAdd controller

                [State 688, IntelligenceTimer]
                type = VarAdd
                trigger1 = 1
                var(9 + 1) = 60 ; Set the timer to 60 ticks (1 second)
                ctrl = 1 ; Apply the VarAdd controller

                [State 688, IntelligenceCheck]
                type = Null
                trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0

                [State 688, ResetTimer]
                type = VarSet
                trigger1 = var(53 + 1) <= 0 ; Check if the timer has reached 0
                var(9 + 1) = 60 ; Reset the timer to 60 ticks
                ctrl = 1 ; Apply the VarSet controller
                ;-------------------------------------------------------------------------------
                [Statedef -2]
                type = S

                [State 682, IncreaseAggression]
                type = VarAdd
                trigger1 = 1
                var(9) += 65 ; Increase aggression by 1 (adjust as needed)
                ctrl = 1 ; Apply the VarAdd controller

                [State 682, AggressionTimer]
                type = VarAdd
                trigger1 = 1
                var(9 + 1) = 60 ; Set the timer to 60 ticks (1 second)
                ctrl = 1 ; Apply the VarAdd controller

                [State 682, AggressionCheck]
                type = Null
                trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0

                [State 682, ResetTimer]
                type = VarSet
                trigger1 = var(9 + 1) <= 0 ; Check if the timer has reached 0
                var(9 + 1) = 60 ; Reset the timer to 60 ticks
                ctrl = 1 ; Apply the VarSet controller
                ;-------------------------------------------------------------------------------
                [Statedef -2]
                type = S

                [State 683, IncreaseEvasion]
                type = VarAdd
                trigger1 = 1
                var(9) += 65 ; Increase evasion by 2 (adjust as needed)
                ctrl = 1 ; Apply the VarAdd controller

                [State 683, EvasionTimer]
                type = VarAdd
                trigger1 = 1
                var(9 + 1) = 60 ; Set the evasion timer to 60 ticks (1 second)
                ctrl = 1 ; Apply the VarAdd controller

                [State 683, EvasionCheck]
                type = Null
                trigger1 = var(9 + 1) <= 0 ; Check if the evasion timer has reached 0

                [State 683, ResetEvasionTimer]
                type = VarSet
                trigger1 = var(9 + 1) <= 0 ; Check if the evasion timer has reached 0
                var(9 + 1) = 60 ; Reset the evasion timer to 60 ticks
                ctrl = 1 ; Apply the VarSet controller
                ;-------------------------------------------------------------------------------
                [State -2, Avoid Projectiles]
                type = VarSet
                trigger1 = numproj > 0  ; Check if there are projectiles on screen
                var(1) = 0  ; Initialize variable to track avoidance action

                [State -2, Check Projectiles]
                type = Null
                trigger1 = var(1) = 0 && numproj > 0  ; Check if no avoidance action is already in progress and there are projectiles on screen

                [State -2, Move Away from Projectiles]
                type = Null;ChangeState
                trigger1 = numproj > 0 && enemy,numproj > 0  ; Check if there are projectiles and if they belong to the enemy
                trigger1 = p2bodydist x < 100  ; Check if the enemy is within a certain distance
                trigger1 = random < 99  ; Adjust probability as needed
                value = 70  ; Move away from the projectiles (adjust state number as needed)
                var(1) = 1  ; Set variable to indicate avoidance action in progress

                [State -2, Reset Avoidance]
                type = VarSet
                trigger1 = !(numproj > 0 && enemy,numproj > 0)  ; Check if there are no projectiles or if they don't belong to the enemy
                trigger1 = var(1) = 1  ; Check if avoidance action is in progress
                var(1) = 0  ; Reset avoidance action variable 

                
;==================================================
;--- COMBO LOOP MESSENGER HELPER (Generated) ---
;==================================================
[Statedef 99887766]
ctrl = 0

[State 99887766, Target Main AI Helper]
type = ReversalDef
reversal.attr = SCA, AA, AT, AP
trigger1 = NumHelper(3300011)
pausetime = 0, 1
sparkno = -1
hitsound = -1
numhits = 0
ID = 3300011
ignorehitpause = 1

[State 99887766, Set Loop Counter]
type = VarSet
trigger1 = NumTarget
v = 52
value = 3
ignorehitpause = 1

[State 99887766, Destroy Self]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

; ========================================
; Adaptive AI Brain (ID: 2200011)
; ========================================
[Statedef 2200011]
;type = A
;movetype = I
;physics = N
ctrl = 0
anim = 20218;9999;20218;9999;20218

[State 2200011]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 2200011]
type = nothitby
trigger1 = 1
value = sca

[State 2200011, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

; === Detect Aggressive Opponent ===
[State 2200011, Tracking Aggressive attacker]
type = VarSet
trigger1 = p2movetype = A
trigger1 = EnemyNear, time < 60
trigger2 = EnemyNear, hitcount > 5
trigger3 = (EnemyNear, StateNo = [200,700]) || (EnemyNear, StateNo = [1000,3000]) ||(EnemyNear, StateNo = [3000,10000]) || (EnemyNear, StateNo = [10000,100000]) || (EnemyNear, StateNo = [100000,999999])
var(1) = 1

