;RtBO
[Statedef 9999]

	[State 9999, o[jOQ[W̃ZbeBO]
		type     = VarSet
		trigger1 = 1
		var(8)   = 0	;`FW
						;"0"̓m[}
						;"1"100%X^[gAm[}ȃQ[WMAXȂ炱
						;"2"̓I[EFCY120%ALimitOverDrive~bgX
						;WARNING
						;LŁAQ[WMAX̃ZbeBO"1"Rf[VĂʂ
						;ZbeBO"2"̓x[VbNIɃg[jỖZbeBOł
						;i120%̃R{g[jỖׂZbeBOj
						;oX𑹂Ȃꂪ̂Ŏgp͎ȐӔCł肢܂

	[State 9999, o[jOQ[W̃CjVo[]
		type     = VarSet
		trigger1 = Var(8) = 0
		trigger1 = RoundNo = 1
		var(17)  = 0	;`FW
						;0`120̃ZbeBOł܂
						;m[}ȃZbeBOŃQ[WMAXX^[g

	[State 9999, LIVE]
		type     = VarSet
		trigger1 = 1
		var(14)  = 1	;`FW
						;"0"NoLIVE
						;"1"̓~X.C`RLIVE
						;"2"̓vLIVE

	[State 9999, `A]
		type     = VarSet
		trigger1 = 1
		var(16)  = 1	;`FW
						;"0"̓`AȂ
						;"1"̓`A

	[State 9999, @JEg~bgX]
		type     = VarSet
		trigger1 = 1
		var(45)  = 0	;`FW
						;"0"̓~bg
						;"1"̓~bgX

	[State 9999, ItZbeBÕA[}[120%s[g̃ZbeBO]
		type     = VarSet
		trigger1 = 1
		var(26)  = 0	;`FW
						;"0"̓~bg
						;"1"̓~bgX

	[State 9999, K[hLZ_bṼ~bg]
		type     = VarSet
		trigger1 = 1
		var(25)  = 1	;`FW
						;"0"̓~bg
						;"1"̓qbgXgbvIɃX^[g
						;"2"̓~bgX

	[State 9999, KÕ~bgON/OFF]
		type     = VarSet
		trigger1 = 1
		var(27)  = 0	;`FW
						;"0"͍KOs
						;"1"͍KO

;	[State 9999, oX^[amI[u]
;		type     = ܂
;		trigger1 = ςȂ
;		var(24)  = ͂Ȃ

	[State 9999, ʃTCYɑ΂Q[Wʒu]
		type     = VarSet
		trigger1 = 1
		var(1)   = 0	;ύX
						;"0"4:3
						;"1"16:9

;Cg
;Ήꍇ́ARɖOo^ĉB

[State 9999, Vo[TCpCg]
	type       = ChangeState
	triggerall = PrevStateNo != 100191
	triggerall = TeamMode = Single || TeamMode = Turns
	triggerall = RoundNo = 1
	trigger1   = NumEnemy
	trigger1   = enemy(0),authorname = "iwakick"
	trigger1   = enemy(0),name = "SilverSamurai"
	value      = 100191

[State 9999, m[}̃Cg]
	type       = ChangeState
	triggerall = RoundNo = 1
	trigger1   = !(enemy(0),authorname = "iwakick") &&!(enemy(0),name = "SilverSamurai")
	value      = 190

[State 9999, m[}̃Cg]
	type       = ChangeState
	triggerall = RoundNo = 1
	trigger1   = NumEnemy = 2
	value      = 190

[State 9999, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = 1
	value    = 0




[Statedef 10100]
;;//------------------------------
;		ݒ
;;//------------------------------


[state ];`hx
type = varset
trigger1 = ishelper
var(59) = 1		;0`5͈̔͂Őݒ 		Pȏł`hN܂
ignorehitpause = 1

[state ];`h펞N
type = varset
trigger1 = ishelper
var(3) = 0		;01Őݒ			Pɂ΂`h̋NȂ܂vC[s\ɂȂ܂


;-----牺͌ʐݒ
;0ȏɐݒ肵ꍇA`hxD悳܂
;ׂƂɂǂ
;SĐł肢܂
;ȂA-1ł`hxˑł
;u-1`1000͈̔͂ŁvƂȂĂ̂́Áiݒ肵lPOjŎs܂
;̃Xe[gLqł͂܂Ȃꍇ܂

[state ];K[h
type = varset
trigger1 = ishelper
var(58) = -1	;-1`1000͈̔͂Őݒ	lقǖh䂻̂̂𐬌₷Ȃ܂

[state ];iK[h
type = varset
trigger1 = ishelper
var(57) = -1	;-1`1000͈̔͂Őݒ	lقǒiUɑ΂ė₷Ȃ܂

[state ];Ⴊ݃K[h
type = varset
trigger1 = ishelper
var(56) = -1	;-1`1000͈̔͂Őݒ	lقǂႪ݃K[hD悵܂BႢƗK[hiUe悤ɂȂ܂

;----------------------------------
;		܂
;----------------------------------








































;----------
;var(0)		;K[hp
;var(1)		;gs\

;var(2)		;temp
;var(3)		;AI펞Np
;var(4)		;{̔x

;var(10)	;Xe[g
;var(11)	;Xe[g
;var(12)	;Xe[g	K[hd
;var(13)	;Xe[g	E

;var(15)	;OF_{stateno
;var(16)	;OF_{movetype	I=0 A=1 K[h=2 H=3
;var(17)	;OF_{statetype	S=0 C=1 A=2 L=3
;var(18)
;var(19)	;OF_{facing

;var(20)	;OF_anim
;var(21)	;OF_movetype
;var(22)	;OF_statetype
;var(23)	;OF_hitdefattr	=0 AA=1 AP=2 AT= 3
;var(24)	;OF_facing

;var(25)

;var(26)	;enemy(0)oߎ	;Fn		F
;var(27)	;enemy(1)
;var(28)	;enemy(0)_E
;var(29)	;enemy(1)
;var(30)	;enemy(0)oߎ	;FE		F
;var(31)	;enemy(1)

;var(32)	;g
;var(33)	;
;var(34)	;O
;var(35)	;O	
;var(36)	;㕝
;var(37)	;

;var(39~58)	;ʐݒ
;var(59)	;`h


;fvar(0)~fvar(35)	;wK
;fvar(0~3)		;im
;fvar(4~5)		;K[hs\m
;fvar(6~9)		;m
;fvar(10~13)	;gm
;fvar(14~19)	;Gm	ƕp
;fvar(18~19)	;Gm
;fvar(20~23)	;s
;fvar(24~27)	;Es
;fvar(28~31)	;fbcs
;fvar(32~35)	;fbP~J`s


;----------

[state ]
type = SelfState
trigger1 = !ishelper
value = 52
ctrl = 1
persistent = 256
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
[state ]
type = changeanim
trigger1 = anim != 838861
value = 838861
ignorehitpause = 1
[state ]
type = statetypeset
trigger1 = movetype != I
movetype = I
ignorehitpause = 1
[state ]
type = ctrlset
trigger1 = ctrl = 1
value = 0
ignorehitpause = 1

;[state ,~b^[]
;type = null;varset
;triggerall = var(59) != [0,10]
;trigger1 = 1
;var(59) = 0


[state ];R{
type = null
triggerall = var(40) != [0,2]
triggerall = var(40) = -1
trigger1 = var(59) = [1,4]
trigger1 = 1 || var(40) := 0
trigger2 = var(59) = [5,8]
trigger2 = 1 || var(40) := 2
trigger3 = var(59) >= 9
trigger3 = 1 || var(40) := 1
trigger4 = 1 || var(40) := 2
ignorehitpause = 1

[state ];R{
type = null
triggerall = root,movetype != A
triggerall = playerid(root,var(2)),movetype != H
trigger1 = var(40) = 0
trigger1 = 1 || var(41) := 0
trigger2 = var(40) = 1
trigger2 = 1 || var(41) := 1
trigger3 = var(40) = 2
trigger3 = root,life <= root,lifemax / 2.0
trigger3 = root,life < playerid(root,var(2)),life
trigger3 = 1 || var(41) := 1
trigger4 = var(40) = 2
trigger4 = 1 || var(41) := (random > 495)
ignorehitpause = 1




[state ];XNǗ
type = varset
trigger1 = ishelper
var(39) = -1
[state ];K[hLZ
type = varset
trigger1 = ishelper
var(55) = -1
[state ];
type = varset
trigger1 = ishelper
var(51) = -1
[state ];E
type = varset
trigger1 = ishelper
var(50) = -1
[state ];
type = varset
trigger1 = ishelper
var(49) = -1
[state ];Z
type = varset
trigger1 = ishelper
var(48) = -1
[state ];΋
type = varset
trigger1 = ishelper
var(46) = -1
[state ];x
type = varset
trigger1 = ishelper
var(45) = -1
[state ];덷
type = varset
trigger1 = ishelper
var(44) = -1
[state ];XNǗ
type = null
triggerall = var(39) = -1
trigger1 = var(59) <= 6
trigger1 = 1 || var(39) := 0
trigger2 = var(59) = [7,8]
trigger2 = 1 || var(39) := 2
trigger3 = var(59) >= 9
trigger3 = 1 || var(39) := 1
ignorehitpause = 1


[state ];Ă܂XyV
type = varset
trigger1 = ishelper
var(52) = 0		;Pɂ΃_EǂƂĎgp



[state ];fobO
type = varset
trigger1 = 1
var(5) = 0

[state ]
type = varset
trigger1 = ishelper
var(40) = -1


[state ];
type = varset
trigger1 = ishelper
var(54) = -1

[state ]
type = varset
trigger1 = ishelper
var(53) = -1

[state ]
type = varset
trigger1 = ishelper
var(43) = -1

[state ]
type = varset
trigger1 = ishelper
var(47) = -1

[state ]
type = varset
trigger1 = ishelper
var(42) = -1












[state ]
Type = Varset
trigger1 = 1
var(0) = 0
ignorehitpause = 1

[state ]
type = turn
triggerall = facing = root,facing
trigger1 = root,facing = playerid(root,var(2)),facing
ignorehitpause = 1
[state ]
type = posset
trigger1 = root,facing = playerid(root,var(2)),facing
x = root,pos x + 50*facing
ignorehitpause = 1
[state ]
Type = Varset
trigger1 = inguarddist
var(0) = 1
ignorehitpause = 1
[state ]
type = posset
trigger1 = root,facing = playerid(root,var(2)),facing
x = root,pos x + 100*facing
ignorehitpause = 1
[state ]
Type = Varset
trigger1 = inguarddist
var(0) = 1
ignorehitpause = 1


[state ]
type = turn
triggerall = root,p2dist x <= 0
trigger1 = facing = playerid(root,var(2)),facing
ignorehitpause = 1
[state ]
type = posset
trigger1 = root,p2dist x <= 0
x = playerid(root,var(2)),pos x - 50*facing
ignorehitpause = 1
[state ]
Type = Varset
trigger1 = inguarddist
var(0) = 1
ignorehitpause = 1
[state ]
type = posset
trigger1 = root,p2dist x <= 0
x = playerid(root,var(2)),pos x - 100*facing
ignorehitpause = 1
[state ]
Type = Varset
trigger1 = inguarddist
var(0) = 1
ignorehitpause = 1


