[Statedef -3]

[State 3010, Super D]
type = AfterImage
trigger1 = stateno = 52
palcontrast = 100,100,255
time = 1

[State 3010, Super E]
type = AfterImageTime
trigger1 = stateno = 52
time = 1

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
trigger3 = stateno = 192 && animelem = 2
value = 40, 0

[State 0, StopSnd]
type = StopSnd
trigger1 = stateno != 191
channel = 4

[State 0, StopSnd]
type = StopSnd
trigger1 = stateno != 195
channel = 5

[State 0, StopSnd]
type = StopSnd
trigger1 = stateno != 3500
channel = 1
;ignorehitpause = 
;persistent = 


[State -3, landdust1]
type = explod
triggerall = prevstateno = [971,973]
trigger1 = time = 0
trigger1 = stateno = 45
anim = 973
postype = p1
pos = 0,0
sprpriority = -1
ownpal = 1
ID = 973

[State 22, PlaySnd]
type = PlaySnd
triggerall = prevstateno = [971,973]
trigger1 = time = 0
value = S1100,0

[State -3, landdust1];nzR1
type = explod
triggerall = Time = 1
trigger1 = stateno = 100 ;Jump land
anim = 101
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
ID = 101

[State -3, landdust1];nzR1
type = explod
triggerall = Time = 1
trigger1 = stateno = 105 ;Jump land
trigger2 = animelem = 3
anim = 101
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
ID = 101
facing = -1

[State -3, landdust1];nzR1
type = explod
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
anim = 7999
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
ID = 7999



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI11"
trigger13 = command = "AI12"
trigger14 = command = "AI13"
trigger15 = command = "AI14"
trigger16 = command = "AI15"
trigger17 = command = "AI16"
trigger18 = command = "AI17"
trigger19 = command = "AI18"
trigger20 = command = "AI19"
trigger21 = command = "AI20"
trigger22 = command = "AI21"
trigger23 = command = "AI22"
trigger24 = command = "AI23"
trigger25 = command = "AI24"
trigger26 = command = "AI25"
trigger27 = command = "AI26"
trigger28 = command = "AI27"
trigger29 = command = "AI28"
trigger30 = command = "AI29"
trigger31 = command = "AI30"
trigger32 = command = "AI31"
trigger33 = command = "AI32"
trigger34 = command = "AI33"
trigger35 = command = "AI34"
trigger36 = command = "AI35"
trigger37 = command = "AI36"
trigger38 = command = "AI37"
trigger39 = command = "AI38"
trigger40 = command = "AI39"
trigger41 = command = "AI40"
trigger42 = command = "AI41"
trigger43 = command = "AI42"
trigger44 = command = "AI43"
trigger45 = command = "AI44"
trigger46 = command = "AI45"
trigger47 = command = "AI46"
trigger48 = command = "AI47"
trigger49 = command = "AI48"
trigger50 = command = "AI49"
trigger51 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
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(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990


;Counter
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -36
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,13+4*(vel x+enemynear,vel x)]
 
trigger1 = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -32
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,18+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact


[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 7*enemynear,vel y >= -66
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+7*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,12+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -32
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,15+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact

[State -1]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 10*enemynear,vel y >= -35
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact

[State -1]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-31,52]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,18+5*(vel x+enemynear,vel x)]
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-67,52]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

[State -1]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-33,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,25+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact

[State -1]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-75,46]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,1+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45]
triggerall = !var(58)
trigger1 = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1510
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1520
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = power >= 500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact


;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0


;Chance
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -36
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,13+4*(vel x+enemynear,vel x)]
 
trigger1 = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -32
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,18+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact


[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 7*enemynear,vel y >= -66
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,42+7*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,12+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -32
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,15+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact

[State -1]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 10*enemynear,vel y >= -35
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,45+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact

[State -1]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-31,52]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,18+5*(vel x+enemynear,vel x)]
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-67,52]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,23+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

[State -1]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-33,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,25+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact

[State -1]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-75,46]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,1+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,45]
triggerall = !var(58)
trigger1 = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1510
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1520
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = power >= 500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact


;Combo
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-36,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,13+4*(vel x+enemynear,vel x)]
 
trigger1 = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-32,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,18+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact


[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-66,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,42+7*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-29,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,12+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-32,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,15+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact

[State -1]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-35,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,45+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact

[State -1]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-31,52]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,18+5*(vel x+enemynear,vel x)]
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-67,52]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,23+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

[State -1]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-33,32]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,25+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact

[State -1]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-75,46]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,1+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1510
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1520
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = power >= 500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact


;Throw
[State -1]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = power >= 500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1510
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1]
type = ChangeState
value = 1520
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 220
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact

[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,45]
triggerall = !var(58)
trigger1 = statetype != A
trigger1 = ctrl


;Fight
[State -1]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -36
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)
triggerall = p2bodydist x = [0,13+4*(vel x+enemynear,vel x)]
 
trigger1 = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -32
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,18+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact


[State -1]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 7*enemynear,vel y >= -66
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,42+7*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact

[State -1]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 55*var(59)
triggerall = p2bodydist x = [0,12+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 4*enemynear,vel y >= -32
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 55*var(59)
triggerall = p2bodydist x = [0,15+4*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact

[State -1]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = !var(58)
triggerall = p2bodydist y + 10*enemynear,vel y >= -35
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)|| p2statetype = A && random <= 26*var(59)
triggerall = p2bodydist x = [0,45+10*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact

[State -1]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-31,52]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 30*var(59)
triggerall = p2bodydist x = [0,18+5*(vel x+enemynear,vel x)]
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-67,52]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,23+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

[State -1]
type = ChangeState
value = 620
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-33,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,25+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact

[State -1]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 13*(vel y - enemynear,vel y) = [-75,46]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [0,1+13*(vel x+enemynear,vel x)]
triggerall = pos Y+13*vel y+const(movement.yaccel)*13*14*0.5 < 0
triggerall = !var(58)
trigger1 = statetype = A
trigger1 = ctrl


;Move and other
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Run Back]
type = ChangeState
value = 105
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
trigger1 = Statetype != A
trigger1 = ctrl