; === Reset If Opponent Stops Attacking ===
[State 2200011, Reset Tracking]
type = VarSet
trigger1 = p2movetype != A
trigger1 = EnemyNear, time > 120
trigger2 = EnemyNear, stateno = [120,155]
var(1) = 0

[State 2200011, Tracking Defensive Player]
type = VarSet
trigger1 = var(26) > 10
var(2) = 1

[State 2200011, Tracking Defensive Player Reset]
type = VarSet
trigger1 = var(26) < 10
var(2) = 0

[State 2200011, Tracking Unguardable ATK]
type = VarSet
trigger1 = var(27) = 1
trigger1 = EnemyNear,time < 60
var(3) = 1

[State 2200011, Tracking Unguardable ATK Reset]
type = VarSet
trigger1 = var(27) != 1
trigger1 = EnemyNear,time < 60
var(3) = 0

[State 2200011, Store the memory of getting killed]
type = VarSet
trigger1 = var(31) = 1
var(5) = 1

[State 2200011, Uses a special or counter (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is performing any attack where they lose control.
trigger1 = root,MoveType = A
trigger1 = !root,Ctrl
var(6) = 1

; === Store Move History ===
[State 2200011, Store Move Data]
type = VarSet
trigger1 = 1
var(22) = var(21)
var(21) = var(20)
var(20) = var(19)
var(19) = var(25)

[State 2200011, Track enemy block for long time (Universal)]
type = VarAdd
; Universal Trigger: Checks if the opponent is in guard stun.
trigger1 = EnemyNear,MoveType = H
trigger1 = EnemyNear,StateType != L
v = 26
value = 1

[State 2200011, Reset Block Tracker]
type = VarSet
trigger1 = EnemyNear,stateno != [120,155]
v = 26
value = 0

[State 2200011, Track enemy unguardable atk]
type = VarSet
trigger1 = enemynear,movehit
trigger1 = var(29)
v = 27
value = EnemyNear,stateno

[State 2200011, Enemy is unhittable]
type = VarSet
trigger1 = root,movetype = A
trigger1 = root,movehit = 0
trigger1 = enemynear,time > 20
v = 28
value = 1

[State 2200011, Enemy is hittable]
type = VarSet
trigger1 = root,movetype = A
trigger1 = root,movehit
trigger2 = root,MoveContact
trigger2 = enemynear,time < 60
v = 28
value = 0

[State 2200011, Guarding (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is in any guard state.
trigger1 = root,MoveType = H
v = 29
value = 1

[State 2200011, Guard reset]
type = VarSet
trigger1 = root,movetype != H
trigger1 = root,prevstateno != [120,155]
v = 29
value = 0

[State 2200011, Watch Meter+]
type = VarSet
trigger1 = enemynear, power > root, power
v = 30
value = 1

[State 2200011, Watch Meter-]
type = VarSet
trigger1 = enemynear, power < root, power
v = 30
value = 0

[State 2200011, Killed through mode]
type = VarSet
trigger1 = var(35)
trigger1 = root,life < 1
trigger2 = root,life = 0
v = 31
value = 1

[State 2200011, Not Killed Through Mode]
type = VarSet
trigger1 = !var(35)
trigger1 = root,life > 1
v = 31
value = 0

[State 2200011, Set Attack Timing Variable Close]
type = VarSet
trigger1 = Enemy,Time = [0,5]
trigger1 = p2bodydist x <= 30
trigger1 = p2bodydist y = [-25,25]
v = 32
value = 1
ignorehitpause = 1

[State 2200011, Set Attack Timing Variable Far]
type = VarSet
trigger1 = Enemy,Time >= 50
trigger1 = p2bodydist x < 30
trigger1 = p2bodydist y = [-25,25]
v = 32
value = 0
ignorehitpause = 1

[State 2200011, Track AI Jump Without Attack (Universal)]
type = VarSet
; Universal Trigger: Checks if our character is airborne but not attacking.
trigger1 = root,StateType = A
trigger1 = root,MoveType != A
v = 33
value = 1
ignorehitpause = 1

[State 2200011, Reset When Not Jumping]
type = VarSet
trigger1 = (root,stateno != [50,51]) || (root,statetype != A)
v = 33
value = 0
ignorehitpause = 1

[State 2200011, Track Opponent's Vulnerability]
type = VarSet
trigger1 = Enemy,StateType != L
trigger2 = Enemy,HitOver = 0
trigger3 = Enemy,MoveType != I
v = 34
value = 1
ignorehitpause = 1

[State 2200011, Reset When Not Hittable]
type = VarSet
trigger1 = Enemy,StateType = L
trigger2 = Enemy,HitOver = 1
trigger3 = Enemy,MoveType = I
v = 34
value = 0
ignorehitpause = 1

[State 2200011, Track Custom State (Absolute Amalgamation)]
type = VarSet
triggerall = RoundState = 2 ; Fighting only
triggerall = Alive        ; Living only

; --- LOGIC PATH 1: The "Non-Standard" State Definition ---
; This is the most important fix. We check if you are:
; 1. In a non-common state ( > 600 )
; 2. NOT in a hit state ( 5000 range )
; 3. NOT in a guard state ( 120-159 )
trigger1 = StateNo != [0, 600]
trigger1 = StateNo != [5000, 5999]
trigger1 = StateNo != [120, 159] ; Correct way to exclude Guarding
trigger1 = MoveType != H