[State ]
Type = turn
Trigger1 = Facing != root,Facing
ignorehitpause = 1
[state ]
Type = Posset
Trigger1 = 1
x = root,pos x - 50*facing
ignorehitpause = 1
[state ]
Type = Varset
trigger1 = inguarddist
var(0) = 1
ignorehitpause = 1
[state ]
Type = Posset
Trigger1 = 1
x = root,pos x - 100*facing
ignorehitpause = 1
[state ]
Type = Varset
trigger1 = inguarddist
var(0) = 1
ignorehitpause = 1
[state ]
Type = Posset
Trigger1 = 1
x = root,pos x + 50*facing
ignorehitpause = 1
[state ]
Type = Varset
trigger1 = inguarddist
var(0) = 1
ignorehitpause = 1

[state ]
Type = Posset
Trigger1 = 1
x = root,pos x
y = 99999
ignorehitpause = 1
[state ]
Type = Varset
triggerall = p2bodydist x = [-100,0]
trigger1 = playerid(root,var(2)),movetype = A
trigger2 = inguarddist
var(0) = 1
ignorehitpause = 1






;v10,12,13܂


;-----ڋ߂łȂԌv
[state ,Zbg]
type = varset
triggerall = root,p2dist x > 0
trigger1 = root,p2bodydist x < 90
trigger2 = playerid(root,var(2)),movetype = H
trigger3 = root,statetype = A
var(11) = 0

[state ,Ԍo]
type = varadd
triggerall = root,stateno != [0,22]
triggerall = root,stateno < 5000
triggerall = root,movetype != A
trigger1 = root,p2bodydist x > 175
var(11) = 1
;-----





[state ,e`FbN]
type = varset
triggerall = root,stateno = [5000,5110]
trigger1 = root,movetype = H
trigger1 = !(root,stateno = [120,155])
trigger1 = var(15) < 5000
sysfvar(0) = var(15)
ignorehitpause = 1


[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = numhelper(30020)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 1				;{̋
triggerall = var(21) = 1				;U
triggerall = var(22) != 2				;肪󒆂ł͂Ȃ
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)	;肪Ōˌ
triggerall = root,var(53) != var(20)
triggerall = root,var(54) != var(20)
triggerall = root,var(55) != var(20)
trigger1 = root,var(53) = 0
var(53) = var(20)
ignorehitpause = 1
[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = numhelper(30020)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2
triggerall = var(17) = 1
triggerall = var(21) = 1
triggerall = var(22) != 2
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)
triggerall = root,var(53) != var(20)
triggerall = root,var(54) != var(20)
triggerall = root,var(55) != var(20)
trigger1 = root,var(53) != 0 && root,var(54) = 0
var(54) = var(20)
ignorehitpause = 1
[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = numhelper(30020)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2
triggerall = var(17) = 1
triggerall = var(21) = 1
triggerall = var(22) != 2
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)
triggerall = root,var(53) != var(20)
triggerall = root,var(54) != var(20)
triggerall = root,var(55) != var(20)
trigger1 = root,var(53) != 0 && root,var(54) != 0 && root,var(55) = 0
var(55) = var(20)
ignorehitpause = 1


[state ,K[hs\m]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 0				;{̗
triggerall = var(21) = 1				;U
triggerall = var(23) = 1 || var(23) = 2	;肪Ōˌ
triggerall = playerid(root,var(2)),anim = root,var(53) || playerid(root,var(2)),anim = root,var(54) || playerid(root,var(2)),anim = root,var(55)
triggerall = root,fvar(33) != var(20)
triggerall = root,fvar(34) != var(20)
trigger1 = root,fvar(33) = 0
fvar(33) = var(20)
ignorehitpause = 1
[state ,K[hs\m]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 0				;{̗
triggerall = var(21) = 1				;U
triggerall = var(23) = 1 || var(23) = 2	;肪Ōˌ
triggerall = playerid(root,var(2)),anim = root,var(53) || playerid(root,var(2)),anim = root,var(54) || playerid(root,var(2)),anim = root,var(55)
triggerall = root,fvar(33) != var(20)
triggerall = root,fvar(34) != var(20)
trigger1 = root,fvar(33) != 0 && root,fvar(34) = 0
fvar(34) = var(20)
ignorehitpause = 1


[state ,m]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = !root,movereversed && root,movetype != H
triggerall = playerid(root,var(2)),hitdefattr = SCA,AT
triggerall = root,fvar(31) != playerid(root,var(2)),anim
triggerall = root,fvar(32) != playerid(root,var(2)),anim
trigger1 = root,fvar(31) = 0
fvar(31) = playerid(root,var(2)),anim
ignorehitpause = 1
[state ,m]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = !root,movereversed && root,movetype != H
triggerall = playerid(root,var(2)),hitdefattr = SCA,AT
triggerall = root,fvar(31) != playerid(root,var(2)),anim
triggerall = root,fvar(32) != playerid(root,var(2)),anim
trigger1 = root,fvar(31) != 0 && root,fvar(32) = 0
fvar(32) = playerid(root,var(2)),anim
ignorehitpause = 1


[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0			;ݒ
;triggerall = root,fvar(8) = 0			;fbcł͂Ȃ
triggerall = root,fvar(6) = var(20)		;ݎƑ̒Oanim
triggerall = root,var(49) != var(20)
triggerall = root,var(51) != var(20)
triggerall = root,var(52) != var(20)
trigger1 = root,var(49) = 0
var(49) = var(20)
ignorehitpause = 1
[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0
;triggerall = root,fvar(8) = 0
triggerall = root,fvar(6) = var(20)
triggerall = root,var(49) != var(20)
triggerall = root,var(51) != var(20)
triggerall = root,var(52) != var(20)
trigger1 = root,var(49) != 0 && root,var(51) = 0
var(51) = var(20)
ignorehitpause = 1
[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0
;triggerall = root,fvar(8) = 0
triggerall = root,fvar(6) = var(20)
triggerall = root,var(49) != var(20)
triggerall = root,var(51) != var(20)
triggerall = root,var(52) != var(20)
trigger1 = root,var(49) != 0 && root,var(51) != 0 && root,var(52) = 0
var(52) = var(20)
ignorehitpause = 1


[state ,Es]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(7) > 0			;E
;triggerall = root,fvar(8) = 0			;fbcł͂Ȃ
triggerall = root,fvar(6) = var(20)		;EƑ̒Oanim
triggerall = root,var(46) != var(20)
triggerall = root,var(47) != var(20)
triggerall = root,var(48) != var(20)
trigger1 = root,var(46) = 0
var(46) = var(20)
ignorehitpause = 1
[state ,Es]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(7) > 0
;triggerall = root,fvar(8) = 0
triggerall = root,fvar(6) = var(20)
triggerall = root,var(46) != var(20)
triggerall = root,var(47) != var(20)
triggerall = root,var(48) != var(20)
trigger1 = root,var(46) != 0 && root,var(47) = 0
var(47) = var(20)
ignorehitpause = 1
[state ,Es]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(7) > 0
;triggerall = root,fvar(8) = 0
triggerall = root,fvar(6) = var(20)
triggerall = root,var(46) != var(20)
triggerall = root,var(47) != var(20)
triggerall = root,var(48) != var(20)
trigger1 = root,var(46) != 0 && root,var(47) != 0 && root,var(48) = 0
var(48) = var(20)
ignorehitpause = 1


[state ,fbcs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0			;fbc
triggerall = root,fvar(6) = var(20)		;fbcƑ̒Oanim
triggerall = root,fvar(27) != var(20)
triggerall = root,fvar(28) != var(20)
triggerall = root,fvar(29) != var(20)
trigger1 = root,fvar(27) = 0
fvar(27) = var(20)
ignorehitpause = 1
[state ,fbcs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0
triggerall = root,fvar(6) = var(20)
triggerall = root,fvar(27) != var(20)
triggerall = root,fvar(28) != var(20)
triggerall = root,fvar(29) != var(20)
trigger1 = root,fvar(27) != 0 && root,fvar(28) = 0
fvar(28) = var(20)
ignorehitpause = 1
[state ,fbcs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0
triggerall = root,fvar(6) = var(20)
triggerall = root,fvar(27) != var(20)
triggerall = root,fvar(28) != var(20)
triggerall = root,fvar(29) != var(20)
trigger1 = root,fvar(27) != 0 && root,fvar(28) != 0 && root,fvar(29) = 0
fvar(29) = var(20)
ignorehitpause = 1

[state ,fbP~J`s]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
;E肪eȂ
triggerall = (root,stateno = [1300,1301]) || (root,stateno = 1200 && root,anim = 1200 && root,animelemtime(7) >= 0 && playerid(root,var(2)),movetype != H)
triggerall = root,fvar(9) > 0			;fbP~J`
triggerall = root,fvar(24) != root,fvar(9)
triggerall = root,fvar(25) != root,fvar(9)
triggerall = root,fvar(26) != root,fvar(9)
trigger1 = root,fvar(24) = 0
fvar(24) = root,fvar(9)
ignorehitpause = 1
[state ,fbP~J`s]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = (root,stateno = [1300,1301]) || (root,stateno = 1200 && root,anim = 1200 && root,animelemtime(7) >= 0 && playerid(root,var(2)),movetype != H)
triggerall = root,fvar(9) > 0
triggerall = root,fvar(24) != root,fvar(9)
triggerall = root,fvar(25) != root,fvar(9)
triggerall = root,fvar(26) != root,fvar(9)
trigger1 = root,fvar(24) != 0 && root,fvar(25) = 0
fvar(25) = root,fvar(9)
ignorehitpause = 1
[state ,fbP~J`s]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = (root,stateno = [1300,1301]) || (root,stateno = 1200 && root,anim = 1200 && root,animelemtime(7) >= 0 && playerid(root,var(2)),movetype != H)
triggerall = root,fvar(9) > 0
triggerall = root,fvar(24) != root,fvar(9)
triggerall = root,fvar(25) != root,fvar(9)
triggerall = root,fvar(26) != root,fvar(9)
trigger1 = root,fvar(24) != 0 && root,fvar(25) != 0 && root,fvar(26) = 0
fvar(26) = root,fvar(9)
ignorehitpause = 1


;[wKenemy(1)
[state ,im]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = numhelper(30020)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 1				;{̋
triggerall = var(21) = 1				;U
triggerall = var(22) != 2				;肪󒆂ł͂Ȃ
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)	;肪Ōˌ
triggerall = fvar(0) != var(20)	;蒼Oanim
triggerall = fvar(1) != var(20)
triggerall = fvar(2) != var(20)
triggerall = fvar(3) != var(20)
trigger1 = fvar(0) = 0
trigger1 = fvar(0) := var(20)
trigger2 = fvar(0) != 0 && fvar(1) = 0
trigger2 = fvar(1) := var(20)
trigger3 = fvar(0) != 0 && fvar(1) != 0 && fvar(2) = 0
trigger3 = fvar(2) := var(20)
trigger4 = fvar(0) != 0 && fvar(1) != 0 && fvar(2) != 0 && fvar(3) = 0
trigger4 = fvar(3) := var(20)
ignorehitpause = 1

[state ,K[hs\m]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 0				;{̗
triggerall = var(21) = 1				;U
triggerall = var(23) = 1 || var(23) = 2	;肪Ōˌ
triggerall = fvar(0) = var(20) || fvar(1) = var(20) || fvar(2) = var(20) || fvar(3) = var(20)
triggerall = fvar(4) != var(20)	;蒼Oanim
triggerall = fvar(5) != var(20)
trigger1 = fvar(4) = 0
trigger1 = fvar(4) := var(20)
trigger2 = fvar(4) != 0 && fvar(5) = 0
trigger2 = fvar(5) := var(20)
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = !root,movereversed && root,movetype != H
triggerall = playerid(root,var(2)),hitdefattr = SCA,AT	;肪
triggerall = fvar(6) != playerid(root,var(2)),anim
triggerall = fvar(7) != playerid(root,var(2)),anim
triggerall = fvar(8) != playerid(root,var(2)),anim
triggerall = fvar(9) != playerid(root,var(2)),anim
trigger1 = fvar(6) = 0
trigger1 = fvar(6) := playerid(root,var(2)),anim
trigger2 = fvar(6) != 0 && fvar(7) = 0
trigger2 = fvar(7) := playerid(root,var(2)),anim
trigger3 = fvar(6) != 0 && fvar(7) != 0 && fvar(8) = 0
trigger3 = fvar(8) := playerid(root,var(2)),anim
trigger4 = fvar(6) != 0 && fvar(7) != 0 && fvar(8) != 0 && fvar(9) = 0
trigger4 = fvar(9) := playerid(root,var(2)),anim
ignorehitpause = 1

[state ,gm]
type = null
triggerall = !((playerid(root,var(2)),authorname = "Ina") && (playerid(root,var(2)),name = "Clarice_Di_Lanza"))
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = root,movereversed = 1
triggerall = root,sysfvar(0) != [0,199]
triggerall = fvar(10) != root,sysfvar(0)
triggerall = fvar(11) != root,sysfvar(0)
triggerall = fvar(12) != root,sysfvar(0)
triggerall = fvar(13) != root,sysfvar(0)
trigger1 = fvar(10) = 0
trigger1 = fvar(10) := root,sysfvar(0)
trigger2 = fvar(10) != 0 && fvar(11) = 0
trigger2 = fvar(11) := root,sysfvar(0)
trigger3 = fvar(10) != 0 && fvar(11) != 0 && fvar(12) = 0
trigger3 = fvar(12) := root,sysfvar(0)
trigger4 = fvar(10) != 0 && fvar(11) != 0 && fvar(12) != 0 && fvar(13) = 0
trigger4 = fvar(13) := root,sysfvar(0)
ignorehitpause = 1

[state ,Gm]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = !root,movecontact
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = !(playerid(root,var(2)),stateno = [5000,5220])
triggerall = playerid(root,var(2)),movetype != H
triggerall = fvar(14) != playerid(root,var(2)),anim
triggerall = fvar(15) != playerid(root,var(2)),anim
triggerall = fvar(16) != playerid(root,var(2)),anim
triggerall = fvar(17) != playerid(root,var(2)),anim
triggerall = fvar(18) != playerid(root,var(2)),anim
triggerall = fvar(19) != playerid(root,var(2)),anim
triggerall = 1 || var(2) := 0
triggerall = 1 || var(2) := var(2) + (root,stateno = 220 && root,animelemtime(5) >= 1 &&  root,animelemtime(5) <= 2 && (root,p2bodydist x = [-5,45-root,sysfvar(4)]) && (root,p2dist y = [-55,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 400 && root,animelemtime(4) >= 1 &&  root,animelemtime(4) <= 2 && (root,p2bodydist x = [-5,55-root,sysfvar(4)]) && (root,p2dist y = [-40,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 1120 && root,animelemtime(6) >= 0 &&  root,animelemtime(6) <= 1 && (root,p2bodydist x = [-5,35-root,sysfvar(4)]) && (root,p2dist y = [-50,5]))
triggerall = var(2)
trigger1 = fvar(14) = 0
trigger1 = fvar(14) := playerid(root,var(2)),anim
trigger2 = fvar(14) != 0 && fvar(15) = 0
trigger2 = fvar(15) := playerid(root,var(2)),anim
trigger3 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) = 0
trigger3 = fvar(16) := playerid(root,var(2)),anim
trigger4 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) = 0
trigger4 = fvar(17) := playerid(root,var(2)),anim
trigger5 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) = 0
trigger5 = fvar(18) := playerid(root,var(2)),anim
trigger6 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) != 0 && fvar(19) = 0
trigger6 = fvar(19) := playerid(root,var(2)),anim
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = !root,movecontact
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = !(playerid(root,var(2)),stateno = [5000,5220])
triggerall = playerid(root,var(2)),movetype != H
triggerall = playerid(root,var(2)),statetype != A
triggerall = fvar(18) != playerid(root,var(2)),anim
triggerall = fvar(19) != playerid(root,var(2)),anim
triggerall = 1 || var(2) := 0
triggerall = 1 || var(2) := var(2) + (root,stateno = 800 && root,p2bodydist x <= 45-root,sysfvar(4) && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1)
triggerall = 1 || var(2) := var(2) + (root,stateno = 130 && root,p2bodydist x <= 48-root,sysfvar(4) && root,animelemtime(2) >= 0 && root,animelemtime(2) <= 1)
triggerall = 1 || var(2) := var(2) + (root,stateno = 3500 && root,p2bodydist x <= 56-root,sysfvar(4) && root,animelemtime(2) >= 0 && root,animelemtime(2) <= 1)
triggerall = 1 || var(2) := var(2) + (root,stateno = 3900 && root,p2bodydist x <= 69-root,sysfvar(4) && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1)
triggerall = var(2)
trigger1 = fvar(18) = 0
trigger1 = fvar(18) := playerid(root,var(2)),anim
trigger2 = fvar(18) != 0 && fvar(19) = 0
trigger2 = fvar(19) := playerid(root,var(2)),anim
 ignorehitpause = 1

[state ,ݎs]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0			;ݒ
;triggerall = root,fvar(8) = 0			;fbcł͂Ȃ
triggerall = root,fvar(6) = var(20)		;̒Oanim
triggerall = fvar(20) != var(20)
triggerall = fvar(21) != var(20)
triggerall = fvar(22) != var(20)
triggerall = fvar(23) != var(20)
trigger1 = fvar(20) = 0
trigger1 = fvar(20) := var(20)
trigger2 = fvar(20) != 0 && fvar(21) = 0
trigger2 = fvar(21) := var(20)
trigger3 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) = 0
trigger3 = fvar(22) := var(20)
trigger4 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) != 0 && fvar(23) = 0
trigger4 = fvar(23) := var(20)
ignorehitpause = 1

[state ,Es]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(7) > 0			;E
;triggerall = root,fvar(8) = 0			;fbcł͂Ȃ
triggerall = root,fvar(6) = var(20)		;̒Oanim
triggerall = fvar(24) != var(20)
triggerall = fvar(25) != var(20)
triggerall = fvar(26) != var(20)
triggerall = fvar(27) != var(20)
trigger1 = fvar(24) = 0
trigger1 = fvar(24) := var(20)
trigger2 = fvar(24) != 0 && fvar(25) = 0
trigger2 = fvar(25) := var(20)
trigger3 = fvar(24) != 0 && fvar(25) != 0 && fvar(26) = 0
trigger3 = fvar(26) := var(20)
trigger4 = fvar(24) != 0 && fvar(25) != 0 && fvar(26) != 0 && fvar(27) = 0
trigger4 = fvar(27) := var(20)
ignorehitpause = 1

[state ,fbcs]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0			;fbc
triggerall = root,fvar(6) = var(20)		;̒Oanim
triggerall = fvar(28) != var(20)
triggerall = fvar(29) != var(20)
triggerall = fvar(30) != var(20)
triggerall = fvar(31) != var(20)
trigger1 = fvar(28) = 0
trigger1 = fvar(28) := var(20)
trigger2 = fvar(28) != 0 && fvar(29) = 0
trigger2 = fvar(29) := var(20)
trigger3 = fvar(28) != 0 && fvar(29) != 0 && fvar(30) = 0
trigger3 = fvar(30) := var(20)
trigger4 = fvar(28) != 0 && fvar(29) != 0 && fvar(30) != 0 && fvar(31) = 0
trigger4 = fvar(31) := var(20)
ignorehitpause = 1

[state ,fbP~J`s]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
;E肪eȂ
triggerall = (root,stateno = [1300,1301]) || (root,stateno = 1200 && root,anim = 1200 && root,animelemtime(7) >= 0 && playerid(root,var(2)),movetype != H)
triggerall = root,fvar(9) > 0			;fbP~J`
triggerall = fvar(32) != root,fvar(9)
triggerall = fvar(33) != root,fvar(9)
triggerall = fvar(34) != root,fvar(9)
triggerall = fvar(35) != root,fvar(9)
trigger1 = fvar(32) = 0
trigger1 = fvar(32) := root,fvar(9)
trigger2 = fvar(32) != 0 && fvar(33) = 0
trigger2 = fvar(33) := root,fvar(9)
trigger3 = fvar(32) != 0 && fvar(33) != 0 && fvar(34) = 0
trigger3 = fvar(34) := root,fvar(9)
trigger4 = fvar(32) != 0 && fvar(33) != 0 && fvar(34) != 0 && fvar(35) = 0
trigger4 = fvar(35) := root,fvar(9)
ignorehitpause = 1


;[wKenemy(0)
[state ,im]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = numhelper(30020)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 1				;{̋
triggerall = var(21) = 1				;U
triggerall = var(22) != 2				;肪󒆂ł͂Ȃ
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)	;肪Ōˌ
triggerall = fvar(0) != var(20)	;蒼Oanim
triggerall = fvar(1) != var(20)
triggerall = fvar(2) != var(20)
triggerall = fvar(3) != var(20)
triggerall = root,var(53) != 0 && root,var(53) != var(20)
triggerall = root,var(54) != 0 && root,var(54) != var(20)
triggerall = root,var(55) != 0 && root,var(55) != var(20)
trigger1 = fvar(0) = 0
trigger1 = fvar(0) := var(20)
trigger2 = fvar(0) != 0 && fvar(1) = 0
trigger2 = fvar(1) := var(20)
trigger3 = fvar(0) != 0 && fvar(1) != 0 && fvar(2) = 0
trigger3 = fvar(2) := var(20)
trigger4 = fvar(0) != 0 && fvar(1) != 0 && fvar(2) != 0 && fvar(3) = 0
trigger4 = fvar(3) := var(20)
ignorehitpause = 1