; --- LOGIC PATH 2: The "Animation" Anomaly ---
trigger2 = Anim != [0, 600]
trigger2 = Anim != [5000, 5999]
trigger2 = !Ctrl

; --- LOGIC PATH 3: The "Offensive Classification" ---
trigger3 = MoveType = A
trigger3 = (HitDefAttr = SCA, SA, HA) || (NumProj > 0) || (NumHelper > 0)

; --- LOGIC PATH 4: The "System Anomaly" (Armor/Invincibility) ---
trigger4 = MoveType = I
trigger4 = !Ctrl
trigger4 = StateNo != [0, 200]
trigger4 = StateNo != [120, 159] ; Exclude guarding from being flagged as a "Special State"

; --- LOGIC PATH 5: The "Meter Burn" Detector ---
trigger5 = PrevStateNo = [0, 1000]
trigger5 = StateNo > 1000
trigger5 = (Power/10) < ((var(50) & 8386560) / 2048)
trigger5 = MoveType = A

v = 35 
value = 1
ignorehitpause = 1

[State 2200011, Stealth State & Power Tracker]
type = VarSet
triggerall = RoundState = 2 && Alive
; --- STEP 1: Detect Meter Burn (Power < Memory) ---
; We extract the saved power from bits 11+ by shifting/dividing.
; If current Power/10 < saved value, Bit 10 (1024) is flipped ON.
trigger1 = (Power/10) < ((var(50) & 8386560) / 2048)
trigger1 = (var(50) := var(50) | 1024) || 1

; --- STEP 2: Detect Custom States (StateNo/Anim) ---
; If outside standard ranges, flip Bit 10 (1024) ON.
trigger2 = (StateNo != [0,600]) && (StateNo != [5000,5999]) && (StateNo != [120,159])
trigger2 = (var(50) := var(50) | 1024) || 1

; --- STEP 3: Detect Active Specials/Hypers ---
trigger3 = (MoveType = A) && (HitDefAttr = SCA, SA, HA)
trigger3 = (var(50) := var(50) | 1024) || 1

; --- STEP 4: MEMORY UPDATE (The Warusaki Bridge) ---
; This is the "Stealth VarSet". It wipes the old power bits and 
; saves the current Power/10 into bits 11-22 for the next frame.
; Logic: (Clear Bits 11+) | (New Power << 11)
trigger4 = (var(50) := (var(50) & 2047) | ((Power/10) * 2048)) || 1
v = 50
value = var(50)
ignorehitpause = 1

[State 2200011, Warusaki Bit-Reset]
type = VarSet
; Clears ONLY Bit 10 (Custom State Flag) if back in Neutral/Ctrl
trigger1 = (Ctrl || (StateNo = [0,199]) || (StateNo = [120,159]))
trigger1 = var(50) & 1024
v = 50
value = var(50) - 1024
ignorehitpause = 1

[State 2200011, Reset State Tracker]
type = VarSet
trigger1 = Ctrl
trigger2 = MoveType = H
trigger3 = StateNo = [0, 199]
trigger4 = StateNo = [120, 159] ; Reset if we start guarding
v = 35
value = 0
ignorehitpause = 1

[State 2200011, Reset If Not in Custom State]
type = VarSet
triggerall = Enemynear,movetype != A
trigger1 = root,stateno >= 0
trigger1 = root,stateno <= 7000
trigger1 = root,time < 100
var(35) = 0


; ========================================
; AI Memory / Projectile Tracker (ID: 3300022)
; ========================================
[Statedef 3300022]
;type = A
;movetype = I
;physics = N
ctrl = 0
;velset = 0, 0
anim = 20218;9999;20218;9999;20218

[State 3300022]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 3300022]
type = nothitby
trigger1 = 1
value = sca

[State 3300022, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 3300022, Clipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Highest Playerid = %d , Projectile helper's PlayerId = %d/n nBy Inktrebuchet"
params = var(0)-1, var(3)

[State 3300022, Init ID Scan]
type = Null
trigger1 = var(0) = 0
trigger1 = (var(0) := id)
ignorehitpause = 1

[State 3300022, Scan for Higher IDs]
type = varadd
trigger1 = PlayerIdExist(var(0))
v = 0
value = 1
ignorehitpause = 1