[state ,K[hs\m]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 0				;{̗
triggerall = var(21) = 1				;U
triggerall = var(23) = 1 || var(23) = 2	;肪Ōˌ
triggerall = fvar(0) = var(20) || fvar(1) = var(20) || fvar(2) = var(20) || fvar(3) = var(20) || root,var(53) = var(20) || root,var(54) = var(20) || root,var(55) = var(20)
triggerall = fvar(4) != var(20)	;蒼Oanim
triggerall = fvar(5) != var(20)
triggerall = root,fvar(33) != 0 && root,fvar(33) != var(20)
triggerall = root,fvar(34) != 0 && root,fvar(34) != var(20)
trigger1 = fvar(4) = 0
trigger1 = fvar(4) := var(20)
trigger2 = fvar(4) != 0 && fvar(5) = 0
trigger2 = fvar(5) := var(20)
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = !root,movereversed && root,movetype != H
triggerall = playerid(root,var(2)),hitdefattr = SCA,AT	;肪
triggerall = fvar(6) != playerid(root,var(2)),anim
triggerall = fvar(7) != playerid(root,var(2)),anim
triggerall = fvar(8) != playerid(root,var(2)),anim
triggerall = fvar(9) != playerid(root,var(2)),anim
triggerall = root,fvar(31) != 0 && root,fvar(31) != playerid(root,var(2)),anim
triggerall = root,fvar(32) != 0 && root,fvar(32) != playerid(root,var(2)),anim
trigger1 = fvar(6) = 0
trigger1 = fvar(6) := playerid(root,var(2)),anim
trigger2 = fvar(6) != 0 && fvar(7) = 0
trigger2 = fvar(7) := playerid(root,var(2)),anim
trigger3 = fvar(6) != 0 && fvar(7) != 0 && fvar(8) = 0
trigger3 = fvar(8) := playerid(root,var(2)),anim
trigger4 = fvar(6) != 0 && fvar(7) != 0 && fvar(8) != 0 && fvar(9) = 0
trigger4 = fvar(9) := playerid(root,var(2)),anim
ignorehitpause = 1

[state ,gm]
type = null
triggerall = !((playerid(root,var(2)),authorname = "Ina") && (playerid(root,var(2)),name = "Clarice_Di_Lanza"))
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movereversed = 1
triggerall = root,sysfvar(0) != [0,199]
triggerall = fvar(10) != root,sysfvar(0)
triggerall = fvar(11) != root,sysfvar(0)
triggerall = fvar(12) != root,sysfvar(0)
triggerall = fvar(13) != root,sysfvar(0)
triggerall = root,var(56) != 0 && root,var(56) != root,sysfvar(0)
triggerall = root,var(57) != 0 && root,var(57) != root,sysfvar(0)
triggerall = root,var(58) != 0 && root,var(58) != root,sysfvar(0)
trigger1 = fvar(10) = 0
trigger1 = fvar(10) := root,sysfvar(0)
trigger2 = fvar(10) != 0 && fvar(11) = 0
trigger2 = fvar(11) := root,sysfvar(0)
trigger3 = fvar(10) != 0 && fvar(11) != 0 && fvar(12) = 0
trigger3 = fvar(12) := root,sysfvar(0)
trigger4 = fvar(10) != 0 && fvar(11) != 0 && fvar(12) != 0 && fvar(13) = 0
trigger4 = fvar(13) := root,sysfvar(0)
ignorehitpause = 1

[state ,Gm]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = !root,movecontact
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = !(playerid(root,var(2)),stateno = [5000,5220])
triggerall = playerid(root,var(2)),movetype != H
triggerall = fvar(14) != playerid(root,var(2)),anim
triggerall = fvar(15) != playerid(root,var(2)),anim
triggerall = fvar(16) != playerid(root,var(2)),anim
triggerall = fvar(17) != playerid(root,var(2)),anim
triggerall = fvar(18) != playerid(root,var(2)),anim
triggerall = fvar(19) != playerid(root,var(2)),anim
triggerall = root,fvar(35) != 0 && root,fvar(35) != playerid(root,var(2)),anim
triggerall = root,fvar(36) != 0 && root,fvar(36) != playerid(root,var(2)),anim
triggerall = root,fvar(37) != 0 && root,fvar(37) != playerid(root,var(2)),anim
triggerall = root,fvar(38) != 0 && root,fvar(38) != playerid(root,var(2)),anim
triggerall = root,fvar(39) != 0 && root,fvar(39) != playerid(root,var(2)),anim
triggerall = 1 || var(2) := 0
triggerall = 1 || var(2) := var(2) + (root,stateno = 220 && root,animelemtime(5) >= 1 &&  root,animelemtime(5) <= 2 && (root,p2bodydist x = [-5,45-root,sysfvar(4)]) && (root,p2dist y = [-55,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 400 && root,animelemtime(4) >= 1 &&  root,animelemtime(4) <= 2 && (root,p2bodydist x = [-5,55-root,sysfvar(4)]) && (root,p2dist y = [-40,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 1120 && root,animelemtime(6) >= 0 &&  root,animelemtime(6) <= 1 && (root,p2bodydist x = [-5,35-root,sysfvar(4)]) && (root,p2dist y = [-50,5]))
triggerall = var(2)
trigger1 = fvar(14) = 0
trigger1 = fvar(14) := playerid(root,var(2)),anim
trigger2 = fvar(14) != 0 && fvar(15) = 0
trigger2 = fvar(15) := playerid(root,var(2)),anim
trigger3 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) = 0
trigger3 = fvar(16) := playerid(root,var(2)),anim
trigger4 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) = 0
trigger4 = fvar(17) := playerid(root,var(2)),anim
trigger5 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) = 0
trigger5 = fvar(18) := playerid(root,var(2)),anim
trigger6 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) != 0 && fvar(19) = 0
trigger6 = fvar(19) := playerid(root,var(2)),anim
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = !root,movecontact
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = !(playerid(root,var(2)),stateno = [5000,5220])
triggerall = playerid(root,var(2)),movetype != H
triggerall = playerid(root,var(2)),statetype != A
triggerall = var(18) != playerid(root,var(2)),anim
triggerall = var(19) != playerid(root,var(2)),anim
triggerall = root,fvar(38) != 0 && root,fvar(38) != playerid(root,var(2)),anim
triggerall = root,fvar(39) != 0 && root,fvar(39) != playerid(root,var(2)),anim
triggerall = 1 || var(2) := 0
triggerall = 1 || var(2) := var(2) + (root,stateno = 800 && root,p2bodydist x <= 45-root,sysfvar(4) && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1)
triggerall = 1 || var(2) := var(2) + (root,stateno = 130 && root,p2bodydist x <= 48-root,sysfvar(4) && root,animelemtime(2) >= 0 && root,animelemtime(2) <= 1)
triggerall = 1 || var(2) := var(2) + (root,stateno = 3500 && root,p2bodydist x <= 56-root,sysfvar(4) && root,animelemtime(2) >= 0 && root,animelemtime(2) <= 1)
triggerall = 1 || var(2) := var(2) + (root,stateno = 3900 && root,p2bodydist x <= 69-root,sysfvar(4) && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1)
triggerall = var(2)
trigger1 = fvar(18) = 0
trigger1 = fvar(18) := playerid(root,var(2)),anim
trigger2 = fvar(18) != 0 && fvar(19) = 0
trigger2 = fvar(19) := playerid(root,var(2)),anim
 ignorehitpause = 1

[state ,ϐ]
type = null
triggerall = roundstate = 2
trigger1 = fvar(14) = fvar(18) || fvar(14) = fvar(19)
trigger1 = fvar(14) := 0
trigger2 = fvar(15) = fvar(18) || fvar(15) = fvar(19)
trigger2 = fvar(15) := 0
trigger3 = fvar(16) = fvar(18) || fvar(16) = fvar(19)
trigger3 = fvar(16) := 0
trigger4 = fvar(17) = fvar(18) || fvar(17) = fvar(19)
trigger4 = fvar(17) := 0
ignorehitpause = 1

[state ,ݎs]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0			;ݒ
;triggerall = root,fvar(8) = 0			;fbcł͂Ȃ
triggerall = root,fvar(6) = var(20)		;ݎƑ̒Oanim
triggerall = fvar(20) != var(20)
triggerall = fvar(21) != var(20)
triggerall = fvar(22) != var(20)
triggerall = fvar(23) != var(20)
triggerall = root,var(49) != 0 && root,var(49) != var(20)
triggerall = root,var(51) != 0 && root,var(51) != var(20)
triggerall = root,var(52) != 0 && root,var(52) != var(20)
trigger1 = fvar(20) = 0
trigger1 = fvar(20) := var(20)
trigger2 = fvar(20) != 0 && fvar(21) = 0
trigger2 = fvar(21) := var(20)
trigger3 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) = 0
trigger3 = fvar(22) := var(20)
trigger4 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) != 0 && fvar(23) = 0
trigger4 = fvar(23) := var(20)
ignorehitpause = 1

[state ,Es]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(7) > 0			;E
;triggerall = root,fvar(8) = 0			;fbcł͂Ȃ
triggerall = root,fvar(6) = var(20)		;̒Oanim
triggerall = fvar(24) != var(20)
triggerall = fvar(25) != var(20)
triggerall = fvar(26) != var(20)
triggerall = fvar(27) != var(20)
triggerall = root,var(46) != 0 && root,var(46) != var(20)
triggerall = root,var(47) != 0 && root,var(47) != var(20)
triggerall = root,var(48) != 0 && root,var(48) != var(20)
trigger1 = fvar(24) = 0
trigger1 = fvar(24) := var(20)
trigger2 = fvar(24) != 0 && fvar(25) = 0
trigger2 = fvar(25) := var(20)
trigger3 = fvar(24) != 0 && fvar(25) != 0 && fvar(26) = 0
trigger3 = fvar(26) := var(20)
trigger4 = fvar(24) != 0 && fvar(25) != 0 && fvar(26) != 0 && fvar(27) = 0
trigger4 = fvar(27) := var(20)
ignorehitpause = 1

[state ,fbcs]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0			;fbc
triggerall = root,fvar(6) = var(20)		;̒Oanim
triggerall = fvar(28) != var(20)
triggerall = fvar(29) != var(20)
triggerall = fvar(30) != var(20)
triggerall = fvar(31) != var(20)
triggerall = root,fvar(27) != 0 && root,fvar(27) != var(20)
triggerall = root,fvar(28) != 0 && root,fvar(28) != var(20)
triggerall = root,fvar(29) != 0 && root,fvar(29) != var(20)
trigger1 = fvar(28) = 0
trigger1 = fvar(28) := var(20)
trigger2 = fvar(28) != 0 && fvar(29) = 0
trigger2 = fvar(29) := var(20)
trigger3 = fvar(28) != 0 && fvar(29) != 0 && fvar(30) = 0
trigger3 = fvar(30) := var(20)
trigger4 = fvar(28) != 0 && fvar(29) != 0 && fvar(30) != 0 && fvar(31) = 0
trigger4 = fvar(31) := var(20)
ignorehitpause = 1

[state ,ѓEs]
type = parentvarset
triggerall = roundstate = 2
triggerall = root,movetype = H
trigger1 = root,fvar(9) > 0			;ѓE
var(59) = (root,var(59) | ceil(2.0**28))
ignorehitpause = 1

;----------

[state ,wKpϐ]
type = null
triggerall = roundstate = 2
trigger1 = var(14) = var(18) || var(14) = var(19)
trigger1 = var(14) := 0
trigger2 = var(15) = var(18) || var(15) = var(19)
trigger2 = var(15) := 0
trigger3 = var(16) = var(18) || var(16) = var(19)
trigger3 = var(16) := 0
trigger4 = var(17) = var(18) || var(17) = var(19)
trigger4 = var(17) := 0
ignorehitpause = 1


[state ,݃Zbg]
type = parentvarset
triggerall = roundstate = 2
trigger1 = root,movetype = H
trigger2 = root,statetype = L
trigger3 = root,fvar(17) && root,movetype != A
trigger4 = root,moveguarded && (playerid(root,var(2)),stateno = [120,155])
trigger5 = root,movehit && (playerid(root,var(2)),stateno = [5000,5100])
fvar(5) = 0
ignorehitpause = 1