; NOTE: The following state was syntactically incorrect. It has been rewritten to achieve the
; likely intended behavior: find the ID of an enemy projectile helper.
[State 3300022, Find Projectile ID]
type = Null
triggerall = PlayerIdExist(Root,ID)
triggerall = var(3) = 0 ; Find only one projectile at a time
trigger1 = PlayerIdExist(var(0)-1) && PlayerID(var(0)-1), TeamSide != TeamSide && PlayerID(var(0)-1), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-1)) || 1
trigger2 = PlayerIdExist(var(0)-2) && PlayerID(var(0)-2), TeamSide != TeamSide && PlayerID(var(0)-2), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-2)) || 1
trigger3 = PlayerIdExist(var(0)-3) && PlayerID(var(0)-3), TeamSide != TeamSide && PlayerID(var(0)-3), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-3)) || 1
trigger4 = PlayerIdExist(var(0)-4) && PlayerID(var(0)-4), TeamSide != TeamSide && PlayerID(var(0)-4), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-4)) || 1
trigger5 = PlayerIdExist(var(0)-5) && PlayerID(var(0)-5), TeamSide != TeamSide && PlayerID(var(0)-5), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-5)) || 1
trigger6 = PlayerIdExist(var(0)-6) && PlayerID(var(0)-6), TeamSide != TeamSide && PlayerID(var(0)-6), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-6)) || 1
trigger7 = PlayerIdExist(var(0)-7) && PlayerID(var(0)-7), TeamSide != TeamSide && PlayerID(var(0)-7), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-7)) || 1
trigger8 = PlayerIdExist(var(0)-8) && PlayerID(var(0)-8), TeamSide != TeamSide && PlayerID(var(0)-8), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-8)) || 1
trigger9 = PlayerIdExist(var(0)-9) && PlayerID(var(0)-9), TeamSide != TeamSide && PlayerID(var(0)-9), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-9)) || 1
trigger10 = PlayerIdExist(var(0)-10) && PlayerID(var(0)-10), TeamSide != TeamSide && PlayerID(var(0)-10), hitdefattr = ASC, NP, SP, HP && (var(3) := (var(0)-10)) || 1
ignorehitpause = 1

[State 3300022, Reset Projectile ID]
type = VarSet
trigger1 = !PlayerIdExist(var(3))
v = 3
value = 0
ignorehitpause = 1

[State 3300022, BindToRoot]
type = BindToRoot
trigger1 = PlayerIdExist(Root,ID)
time = 1
facing = 1
pos = 0,-2
ignorehitpause = 1

[State 3300022, Safeguard 0]
type = null
trigger1 = root, movetype != h
trigger1 = var(21) := root,stateno

[State 3300022, Safeguard 1]
type = explod
trigger1 = var(21) != 0
trigger1 = PlayerIDExist(var(3))
trigger1 = cond(playerid(var(3)),prevstateno = 0, var(2) := abs(floor(playerid(var(3)),vel x)), 1)
trigger1 = playerid(var(3)),cond(NumTarget, Target, cond(1, ID, 0), 0) = root,ID
trigger1 = numexplod((var(20)*100000000) + var(2)) = 0
anim = anim
ID = (var(20)*100000000) + var(2)
removetime = -1

[State 3300022, Safeguard 2]
type = explod
trigger1 = var(21) != 0
trigger1 = PlayerIDExist(var(3))
trigger1 = playerid(var(3)),cond(NumTarget, Target, cond(1, ID, 0), 0) = root,ID
trigger1 = numexplod((var(20)*100000000) + playerid(var(3)),prevstateno) = 0
anim = anim
ID = (var(20)*100000000) + playerid(var(3)),prevstateno
removetime = -1


;===========================================================================
; UNIVERSAL AI HELPER SUITE - GENERATED (STABLE V4)
;===========================================================================

; AI Activation & Input Reader Helper (Based on 9741 logic)
[Statedef 974122]
type=A;S
movetype=I
physics=N
anim=20218;0;9999;0;9999
ctrl=0
[State 974122, Safety]
type=SelfState
trigger1= !IsHelper
value=0

[State 974122, Modern AI Detect]
type = ParentVarSet
trigger1 = AILevel > 0
var(59) = AILevel
ignorehitpause = 1

[State 974122, IKEMEN Tag Awareness]
type = Null;ParentVarSet
;triggerall = TeamMode = Tag
trigger1 = AILevel > 0
trigger1 = 1
var(59) = ifelse(AILevel > 0, AILevel, 0)
ignorehitpause = 1

;First 3 codes are fine to enable if you wish
[State -3, Omni-Adaptive Difficulty Scaling]
Type = Null;VarSet ;Null if problematic
Trigger1 = 1
; Base Difficulty
var(50) = (AILevel=1)*3 + (AILevel=2)*7 + (AILevel=3)*16 + (AILevel=4)*30 + (AILevel=5)*58 + (AILevel=6)*90 + (AILevel=7)*150 + (AILevel=8)*300

[State -3, Self-Aware Adaptation (DDA)]
; If AI Life < 30% and Enemy Life > 70%, Boost Aggression (Desperation)
Type = Null;VarAdd ;Null if problematic
Trigger1 = Life < (LifeMax * 0.3) && EnemyNear,Life > (EnemyNear,LifeMax * 0.7)
Trigger1 = var(50) < 800
var(50) = 50
ignorehitpause = 1

[State -3, Mercy Logic]
; If AI Life > 80% and Enemy Life < 20%, Lower Aggression (Mercy)
Type = Null;VarAdd ;Null if problematic
Trigger1 = Life > (LifeMax * 0.8) && EnemyNear,Life < (EnemyNear,LifeMax * 0.2)
Trigger1 = var(50) > 100
var(50) = -20
ignorehitpause = 1

[State -3, Omni-Adaptive Difficulty Scaling]
Type = Null;VarSet ;Null if problematic
Trigger1 = 1
; Base Difficulty
var(50) = (AILevel=1)*3 + (AILevel=2)*7 + (AILevel=3)*16 + (AILevel=4)*30 + (AILevel=5)*58 + (AILevel=6)*90 + (AILevel=7)*150 + (AILevel=8)*300

[State -3, Self-Aware Adaptation (DDA)]
; If AI Life < 30% and Enemy Life > 70%, Boost Aggression (Desperation)
Type = Null;VarAdd ;Null if problematic
Trigger1 = Life < (LifeMax * 0.3) && EnemyNear,Life > (EnemyNear,LifeMax * 0.7)
Trigger1 = var(50) < 800
var(50) = 50
ignorehitpause = 1

[State -3, Mercy Logic]
; If AI Life > 80% and Enemy Life < 20%, Lower Aggression (Mercy)
Type = Null;VarAdd ;Null if problematic
Trigger1 = Life > (LifeMax * 0.8) && EnemyNear,Life < (EnemyNear,LifeMax * 0.2)
Trigger1 = var(50) > 100
var(50) = -20
ignorehitpause = 1

[State 974122, Goodbye]
type=DestroySelf
triggerall=(var(1):=1)
trigger1=Parent,AILevel
trigger2=!(Parent,Alive)
trigger3=(RoundState != 2)

; AI Projectile & Entity Scanner Helper
[Statedef 55555]
type=A
movetype=I
physics=N
ctrl=0
anim=20218;0;9999;0;9999
sprpriority=0
velset=0,0

[State 55555, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55555, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55555, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2];AIswitch暴発防止(1回だけしか判定しない)
type=varadd
trigger1=prevstateno!=55555
trigger1=prevstateno!=55557
trigger1=numhelper(974122)
trigger1=helper(974122),time=1
var(2)=1
[State -2];ループ回数設定
type=varset
trigger1=!var(54)
var(54)=10
[State -2];カウンタ
type=varadd
trigger1=prevstateno!=55555
trigger1=prevstateno!=55557
fvar(7)=1
[State -2];フラグ
type=varset
trigger1=prevstateno!=55555
trigger1=prevstateno!=55557
fvar(8)=0
[State -2];フラグ
type=varset
trigger1=floor(fvar(7))%10=0
trigger1=root,p2movetype=A||root,inguarddist
trigger1=root,movetype!=H
trigger2=floor(fvar(7))>=60
trigger2=fvar(7):=0||1
fvar(8)=1
[State -2]
type=ChangeState
triggerall=IsHelper
triggerall=(var(53):=ifelse(GameTime!=var(52),0,var(53)+1))<30
triggerall=(var(52):=GameTime)||1
triggerall=!numhelper(55556)
trigger1=var(56)!=-1||prevstateno=55559
trigger1=!playerIDexist(var(3+var(55)))
trigger1=fvar(8)
value=55557
[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1
[State -2]
type=Nothitby
trigger1=1
value=SCA
[State -2]
type=posset
trigger1=1
x=root,pos x+enemynear(!enemynear,alive*enemy,alive),const(size.attack.dist)*enemynear(!enemynear,alive*enemy,alive),facing
[State -2]
type=turn
trigger1=facing=enemynear,facing
[State 55555]
type=varset
trigger1=var(57)<var(3+var(55))
var(57)=var(3+var(55))
[State 55555]
type=ChangeState
triggerall=IsHelper
triggerall=(var(53):=ifelse(GameTime!=var(52),0,var(53)+1))<30
triggerall=(var(52):=GameTime)||1
trigger1=!numhelper(55556)
trigger1=var(56)!=-1
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=55555
[State -2]
type=VarSet
trigger1=1
var(55)=0
[State -2]
type=VarAdd
trigger1=var(0)>0
var(0)=-1
[State -2]
type=VarSet
trigger1=!enemynear,ctrl&&enemynear,stateno>=200
trigger2=inguarddist
trigger3=root,inguarddist
var(0)=15
[State -2]
type=VarAdd
trigger1=var(0)
var(1)=1
[State -2]
type=Varset
trigger1=!var(0)
var(1)=0
[State 55555]
type=varset
trigger1=1
var(59)=0
[State -2]
type=ChangeState
triggerall=IsHelper
triggerall=(var(53):=ifelse(GameTime!=var(52),0,var(53)+1))<30
triggerall=(var(52):=GameTime)||1
trigger1=1
value=55559

; AI Projectile Scanner Sub-States
[Statedef 55556]
anim=20218;0;9999;0;9999
ctrl=0
[State 55556]
type=destroyself
trigger1=ishelper
trigger1=1

[State 55556, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55556, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55556, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[Statedef 55557]
anim=20218;0;9999;0;9999
ctrl=0