[state ,AjZbg]
type = parentvarset
triggerall = roundstate = 2
trigger1 = root,movetype = H
trigger2 = root,statetype = L
trigger3 = root,fvar(17) && root,movetype != A
trigger4 = root,moveguarded && (playerid(root,var(2)),stateno = [120,155])
trigger5 = root,movehit && (playerid(root,var(2)),stateno = [5000,5100])
fvar(6) = 0
ignorehitpause = 1

[state ,EZbg]
type = parentvarset
triggerall = roundstate = 2
trigger1 = root,movetype = H
trigger2 = root,statetype = L
trigger3 = root,fvar(17) && root,movetype != A
trigger4 = root,moveguarded && (playerid(root,var(2)),stateno = [120,155])
trigger5 = root,movehit && (playerid(root,var(2)),stateno = [5000,5100])
fvar(7) = 0
ignorehitpause = 1

[state ,fbcZbg]
type = parentvarset
triggerall = roundstate = 2
trigger1 = root,movetype = H
trigger2 = root,statetype = L
trigger3 = root,fvar(17) && root,stateno != 100 && root,movetype != A
trigger4 = root,moveguarded && (playerid(root,var(2)),stateno = [120,155])
trigger5 = root,movehit && (playerid(root,var(2)),stateno = [5000,5100])
fvar(8) = 0
ignorehitpause = 1

[state ,ѓEZbg]
type = parentvarset
trigger1 = root,movetype = H
trigger2 = root,statetype = L
trigger3 = root,stateno != 200
trigger3 = root,stateno != 700
fvar(9) = 0
ignorehitpause = 1


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

;-----TCY
[state ,g]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+1*5)
var(32) = ceil(helper(10090),fvar(4+1*5))

[state ,]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+2*5)
var(33) = ceil(helper(10090),fvar(4+2*5))

[state ,O]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+3*5)
var(34) = ceil(helper(10090),fvar(4+3*5))

[state ,O]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+4*5)
var(35) = ceil(helper(10090),fvar(4+4*5))

[state ,㕝]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+5*5)
var(36) = ceil(helper(10090),fvar(4+5*5))

[state ,]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+0*5)
var(37) = ceil(helper(10090),fvar(4+0*5))


[state ]
type = varset
trigger1 = playerid(root,var(2)),authorname = "Ina" && playerid(root,var(2)),name = "Petra_Johanna_Lagerkvist"
var(35) = 29

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

;{̏XV
[state ,stateno]
type = varset
triggerall = !(root,stateno = [0,19])
triggerall = !(root,stateno = [40,59])
triggerall = !(root,stateno = [120,140])
trigger1 = 1
var(15) = root,stateno
ignorehitpause = 1
[state ,movetype]
type = null
trigger1 = root,movetype = I
trigger1 = var(16) := 0
trigger2 = root,movetype = A
trigger2 = var(16) := 1
trigger3 = root,stateno = [120,155]
trigger3 = var(16) := 2
trigger4 = root,movetype = H
trigger4 = !(root,stateno = [120,155])
trigger4 = var(16) := 3
ignorehitpause = 1
[state ,statetype]
type = null
trigger1 = root,statetype = S
trigger1 = var(17) := 0
trigger2 = root,statetype = C
trigger2 = var(17) := 1
trigger3 = root,statetype = A
trigger3 = var(17) := 2
ignorehitpause = 1
[state ,facing]
type = null
trigger1 = var(19) := facing
ignorehitpause = 1

;XV
[state ,e_anim]
type = varset
trigger1 = 1
var(20) = playerid(root,var(2)),anim
ignorehitpause = 1
[state ,e_movetype]
type = null
trigger1 = playerid(root,var(2)),movetype = I
trigger1 = var(21) := 0
trigger2 = playerid(root,var(2)),movetype = A
trigger2 = var(21) := 1
trigger3 = playerid(root,var(2)),stateno = [120,155]
trigger3 = var(21) := 2
trigger4 = playerid(root,var(2)),movetype = H
trigger4 = !(playerid(root,var(2)),stateno = [120,155])
trigger4 = var(21) := 3
ignorehitpause = 1
[state ,e_statetype]
type = null
trigger1 = playerid(root,var(2)),statetype = S
trigger1 = var(22) := 0
trigger2 = playerid(root,var(2)),statetype = C
trigger2 = var(22) := 1
trigger3 = playerid(root,var(2)),statetype = A
trigger3 = var(22) := 2
ignorehitpause = 1
[state ,e_hitdefattr]
type = null
trigger1 = !(playerid(root,var(2)),hitdefattr = SCA,AA,AP,AT)
trigger1 = var(23) := 0
trigger2 = playerid(root,var(2)),hitdefattr = SCA,AA
trigger2 = var(23) := 1
trigger3 = playerid(root,var(2)),hitdefattr = SCA,AP
trigger3 = var(23) := 2
trigger3 = playerid(root,var(2)),hitdefattr = SCA,AT
trigger3 = var(23) := 3
ignorehitpause = 1
[state ,e_facing]
type = null
trigger1 = var(24) := playerid(root,var(2)),facing
ignorehitpause = 1

[state ,e_0_󒆁En㎞ԃZbg]
type = varset
trigger1 = enemy(0),statetype != A
trigger1 = var(26) < 0
trigger2 = enemy(0),statetype = A
trigger2 = var(26) > 0
var(26) = 0
ignorehitpause = 1
[state ,e_0_n㎞]
type = varadd
trigger1 = enemy(0),statetype != A
var(26) = 1
ignorehitpause = 1
[state ,e_0_󒆎]
type = varadd
trigger1 = enemy(0),statetype = A
var(26) = -1
ignorehitpause = 1

[state ,e_1_󒆁En㎞ԃZbg]
type = varset
triggerall = numenemy > 1
trigger1 = enemy(1),statetype != A
trigger1 = var(27) < 0
trigger2 = enemy(1),statetype = A
trigger2 = var(27) > 0
var(27) = 0
ignorehitpause = 1
[state ,e_1_n㎞]
type = varadd
triggerall = numenemy > 1
trigger1 = enemy(1),statetype != A
var(27) = 1
ignorehitpause = 1
[state ,e_1_󒆎]
type = varadd
triggerall = numenemy > 1
trigger1 = enemy(1),statetype = A
var(27) = -1
ignorehitpause = 1

[state ,e_0__EԃZbg]
type = varset
trigger1 = !(enemy(0),stateno = [5110,5111])
var(28) = 0
ignorehitpause = 1
[state ,e_0__E]
type = varadd
trigger1 = enemy(0),stateno = [5110,5111]
var(28) = 1
ignorehitpause = 1

[state ,e_1__EԃZbg]
type = varset
triggerall = numenemy > 1
trigger1 = !(enemy(1),stateno = [5110,5111])
var(29) = 0
ignorehitpause = 1
[state ,e_1__E]
type = varadd
triggerall = numenemy > 1
trigger1 = enemy(1),stateno = [5110,5111]
var(29) = 1
ignorehitpause = 1

[state ,e_0_EԃZbg]
type = varset
trigger1 = enemy(0),pos x - root,pos x > 0
trigger1 = var(30) < 0
trigger2 = enemy(0),pos x - root,pos x < 0
trigger2 = var(30) > 0
var(30) = 0
ignorehitpause = 1
[state ,e_0_E]
type = varadd
trigger1 = enemy(0),pos x - root,pos x > 0
var(30) = 1
ignorehitpause = 1
[state ,e_0_E]
type = varadd
trigger1 = enemy(0),pos x - root,pos x < 0
var(30) = -1
ignorehitpause = 1

[state ,e_1_EԃZbg]
type = varset
triggerall = numenemy > 1
trigger1 = enemy(1),pos x - root,pos x >= 0
trigger1 = var(31) < 0
trigger2 = enemy(1),pos x - root,pos x <= 0
trigger2 = var(31) > 0
var(31) = 0
ignorehitpause = 1
[state ,e_1_E]
type = varadd
triggerall = numenemy > 1
trigger1 = enemy(1),pos x - root,pos x > 0
var(31) = 1
ignorehitpause = 1
[state ,e_1_E]
type = varadd
triggerall = numenemy > 1
trigger1 = enemy(1),pos x - root,pos x < 0
var(31) = -1
ignorehitpause = 1


[State ,gs\]
type=varadd
trigger1=var(1) > 0
var(1)=-1
ignorehitpause=1
[State ]
type=varset
triggerall=var(1)>0
trigger1=playerid(root,var(2)),Movetype!=H
var(1)=0
[State ]
type=varset
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),stateno < 200
triggerall=playerid(root,var(2)),Statetype=A
trigger1=!playerid(root,var(2)),gethitvar(fall)
trigger1=!(playerid(root,var(2)),hitshakeover)
trigger1=playerid(root,var(2)),time=1 || var(1)=0
var(1)=playerid(root,var(2)),gethitvar(ctrltime)+playerid(root,var(2)),gethitvar(hitshaketime)+1
ignorehitpause=1
[State ]
type=varset
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),stateno < 200
triggerall=playerid(root,var(2)),Statetype!=A
trigger1=!playerid(root,var(2)),gethitvar(fall)
trigger1=!(playerid(root,var(2)),hitshakeover)
trigger1=playerid(root,var(2)),time=1 || var(1)=0
var(1)=ifelse(playerid(root,var(2)),gethitvar(ctrltime)<playerid(root,var(2)),gethitvar(hittime),playerid(root,var(2)),gethitvar(ctrltime),playerid(root,var(2)),gethitvar(hittime))+playerid(root,var(2)),gethitvar(hitshaketime)+1
ignorehitpause=1
[State ]
type=varset
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),stateno > 199
trigger1=!playerid(root,var(2)),gethitvar(fall)
trigger1=!(playerid(root,var(2)),hitshakeover)
trigger1=playerid(root,var(2)),time=1
var(1)=playerid(root,var(2)),gethitvar(hittime)+playerid(root,var(2)),gethitvar(hitshaketime)+1
ignorehitpause=1
[State ]
type=varset
triggerall=playerid(root,var(2)),stateno > 199
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),statetype!=L
trigger1=playerid(root,var(2)),gethitvar(fall)
trigger1=!(playerid(root,var(2)),hitshakeover)
trigger1=playerid(root,var(2)),time=1
var(1)=playerid(root,var(2)),gethitvar(fall.recovertime)-1
ignorehitpause=1
[State ]
type=varset
triggerall=numenemy>=2
triggerall=playerid(root,var(2)),stateno > 199
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),statetype!=L
trigger1=playerid(root,var(2)),gethitvar(fall)
trigger1=var(1)<playerid(root,var(2)),gethitvar(fall.recovertime)-100
var(1)=playerid(root,var(2)),gethitvar(fall.recovertime)-100
ignorehitpause=1
[State ]
type=varset
triggerall=playerid(root,var(2)),stateno > 199
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),statetype!=L
trigger1=!playerid(root,var(2)),gethitvar(fall.recover)
trigger1=playerid(root,var(2)),gethitvar(fall)
trigger2=playerid(root,var(2)),stateno=5070
var(1)=999
ignorehitpause=1