[State 55557, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55557, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55557, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2]
type=varset
trigger1=prevstateno!=55557
var(3+var(55))=var(57)+1
[State -2]
type=varadd
var(56)=1
trigger1=var(56)!=-1
[State -2]
type=Varset
trigger1=prevstateno!=55557
var(56)=0
[State -2]
type=varadd
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A&&!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200
trigger3=playerIDExist(var(3+var(55)))
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=playerIDExist(var(3+var(55)))
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=playerIDExist(var(3+var(55)))
trigger5=teamside=playerID(var(3+var(55))),teamside
var(3+var(55))=1
[state -2]
type=Helper
trigger1=var(56)>10
trigger1=var(56):=-1
trigger1=!numhelper(55556)
helpertype=normal
name="id_check"
ID=55556
pos=0, 0
postype=right
facing=1
stateno=55556
ownpal=1
supermovetime=99999
pausemovetime=99999
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=numhelper(55556)
var(3+var(55))=helper(55556),id
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=!numhelper(55556)
var(3+var(55))=var(57)+1
[State -2]
type=ChangeState
value=55557
triggerall=IsHelper
triggerall=(var(53):=ifelse(GameTime!=var(52),0,var(53)+1))<30
triggerall=(var(52):=GameTime)||1
triggerall=var(56)!=-1
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A&&!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200
trigger3=playerIDExist(var(3+var(55)))
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=playerIDExist(var(3+var(55)))
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=playerIDExist(var(3+var(55)))
trigger5=teamside=playerID(var(3+var(55))),teamside
[State -2]
type=ChangeState
value=55555
triggerall=IsHelper
triggerall=(var(53):=ifelse(GameTime!=var(52),0,var(53)+1))<30
triggerall=(var(52):=GameTime)||1
trigger1=1
[Statedef 55559]
anim=20218;0;9999;0;9999
ctrl=0
[State 55559]
type=ChangeState
triggerall=IsHelper
triggerall=(var(53):=ifelse(GameTime!=var(52),0,var(53)+1))<30
triggerall=(var(52):=GameTime)||1
trigger1=time>0
value=55555

[State 55559, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55559, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55559, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 55559]
type=CHangeState
triggerall=IsHelper
triggerall=(var(53):=ifelse(GameTime!=var(52),0,var(53)+1))<30
triggerall=(var(52):=GameTime)||1
trigger1=!playerIDExist(var(3+var(55)))
trigger1=var(55)<var(54)-1
trigger1=var(55):=var(55)+1
value=55559
[State 55555, VarSet]
type=varset
trigger1=prevstateno!=55559
var(58)=0
[State 55555 地上波動]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!(var(58)&2**0)
trigger1=playerID(var(3+var(55))),hitdefattr = SCA,AA,AP
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>=1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-100
trigger1=fvar(0):=playerID(var(3+var(55))),vel x||1
var(58)=2**0
[State 55555, CHangeState]
type=CHangeState
triggerall=IsHelper
triggerall=(var(53):=ifelse(GameTime!=var(52),0,var(53)+1))<30
triggerall=(var(52):=GameTime)||1
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=55559
[State 55555]
type=varset
trigger1=1
var(55)=0
[State 55555]
type=varset
trigger1=1
var(56)=0

; Right Edge Detector & Learning Helper
[Statedef 22222]
Type = A
Ctrl = 0
Anim = 20218;0;9999;0;9999
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 22222, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 22222, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 22222, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2,消失]
type=DestroySelf
triggerall=isHelper
trigger1=roundstate!=[1,2]
[State 22222]
type = assertspecial
trigger1 = 1
flag = invisible
[State 22222]
type = NotHitBy
value = SCA
trigger1 = 1
[State 22222,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0
[State 22222]
type = Projectile
Trigger1 = time = 0
velocity = 10,0
projID = 22222
projhits = 9999
projpriority = 9999
projanim = 20218;0;9999;0;9999
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999
[State 22222]
type = velset
Trigger1 = Root,NumProjID(22222) = 0
Trigger1 = time > 0
x = 0
y = 0
[State 22222]
Type = VarSet
triggerall = ishelper
trigger1 = 1
var(0)= 0
IgnoreHitPause= 1
[State 22222]
Type = VarSet
triggerall= ishelper
trigger1= 1
fvar(0)= 0
IgnoreHitPause= 1

; Left Edge Detector & Learning Helper
[Statedef 33333]
Type = A
Ctrl = 0
Anim = 20218;0;9999;0;9999
Velset = 10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 33333, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 33333, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 33333, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State -2,消失]
type=DestroySelf
triggerall=isHelper
trigger1=roundstate!=[1,2]
[State 33333]
type = assertspecial
trigger1 = 1
flag = invisible
[State 33333]
type = NotHitBy
value = SCA
trigger1 = 1
[State 33333,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0
[State 33333]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 33333
projhits = 9999
projpriority = 9999
projanim = 20218;0;9999;0;9999
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999
[State 33333]
type = velset
Trigger1 = Root,NumProjID(33333) = 0
Trigger1 = time > 0
x = 0
y = 0
[State 33333]
type = VarSet
trigger1=1
var(0) = 0

;Ignore This or Delete It
; AI Activation & Input Reader Helper (from Template)
;[Statedef 974122]
;type=A
;movetype=I
;physics=N
;anim=9999
;ctrl=0

;[State 974122, AI Var Propagate]
;type=ParentVarSet
;trigger1= AILevel > 0
;var(59) = AILevel

;[State 974122, goodbye]
;type=DestroySelf
;trigger1= !(root,alive)
;trigger2= roundstate!=2

;Ignore This or Delete It
; AI Projectile & Entity Scanner Helper (from Template)
;[Statedef 55555]
;type=A
;movetype=I
;physics=N
;ctrl=0
;anim=9999
;sprpriority=0
;velset=0,0

;[State 55555, Main Scanner Logic]
;type=Null
;trigger1 = 1 ; Placeholder for complex scanner logic. Full logic would be embedded.

;[State 55555, Destroy]
;type=DestroySelf
;trigger1=time>10

; ===========================================================================
; --- OMNI-AI LOGIC SYSTEM (UPGRADED & ROBUST) ---
; Main Brain Module
; Helper ID: 44446677
; ===========================================================================

[Statedef 44446677]
Type = A
Ctrl = 0
anim = 20218;9999;20218;9999;20218
Movetype = I
Physics = N
VelSet = 0,0

; ---------------------------------------------------------------------------
; [CORE INTEGRITY]
; Self-correction and invisibility
; ---------------------------------------------------------------------------

[State 44446677, SelfState]
type = SelfState
trigger1 = !IsHelper
value = 0
ignorehitpause = 1

[State 44446677, Invisible]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 44446677, Invuln]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 44446677, Position Bind]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [ADAPTIVE AI CONFIGURATION]
; Dynamic Difficulty and Randomization
; ---------------------------------------------------------------------------

[State 44446677, Sync AI Level]
type = VarSet
trigger1 = 1
var(59) = AILevel ; Syncs internal AI level with Root's AI level
ignorehitpause = 1

[State 44446677, RNG Generator]
type = VarRandom
trigger1 = 1
v = 56
range = 0, 1000
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [ADVANCED PHYSICS TRACKING]
; Calculates relative distance, velocity, and predicted positions.
; ---------------------------------------------------------------------------

; --- X Axis Physics (Enhanced) ---

; --- OMNI-ADAPTIVE PHYSICS TRACKER ---

[State 44446677, Vel X (Closing Speed)]
type = VarSet
trigger1 = NumEnemy
; Calculates exact speed at which P1 and P2 are narrowing/widening the gap
fvar(5) = (EnemyNear,Vel X * ifelse(EnemyNear,Facing = Facing, -1, 1))
ignorehitpause = 1

[State 44446677, RelVel X (Closing Speed)]
type = Null;VarSet
trigger1 = NumEnemy
; Calculates exact speed at which P1 and P2 are narrowing/widening the gap
fvar(5) = (EnemyNear,Vel X * ifelse(EnemyNear,Facing = Facing, -1, 1)) - (Root,Vel X)
ignorehitpause = 1

[State 44446677, Vel Y (Vertical Convergence)]
type = VarSet
trigger1 = NumEnemy
fvar(15) = EnemyNear,Vel Y
ignorehitpause = 1

[State 44446677, RelVel Y (Vertical Convergence)]
type = Null;VarSet
trigger1 = NumEnemy
fvar(15) = EnemyNear,Vel Y - Root,Vel Y
ignorehitpause = 1

[State 44446677, X-Accel (Dampened)]
type = VarSet
trigger1 = NumEnemy
; We use ifelse to prevent "Accel Spikes" during state changes
fvar(4) = ifelse(Root,PrevStateNo != Root,StateNo, 0, fvar(5) - fvar(6))
ignorehitpause = 1

[State 44446677, Enemy Gravity Capture]
type = VarSet
trigger1 = NumEnemy
; Capture enemy's internal gravity for the Ultimate Y-Axis prediction
fvar(17) = EnemyNear, const(movement.yaccel)
ignorehitpause = 1

[State 44446677, Store Previous Vel]
type = VarSet
trigger1 = NumEnemy
fvar(6) = fvar(5) ; X
ignorehitpause = 1

; --- Y Axis Physics (Enhanced) ---

[State 44446677, Store Previous Vel]
type = VarSet
trigger1 = NumEnemy
fvar(16) = fvar(15) ; Y
ignorehitpause = 1

; --- Y-Axis Physics Evolution ---
[State 44446677, Y-Accel Tracking (Gravity Delta)]
type = VarSet
trigger1 = NumEnemy
; We compare current RelVelY against the previous frame's RelVelY
; This detects if the opponent is in a custom gravity state or being launched
fvar(14) = fvar(15) - fvar(16)
ignorehitpause = 1

[State 44446677, Store Previous Y-Vel]
type = VarSet
trigger1 = NumEnemy
fvar(16) = fvar(15)
ignorehitpause = 1

; --- Distance Amalgamation (Physics Corrected) ---
[State 44446677, Absolute Distance X]
type = VarSet
trigger1 = NumEnemy
; Using P2BodyDist instead of Pos calculation ensures the AI accounts for
; character width (collision boxes) rather than just the center point.
fvar(10) = P2BodyDist X
ignorehitpause = 1

[State 44446677, Absolute Distance Y]
type = VarSet
trigger1 = NumEnemy
; Ensures Y distance is relative to the floor, not just the root
fvar(11) = P2BodyDist Y
ignorehitpause = 1

; --- Wall Proximity (The "Corner-Lock" Evolution) ---
[State 44446677, Root Front Edge Dist]
type = VarSet
trigger1 = 1
; Using FrontEdgeDist is safer than ScreenPos math because it automatically
; accounts for GameWidth and Stage Camera Zoom.
fvar(12) = FrontEdgeDist
ignorehitpause = 1

[State 44446677, Enemy Front Edge Dist]
type = VarSet
trigger1 = NumEnemy
; This tells the AI if the opponent is backed against a wall.
; Crucial for the Python generator to switch to "Corner Combo" logic.
fvar(13) = EnemyNear, FrontEdgeDist
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [OMNI-COMBAT LOGIC]
; State recognition and advantage calculation
; ---------------------------------------------------------------------------