[State ]
type=varset
triggerall=playerid(root,var(2)),stateno > 199
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),statetype!=L
trigger1=playerid(root,var(2)),stateno=22952
var(1)=999
ignorehitpause=1

[State ]
type=varset
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),statetype!=L
trigger1=playerid(root,var(2)),stateno=1127
var(1)=18-playerid(root,var(2)),time
ignorehitpause=1

[State ]
type=varset
triggerall=playerid(root,var(2)),Movetype=H
triggerall=playerid(root,var(2)),statetype!=L
trigger1=playerid(root,var(2)),stateno=1128
var(1)=22-playerid(root,var(2)),time
ignorehitpause=1

[state ,R{֌WZbg]
type = varset
trigger1 = 1
sysvar(0) = 0
ignorehitpause = 1
[state ,󒆃R{p]
type = varset
trigger1 = playerid(root,var(2)),authorname = "muteki"
sysvar(0) = (sysvar(0) | ceil(2.0**0))
ignorehitpause = 1

[state ]
type = varset
trigger1 = playerid(root,var(2)),authorname = "incurable" && playerid(root,var(2)),name = "肷["
sysvar(0) = (sysvar(0) | ceil(2.0**2))
ignorehitpause = 1


[state ,Zbg]
type = varset
triggerall = roundstate = 2
triggerall = playerid(root,var(2)),statetype != A
trigger1 = playerid(root,var(2)),time = 1
var(4) = 0
ignorehitpause = 1
[State ,]
Type = VarAdd
triggerall = roundstate = 2
Trigger1 = var(4) > 0
var(4) = -1
ignorehitpause = 1
[state ,덷]
type = varrandom
triggerall = roundstate = 2
triggerall = playerid(root,var(2)),statetype != A
trigger1 = var(4) <= 0
v = 4
range = (ifelse(var(45)>-1,var(45)-var(44)-1,45-var(59)*5-1)),(ifelse(var(45)>-1,var(45)+var(44)-1,50-var(59)*5-1))
ignorehitpause = 1


[state -2]
type = DisplayToClipboard
trigger1 = ishelper
text = "guard = %d,h_time = %d"
params = var(0),var(1)
ignorehitpause = 1

[state ]
type = changestate
trigger1 = (root,sysvar(4) & ceil(2.0**26))
value = 5991
















;ѓ΍wp[30020isuparpause,pausej
;var(0)		Uwp[{anim
;var(1)		Uwp[{time
;var(2)		Uwp[ID

;var(3)~var(53):wp[_CNgp
;var(54)	ő僋[v񐔐ݒ
;var(55)	30020,30029[vJEgp
;var(56)	30022[vJEgp
;var(57)	_CNgϐ̂A݂̍ō̒l
;var(58)	ʂ󋵔f

;var(59)@@


;fvar(0)	ŒZwp[Aj
;fvar(1)	ŒZ

;fvar(2)	ŉwp[hc
;fvar(3)	ŉ

;fvar(4)`fvar(9)	lEprojpQ
;fvar(10)`fvar(19)	lEprojp
;fvar(20)`fvar(29)	lEwp[pQ
;fvar(30)`fvar(39)		Uwp[̑anim
;						Uwp[̑time

;sysvar(0)	tO
		;30	ϐ

;sysvar(2)	Ot[proj݂Ăǂ
;sysvar(3)	t[ɑ݂ĂUwp[̑
;sysvar(4)	Ot[ɑ݂ĂUwp[̑

;sysfvar(0)	VKowp[hc	oꍇAłhc傫
;sysfvar(1)	ݒuѓłƂ߂ʒuɂ

;var(3+var(55))Auݒ̂hcpϐv


[statedef 30020]
anim = 838861
ctrl = 0

[state ]
type = changestate
trigger1 = (root,sysvar(4) & ceil(2.0**26))
value = 5991


[state ,[v]
type = varset
trigger1 = !var(54)
var(54) = 50

[state ,hcl]
type = varset
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = !var(57)
var(57) = id - 10 * (root,id > enemy(numenemy>1),id)

[state ,hcT]
type = changestate
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
triggerall = !numhelper(30021)								;̂e܂\ĂȂ
triggerall = var(56) != -1 || prevstateno = 30029			;̂e܂sĂȂ
trigger1 = !playerIDexist(var(3+var(55)))					;hc݂Ȃ
trigger2 = teamside = playerID(var(3+var(55))),teamside		;
trigger3 = !playerid(var(3+var(55))),ishelper				;wp[ł͂Ȃ
trigger4 = playerID(var(3+var(55))),anim = 838861 && (playerID(var(3+var(55))),stateno = [10090,10091])
value=30022

[state ,hcől]
type = varset
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = var(57) < var(3+var(55))
var(57) = var(3+var(55))

[state ,[v]
type = changestate
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = !numhelper(30021)			;P
trigger1 = var(56) != -1				;Q
trigger1 = var(55) < var(54)			;[vw񐔖
trigger1 = 1 || var(55) := var(55) + 1	;JEg
value = 30020

;-----hcTI

[state ,JEgZbg]
type = varset
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = 1
var(55) = 0

[state ,_CNg]
type = changestate
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = 1
value = 30029



[statedef 30022];hcT
anim = 838861
ctrl = 0

[state ,TJnl];ōlɍ킹
type = varset
trigger1 = prevstateno != 30022
var(3+var(55)) = var(57) + 1

[state ,JEg]
type = varadd
trigger1 = var(56) != -1
var(56) = 1

[state ,JEg]
type = Varset
trigger1 = prevstateno != 30022
var(56) = 0

[state ,hc]
type=varadd
trigger1 = !playerIDExist(var(3+var(55)))					;hc݂Ȃ
trigger2 = teamside = playerID(var(3+var(55))),teamside		;
trigger3 = !playerid(var(3+var(55))),ishelper				;wp[ł͂Ȃ
trigger4 = playerID(var(3+var(55))),anim = 838861 && (playerID(var(3+var(55))),stateno = [10090,10091])
var(3+var(55)) = 1

[state hcmFp]
type = helper
trigger1 = var(56) > 10	;10܂ŎsAȂȂhcXV
trigger1 = var(56) := -1
trigger1 = !numhelper(30021)
helpertype = normal
name = "id_check"
ID = 30021
pos = 0,0
postype = p1
stateno = 30021
ownpal = 0
supermovetime = 256*256*256*128-1
pausemovetime = 256*256*256*128-1

[state ,hcXV]
type = varset
trigger1 = var(56) = -1		;hcmFwp[
trigger1 = numhelper(30021)	;hcmFwp[
var(3+var(55)) = helper(30021),id

[state [v]
type = changestate
triggerall = var(56) != -1	;hcmFwp[݂Ȃ
trigger1 = !playerIDExist(var(3+var(55)))
trigger2 = teamside = playerID(var(3+var(55))),teamside
trigger3 = !playerid(var(3+var(55))),ishelper
trigger4 = playerID(var(3+var(55))),anim = 838861 && (playerID(var(3+var(55))),stateno = [10090,10091])
value = 30022

[state ,[vI]
type = changestate
trigger1 = 1
value = 30020




[Statedef 30029];_CNg
anim = 838861
ctrl = 0

[state ,Uwp[񃊃Zbg]
type = varset
trigger1 = !playeridexist(var(2))		;݂Ȃ
trigger2 = playerid(var(2)),time > 20	;莞Ԍo߂ĂŰȂ
var(0) = 0 + (var(1) := 0) * 0 + (var(2) := 0) * 0

[state ,Uwp[]
type = null
triggerall = playeridexist(var(3+var(55)))
triggerall = var(0) = 0
triggerall = playerid(var(3+var(55))),movetype  = I || !(playerid(var(3+var(55))),hitdefattr = SCA,AA,AP)
triggerall = playerid(var(3+var(55))),time = 2	;1 + (id < playerid(var(3+var(55))),id)
trigger1 = fvar(30) != enemy(0),anim
trigger1 = fvar(32) != enemy(0),anim
trigger1 = fvar(34) != enemy(0),anim
trigger1 = fvar(36) != enemy(0),anim
trigger1 = fvar(38) != enemy(0),anim
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(20) != enemy(0),anim)
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(22) != enemy(0),anim)
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(24) != enemy(0),anim)
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(26) != enemy(0),anim)
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(28) != enemy(0),anim)
trigger1 = enemy(0),anim != 0
trigger1 = enemy(0),movetype = A
trigger1 = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
trigger1 = !enemy(0),movecontact
trigger1 = 1 || var(0) := enemy(0),anim
trigger1 = 1 || var(1) := enemy(0),time-2
trigger1 = 1 || var(2) := var(3+var(55))
;
trigger2 = numenemy > 1
trigger2 = fvar(20) != enemy(numenemy>1),anim
trigger2 = fvar(22) != enemy(numenemy>1),anim
trigger2 = fvar(24) != enemy(numenemy>1),anim
trigger2 = fvar(26) != enemy(numenemy>1),anim
trigger2 = fvar(28) != enemy(numenemy>1),anim
trigger2 = enemy(numenemy>1),anim != 0
trigger2 = enemy(numenemy>1),movetype = A
trigger2 = !(enemy(numenemy>1),hitdefattr = SCA,AA,AP,AT)
trigger2 = !enemy(numenemy>1),movecontact
trigger2 = 1 || var(0) := enemy(numenemy>1),anim
trigger2 = 1 || var(1) := enemy(numenemy>1),time-2
trigger2 = 1 || var(2) := var(3+var(55))


[state ,ϐ]
type = varset
triggerall = roundstate < 2
triggerall = root,RoundsExisted > 0 && enemy,RoundsExisted > 0
triggerall = (root,var(59) & ceil(2.0**30))	;I
triggerall = !(sysvar(0) & ceil(2.0**30))
triggerall = !(teammode = turns)
trigger1 = 1 || fvar(30) := floor(floor(root,fvar(15)) / 1000)
trigger1 = 1 || fvar(31) := floor(floor(root,fvar(15)) - (floor(fvar(30)) * 1000))
trigger1 = 1 || fvar(32) := floor(floor(root,fvar(16)) / 1000)
trigger1 = 1 || fvar(33) := floor(floor(root,fvar(16)) - (floor(fvar(32)) * 1000))
trigger1 = 1 || fvar(34) := floor(floor(root,fvar(17)) / 1000)
trigger1 = 1 || fvar(35) := floor(floor(root,fvar(17)) - (floor(fvar(34)) * 1000))
trigger1 = 1 || fvar(36) := floor(floor(root,fvar(18)) / 1000)
trigger1 = 1 || fvar(37) := floor(floor(root,fvar(18)) - (floor(fvar(36)) * 1000))
trigger1 = 1 || fvar(38) := floor(floor(root,fvar(19)) / 1000)
trigger1 = 1 || fvar(39) := floor(floor(root,fvar(19)) - (floor(fvar(38)) * 1000))
sysvar(0) = (sysvar(0) | ceil(2.0**30))	;stO
ignorehitpause = 1


[state ,hc擾ɖ߂];1FoߌɈړ
type = changestate
trigger1 = time > 0
value = 30020

[state ,Ywp[݂Ȃ];JE^[𑝉ÃXe[g̍ŏɖ߂
type = changestate
trigger1 = !playerIDExist(var(3+var(55)))
trigger1 = var(55) < var(54) - 1
trigger1 = 1 || var(55) := var(55) + 1
value = 30029