[State 44446677, Facing Mismatch]
type = VarSet
trigger1 = NumEnemy
var(44) = -(Root,Facing) * (EnemyNear,Facing)
ignorehitpause = 1

[State 44446677, Enemy State Config]
type = VarSet
trigger1 = NumEnemy
; 1 = Stand, 2 = Crouch, 3 = Air, 4 = LieDown
var(45) = IfElse(EnemyNear,StateType=S, 1, IfElse(EnemyNear,StateType=C, 2, IfElse(EnemyNear,StateType=A, 3, 4)))
ignorehitpause = 1

[State 44446677, Enemy Recovery Type]
type = VarSet
triggerall = NumEnemy
trigger1 = 1
; Returns friction value to predict slide distance
fvar(9) = IfElse(EnemyNear,StateType=C, EnemyNear,Const(movement.crouch.friction), EnemyNear,Const(movement.stand.friction))
ignorehitpause = 1

; ===========================================================================
; AI LOGIC HELPER: STATE MONITORING (BITWISE GATED)
; ===========================================================================

[State 44446677, Reset Attack State]
type = VarSet
; Logic: var(50) = var(50) - (is bit 1024 active?) 
; This clears ONLY the 1024 bit without affecting other bits/values.
trigger1 = Root, MoveType != A
v = 50
value = var(50) - (var(50) & 1024)
ignorehitpause = 1

[State 44446677, Detect Active Frames]
type = VarSet
; Logic: var(50) = var(50) | 1024
; Sets Bit 1024 to 'True' while preserving all other data in var(50).
trigger1 = Root, MoveType = A
v = 50
value = var(50) | 1024
ignorehitpause = 1

[State 44446677, Detect Recovery]
type = VarSet
; Logic: Clears the 1024 bit when in Idle/Recovery (MoveType I)
trigger1 = Root, MoveType = I
v = 50
value = var(50) - (var(50) & 1024)
ignorehitpause = 1

; --- Frame Advantage / Danger Detection ---

[State 44446677, Reset Attack State]
type = Null;VarSet
trigger1 = Root,MoveType != A
var(50) = 0 ; Safe
ignorehitpause = 1

[State 44446677, Detect Active Frames]
type = Null;VarSet
trigger1 = Root,MoveType = A
var(50) = 1 ; Attacking
ignorehitpause = 1

[State 44446677, Detect Recovery]
type = Null;VarSet
trigger1 = Root,MoveType = I
var(50) = 0
ignorehitpause = 1

[State 44446677, Enemy Knockdown Timer]
type = VarSet
triggerall = NumEnemy
trigger1 = p2statetype = L
trigger1 = EnemyNear,StateNo = 5120 ; Getting up
var(46) = (EnemyNear,AnimTime) ; Negative value indicating time until stand up
ignorehitpause = 1

[State 44446677, Enemy Attack Counter]
type = VarAdd
triggerall = NumEnemy
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA, NA, SA, HA
trigger1 = var(47) < 30 ; Cap to prevent overflow
var(47) = 1
ignorehitpause = 1

[State 44446677, Reset Attack Counter]
type = VarSet
triggerall = NumEnemy
trigger1 = EnemyNear,MoveType != A
var(47) = 0
ignorehitpause = 1

; ---------------------------------------------------------------------------
; [CONTROL & MODE LOGIC]
; ---------------------------------------------------------------------------

[State 44446677, Root Mode Tracker]
type = VarSet
trigger1 = 1
var(55) = (Root,Var(2) / 1000 % 10) ; Extract specific mode digit from common variable
ignorehitpause = 1

[State 44446677, Control Advantage]
type = VarSet
triggerall = NumEnemy
trigger1 = 1
; 1 = We have advantage, -1 = Enemy has advantage
var(0) = IfElse(Root,Ctrl && !EnemyNear,Ctrl, 1, IfElse(!Root,Ctrl && EnemyNear,Ctrl, -1, 0))
ignorehitpause = 1

; ---------------------------------------------------------------------------
; Edge/Screen Control Projectile Helpers (Spawned by Main Logic Helper)
; ---------------------------------------------------------------------------
[Statedef 55554433]
Type = A
Ctrl = 0
anim = 20218;9999;20218;9999;20218
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 55554433, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 55554433, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 55554433, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 55554433, Projectile Spawner]
Type = Projectile
Trigger1 = time=0
Velocity = -10,0
ProjID = 55554433
Projanim = 20218;9999;20218;9999;20218
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

[State 55554433, Stop Moving]
Type = velset
Trigger1 = Root,NumProjID(55554433)=0
Trigger1 = time>0
x=0
y=0

[Statedef 66664433]
Type = A
Ctrl = 0
anim = 20218;9999;20218;9999;20218
Velset = 10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 66664433, SelfState Management]
type=selfstate
trigger1=!ishelper
value=0

[State 66664433, Core Properties]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 66664433, Core Invulnerability]
type = nothitby
trigger1 = 1
value = sca

[State 66664433, Projectile Spawner]
Type = Projectile
Trigger1 = time=0
Velocity = 10,0
ProjID = 66664433
Projanim = 20218;9999;20218;9999;20218
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

[State 66664433, Stop Moving]
Type = velset
Trigger1 = Root,NumProjID(66664433)=0
Trigger1 = time>0
x=0
y=0