[state ,fpϐ]
type = null
triggerall = prevstateno != 30029
trigger1 = 1 || var(58) := 0
trigger1 = 1 || fvar(0) := 0	;ŒZwp[anim
trigger1 = 1 || fvar(1) := 0	;ŒZ
trigger1 = 1 || fvar(2) := 0	;ŉwp[ID
trigger1 = 1 || fvar(3) := 0	;ŉ

[state ,]
type = varset
trigger1 = prevstateno != 30029
sysfvar(0) = 0

[state ,]	;ݒu
type = varset
trigger1 = prevstateno != 30029
sysfvar(1) = 0

[state ,ϐ]	;wp[ѓ
type = varset
trigger1 = prevstateno != 30029
sysvar(3) = 0

[state ,SmFZbg]
type = varset
trigger1 = (var(58) & ceil(2.0**30))
var(58) = (var(58) | ceil(2.0**30)) - ceil(2.0**30)


[State ,SmF]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > 4
trigger1=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x >= 0
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) < -40
trigger2=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x <= 0
trigger3=(root,pos y-playerID(var(3+var(55))),pos y) > 100+20
trigger3=playerID(var(3+var(55))),vel y < 0
trigger4=(root,pos y-playerID(var(3+var(55))),pos y) < -20
trigger4=playerID(var(3+var(55))),vel y > 0
var(58) = (var(58) | ceil(2.0**30))

[State ,wォѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) < 40	;-60	;
trigger1=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x < 0	;댯
var(58) = (var(58) | ceil(2.0**29))

[State ,ʂѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > -40	;60	;O
trigger1=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x > 0	;댯
var(58) = (var(58) | ceil(2.0**28))

[State ,ޖ킸߂ɔѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=(root,pos x-playerID(var(3+var(55))),pos x) = [-100,100]
var(58) = (var(58) | ceil(2.0**27))

[State ,ʂɉ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A
trigger1=root,facing*(playerID(var(3+var(55))),pos x-root,pos x) >= 0	;O
var(58) = (var(58) | ceil(2.0**26))

[State ,wɉ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A
trigger1=root,facing*(playerID(var(3+var(55))),pos x-root,pos x) <= -0	;
var(58) = (var(58) | ceil(2.0**25))

[state ,ŒZwp[]
type = null
triggerall = !(var(58) & ceil(2.0**30))
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
triggerall = (playerID(var(3+var(55))),pos x - root,pos x) * root,facing > 0
trigger1 = !fvar(0) || (fvar(1) > (playerID(var(3+var(55))),pos x - root,pos x) * root,facing)
trigger1 = 1|| fvar(0) := playerID(var(3+var(55))),anim
trigger1 = 1|| fvar(1) := (playerID(var(3+var(55))),pos x - root,pos x) * root,facing

[state ,ŉwp[hc]
type = null
;triggerall = !(var(58) & ceil(2.0**30))
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
triggerall = (playerID(var(3+var(55))),pos x - root,pos x) * root,facing> 0
trigger1 = !fvar(2) || (fvar(3) < (playerID(var(3+var(55))),pos x - root,pos x) * root,facing)
trigger1 = 1|| fvar(2) := var(3+var(55))
trigger1 = 1|| fvar(3) := (playerID(var(3+var(55))),pos x - root,pos x) * root,facing
trigger1 = 1|| var(58) := (var(58) | ceil(2.0**7)) - ceil(2.0**7)	;XVtOZbg

[state ,Uwp[vZ]
type = varadd
triggerall = playerIDExist(var(3+var(55)))
trigger1 = playerID(var(3+var(55))),movetype=A||(playerID(var(3+var(55))),hitdefattr=SCA,AP,AA)
sysvar(3) = 1

[State ,VKwp[hc]
type=varset
triggerall=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A||playerID(var(3+var(55))),hitdefattr=SCA,AA,AP
trigger1=playerID(var(3+var(55))),time=	2	;1+(id>var(3+var(55)))
sysfvar(0) = var(3+var(55))




[State ,󒆔g]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*20<-80
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)>-50
var(58) = (var(58) | ceil(2.0**2))


[State ,󒆔g߂]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10>=-80
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)>-50
var(58) = (var(58) | ceil(2.0**3))


[State ,߂]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-120,120]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)=[-100,100]
var(58) = (var(58) | ceil(2.0**4))

[State ,ݒu]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-100
trigger1=playerID(var(3+var(55))),vel x = [-1,1]
;trigger1=(root,pos x-playerID(var(3+var(55))),pos x)>80
;trigger1=playerID(var(3+var(55))),time>30	;40
trigger1 = (playerID(var(3+var(55))),pos x - root, pos x) * root,facing = [40,100]
var(58) = (var(58) | ceil(2.0**5))
[State ,ݒu]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-100
trigger1=playerID(var(3+var(55))),vel x = [-1,1]
;trigger1=(root,pos x-playerID(var(3+var(55))),pos x)>80
;trigger1=playerID(var(3+var(55))),time>30	;40
trigger1 = sysfvar(1) = 0 || sysfvar(1) > (playerID(var(3+var(55))),pos x - root, pos x) * root,facing
sysfvar(1) = (playerID(var(3+var(55))),pos x - root, pos x) * root,facing


[State ,߂SmF]
type=null;varset
triggerall = !(var(58) & ceil(2.0**30))
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-120,120]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)=[-100,100]
var(58) = (var(58) | ceil(2.0**6))


[State ,]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AP||playerID(var(3+var(55))),hitdefattr=SCA,AA)
triggerall=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*1=[-130,0]
triggerall=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)-playerID(var(3+var(55))),vel x*1>-10
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*28<-60
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*1<-10
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*28>60
var(58) = (var(58) | ceil(2.0**7))

[State ,_bV]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SA,AP||playerID(var(3+var(55))),hitdefattr=SA,AA)
triggerall=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*1=[-70,-36]
triggerall=abs(playerID(var(3+var(55))),vel x)>1
triggerall=abs(playerID(var(3+var(55))),vel y)=0
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*1>52+Const(velocity.run.fwd.x)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*1<76+Const(velocity.run.fwd.x)
var(58) = (var(58) | ceil(2.0**8))

[State ,`]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SA,AA,AP)
;ی
triggerall=abs(playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x)>28+40 || playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*3<-105-20
triggerall=abs(playerID(var(3+var(55))),vel x)>0
;triggerall=playerID(var(3+var(55))),vel y = 0			;p
;
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*5=[-85,-70]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*5=[45,80]
trigger1 = 0
;
trigger2=!((enemy(0),name = "Maori" && enemy(0),authorname = "Ahuron") || (enemy(numenemy>1),name = "Maori" && enemy(numenemy>1),authorname = "Ahuron"))
trigger2=abs(playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*5) > 28+25
trigger2=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*5=[-105-15,-1]
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*5 = [45,60]
;trigger2 = 0
;
trigger3=abs(playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6) > 28+25
trigger3=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*6=[-105-15,-1]
trigger3=(enemy(0),name = "Maori" && enemy(0),authorname = "Ahuron") || (enemy(numenemy>1),name = "Maori" && enemy(numenemy>1),authorname = "Ahuron")
trigger3=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6 = [60,80]
var(58) = (var(58) | ceil(2.0**9))

;ϐɗ]T΍U擾قS
;߂10炢΁c

[State ,Ԃɔѓ];זȂ
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-130,10]
trigger1=root,pos x >= playerid(root,var(2)),pos x
trigger1=root,pos x >= playerID(var(3+var(55))),pos x
trigger1=playerid(root,var(2)),pos x <= playerID(var(3+var(55))),pos x
trigger2=playerID(var(3+var(55))),pos y-root,pos y=[-130,10]
trigger2=root,pos x <= playerid(root,var(2)),pos x
trigger2=root,pos x <= playerID(var(3+var(55))),pos x
trigger2=playerid(root,var(2)),pos x >= playerID(var(3+var(55))),pos x
trigger3=playerID(var(3+var(55))),pos x-root,pos x=[-90,90]
trigger3=root,pos y >= playerid(root,var(2)),pos y
trigger3=root,pos y >= playerID(var(3+var(55))),pos y
trigger3=playerid(root,var(2)),pos y <= playerID(var(3+var(55))),pos y
trigger4=playerID(var(3+var(55))),pos x-root,pos x=[-90,90]
trigger4=root,pos y <= playerid(root,var(2)),pos y
trigger4=root,pos y <= playerID(var(3+var(55))),pos y
trigger4=playerid(root,var(2)),pos y >= playerID(var(3+var(55))),pos y
var(58) = (var(58) | ceil(2.0**10))


[State ,댯q];זɂȂ
type=varset
triggerall=!(var(58) & ceil(2.0**30))
triggerall=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger2=playerID(var(3+var(55))),hitdefattr=SCA,AA,AP
var(58) = (var(58) | ceil(2.0**11))


[State ,댯qQ];זɂȂ肻Ȃ
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&playerID(var(3+var(55))),hitdefattr=SCA,AA,AP
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > 60	;O
trigger1=playerid(var(3+var(55))),pos y = [-150,150]
trigger1=playerID(var(3+var(55))),vel x > 0
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) < -60	;
trigger2=playerid(var(3+var(55))),pos y = [-150,150]
trigger2=playerID(var(3+var(55))),vel x < 0
trigger3=(root,pos y-playerID(var(3+var(55))),pos y) > 100+40
trigger3=(root,pos x-playerID(var(3+var(55))),pos x) = [-80,80]
trigger3=playerID(var(3+var(55))),vel y > 0	
trigger4=(root,pos y-playerID(var(3+var(55))),pos y) < -20
trigger4=(root,pos x-playerID(var(3+var(55))),pos x) = [-80,80]
trigger4=playerID(var(3+var(55))),vel y < 0
var(58) = (var(58) | ceil(2.0**12))

[state ,p΍]	;sp^[̓sK[hłȂ̂
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype=A
triggerall = playerID(var(3+var(55))),stateno = 1115
triggerall = root,pos x - playerID(var(3+var(55))),pos x = [-20,20]
trigger1 = enemy(0),authorname = "Ina" && enemy(0),numhelper(1115)
Trigger1 = enemy(0),name = "Heart_Aino" || enemy(0),name = "Saki_Tsuzura" || enemy(0),name = "Kamui_Tokinomiya" || enemy(0),name = "Lilica_Felchenerow" || enemy(0),name = "Meifang"
trigger2 = enemy(0),authorname = "Ina" && enemy(0),numhelper(1115)
Trigger2 = enemy(0),name = "Petra_Johanna_Lagerkvist" || enemy(0),name = "Zenia_Valov" || enemy(0),name = "Elsa_La_Conti" || enemy(0),name = "Clarice_Di_Lanza"
trigger3 = enemy(numenemy>1),authorname = "Ina" && enemy(numenemy>1),numhelper(1115)
Trigger3 = enemy(numenemy>1),name = "Heart_Aino" || enemy(numenemy>1),name = "Saki_Tsuzura" || enemy(numenemy>1),name = "Kamui_Tokinomiya" || enemy(numenemy>1),name = "Lilica_Felchenerow" || enemy(numenemy>1),name = "Meifang"
trigger4 = enemy(numenemy>1),authorname = "Ina" && enemy(numenemy>1),numhelper(1115)
Trigger4 = enemy(numenemy>1),name = "Petra_Johanna_Lagerkvist" || enemy(numenemy>1),name = "Zenia_Valov" || enemy(numenemy>1),name = "Elsa_La_Conti" || enemy(numenemy>1),name = "Clarice_Di_Lanza"
var(58) = (var(58) | ceil(2.0**0))

[state ,pi΍]
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype = A
trigger1 = (enemy(0),name = "Nyarlathotep" && enemy(0),authorname = "nyal41") || (enemy(numenemy>1),name = "Nyarlathotep" && enemy(numenemy>1),authorname = "nyal41")
trigger1 = enemy(0),numhelper(10000) || enemy(numenemy>1),numhelper(10000)
trigger1 = playerID(var(3+var(55))),stateno = 11031
trigger1 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger2 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger2 = enemy(0),numhelper(90420900) || enemy(0),numhelper(90420901) || enemy(0),numhelper(90420903) || enemy(numenemy>1),numhelper(90420900) || enemy(numenemy>1),numhelper(90420901) || enemy(numenemy>1),numhelper(90420903)
trigger2 = playerID(var(3+var(55))),stateno = 2010
trigger2 = root,pos x - playerID(var(3+var(55))),pos x = [-90,90]
var(58) = (var(58) | ceil(2.0**1))

[state ,pi΍]
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype = A			 ;&& playerID(var(3+var(55))),hitdefattr=SCA,AA,AP	;hitdefattrmłȂꍇ邽ߏO
trigger1 = enemy(0),name = "Maori" || enemy(numenemy>1),name = "Maori"
trigger1 = enemy(0),numhelper(1120) || enemy(numenemy>1),numhelper(1120)
trigger1 = playerID(var(3+var(55))),stateno = 1210 || (playerID(var(3+var(55))),stateno = 1211 && playerID(var(3+var(55))),animelemtime(2) < 0) || playerID(var(3+var(55))),stateno = 2010
trigger1 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger2 = (enemy(0),name = "Clarice_Di_Lanza" && enemy(0),authorname = "Ina") || (enemy(numenemy>1),name = "Clarice_Di_Lanza" && enemy(numenemy>1),authorname = "Ina")
trigger2 = enemy(0),numhelper(420) || enemy(numenemy>1),numhelper(420) || enemy(0),numhelper(421) || enemy(numenemy>1),numhelper(421)
trigger2 = (playerID(var(3+var(55))),stateno = [426,428])
trigger2 = root,pos x - playerID(var(3+var(55))),pos x = [-80,80]
trigger3 = (enemy(0),name = "Nyarlathotep" && enemy(0),authorname = "nyal41") || (enemy(numenemy>1),name = "Nyarlathotep" && enemy(numenemy>1),authorname = "nyal41")
trigger3 = enemy(0),numhelper(10000) || enemy(numenemy>1),numhelper(10000)
trigger3 = playerID(var(3+var(55))),stateno = 12101 || playerID(var(3+var(55))),stateno = 12111 || playerID(var(3+var(55))),stateno = 12121 || playerID(var(3+var(55))),stateno = 12131
trigger3 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger4 = (enemy(0),name = "Maori" && enemy(0),authorname = "Ahuron") || (enemy(numenemy>1),name = "Maori" && enemy(numenemy>1),authorname = "Ahuron")
trigger4 = enemy(0),numhelper(1120) || enemy(numenemy>1),numhelper(1120)
trigger4 = playerID(var(3+var(55))),stateno = 51210 || (playerID(var(3+var(55))),stateno = 51211 && playerID(var(3+var(55))),animelemtime(2) < 0)
trigger4 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger5 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger5 = enemy(0),numhelper(90240900) || enemy(0),numhelper(90240902) || enemy(0),numhelper(90240903) || enemy(numenemy>1),numhelper(90240900) || enemy(numenemy>1),numhelper(90240902) || enemy(numenemy>1),numhelper(90240903)
trigger5 = playerID(var(3+var(55))),stateno = 2010
trigger6 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger6 = enemy(0),numhelper(20866) || enemy(0),numhelper(20867) || enemy(numenemy>1),numhelper(20866) || enemy(numenemy>1),numhelper(20867)
trigger6 = playerID(var(3+var(55))),stateno = 20865
var(58) = (var(58) | ceil(2.0**20))


;[vJE^A߂ɖ߂
[State 30029]
type = changestate
trigger1 = var(55) < var(54)
trigger1 = 1 || var(55) := var(55) + 1
value = 30029

[State 30020];JE^
type = varset
trigger1 = 1
var(55) = 0

[State 30020];JE^
type = varset
trigger1 = 1
var(56) = 0


;-----ȉ[vI





[State ,wp[XV]
type = null
triggerall = roundstate = 2
triggerall = playeridexist(ceil(sysfvar(0)))
triggerall = enemy(0),const(data.life) = playerid(ceil(sysfvar(0))),const(data.life)
triggerall = enemy(0),const(data.attack) = playerid(ceil(sysfvar(0))),const(data.attack)
triggerall = enemy(0),const(data.defence) = playerid(ceil(sysfvar(0))),const(data.defence)
triggerall = enemy(0),const(data.fall.defence_mul) = playerid(ceil(sysfvar(0))),const(data.fall.defence_mul)
triggerall = enemy(0),const(data.liedown.time) = playerid(ceil(sysfvar(0))),const(data.liedown.time)
triggerall = enemy(0),const(data.airjuggle) = playerid(ceil(sysfvar(0))),const(data.airjuggle)
triggerall = enemy(0),const(data.sparkno) = playerid(ceil(sysfvar(0))),const(data.sparkno)
triggerall = enemy(0),const(data.guard.sparkno) = playerid(ceil(sysfvar(0))),const(data.guard.sparkno)
triggerall = enemy(0),const(data.KO.echo) = playerid(ceil(sysfvar(0))),const(data.KO.echo)
triggerall = enemy(0),const(data.IntPersistIndex) = playerid(ceil(sysfvar(0))),const(data.IntPersistIndex)
triggerall = enemy(0),const(data.FloatPersistIndex) = playerid(ceil(sysfvar(0))),const(data.FloatPersistIndex)
triggerall = enemy(0),const(velocity.walk.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.fwd.x)
triggerall = enemy(0),const(velocity.walk.back.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.back.x)
triggerall = enemy(0),const(velocity.run.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.x)
triggerall = enemy(0),const(velocity.run.fwd.y) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.y)
triggerall = enemy(0),const(velocity.run.back.x) = playerid(ceil(sysfvar(0))),const(velocity.run.back.x)
triggerall = enemy(0),const(velocity.run.back.y) = playerid(ceil(sysfvar(0))),const(velocity.run.back.y)
triggerall = enemy(0),const(velocity.jump.y) = playerid(ceil(sysfvar(0))),const(velocity.jump.y)
triggerall = enemy(0),const(velocity.jump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.neu.x)
triggerall = enemy(0),const(velocity.jump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.back.x)
triggerall = enemy(0),const(velocity.jump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.fwd.x)
triggerall = enemy(0),const(velocity.runjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.back.x)
triggerall = enemy(0),const(velocity.runjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.fwd.x)
triggerall = enemy(0),const(velocity.airjump.y) = playerid(ceil(sysfvar(0))),const(velocity.airjump.y)
triggerall = enemy(0),const(velocity.airjump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.neu.x)
triggerall = enemy(0),const(velocity.airjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.back.x)
triggerall = enemy(0),const(velocity.airjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.fwd.x)
triggerall = enemy(0),const(movement.airjump.num) = playerid(ceil(sysfvar(0))),const(movement.airjump.num)
triggerall = enemy(0),const(movement.airjump.height) = playerid(ceil(sysfvar(0))),const(movement.airjump.height)
triggerall = enemy(0),const(movement.yaccel) = playerid(ceil(sysfvar(0))),const(movement.yaccel)
triggerall = enemy(0),const(movement.stand.friction) = playerid(ceil(sysfvar(0))),const(movement.stand.friction)
triggerall = enemy(0),const(movement.crouch.friction) = playerid(ceil(sysfvar(0))),const(movement.crouch.friction)
;triggerall = sysvar(3) > sysvar(4)		;݂̃wp[Oe葽ꍇ̂
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),movetype = A
triggerall = !enemy(0),movecontact
triggerall = enemy(0),ctrl = 0
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(30) != enemy(0),anim
triggerall = fvar(32) != enemy(0),anim
triggerall = fvar(34) != enemy(0),anim
triggerall = fvar(36) != enemy(0),anim
triggerall = fvar(38) != enemy(0),anim
;
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
trigger1 = fvar(30) = 0
trigger1 = 1 || fvar(30) := enemy(0),anim
trigger1 = 1 || fvar(31) := enemy(0),time-2
trigger2 = fvar(30) != 0 && fvar(32) = 0
trigger2 = 1 || fvar(32) := enemy(0),anim
trigger2 = 1 || fvar(33) := enemy(0),time-2
trigger3 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) = 0
trigger3 = 1 || fvar(34) := enemy(0),anim
trigger3 = 1 || fvar(35) := enemy(0),time-2
trigger4 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) = 0
trigger4 = 1 || fvar(36) := enemy(0),anim
trigger4 = 1 || fvar(37) := enemy(0),time-2
trigger5 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) = 0
trigger5 = 1 || fvar(38) := enemy(0),anim
trigger5 = 1 || fvar(39) := enemy(0),time-2
trigger6 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) = 0
trigger6 = 1 || fvar(10) := enemy(0),anim
trigger6 = 1 || fvar(11) := enemy(0),time-2
trigger7 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) = 0
trigger7 = 1 || fvar(12) := enemy(0),anim
trigger7 = 1 || fvar(13) := enemy(0),time-2
trigger8 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) = 0
trigger8 = 1 || fvar(14) := enemy(0),anim
trigger8 = 1 || fvar(15) := enemy(0),time-2
trigger9 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) = 0
trigger9 = 1 || fvar(16) := enemy(0),anim
trigger9 = 1 || fvar(17) := enemy(0),time-2
trigger10 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) = 0
trigger10 = 1 || fvar(18) := enemy(0),anim
trigger10 = 1 || fvar(19) := enemy(0),time-2

[State ,wp[XVQ]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1
triggerall = playeridexist(ceil(sysfvar(0)))
triggerall = enemy(1),const(data.life) = playerid(ceil(sysfvar(0))),const(data.life)
triggerall = enemy(1),const(data.attack) = playerid(ceil(sysfvar(0))),const(data.attack)
triggerall = enemy(1),const(data.defence) = playerid(ceil(sysfvar(0))),const(data.defence)
triggerall = enemy(1),const(data.fall.defence_mul) = playerid(ceil(sysfvar(0))),const(data.fall.defence_mul)
triggerall = enemy(1),const(data.liedown.time) = playerid(ceil(sysfvar(0))),const(data.liedown.time)
triggerall = enemy(1),const(data.airjuggle) = playerid(ceil(sysfvar(0))),const(data.airjuggle)
triggerall = enemy(1),const(data.sparkno) = playerid(ceil(sysfvar(0))),const(data.sparkno)
triggerall = enemy(1),const(data.guard.sparkno) = playerid(ceil(sysfvar(0))),const(data.guard.sparkno)
triggerall = enemy(1),const(data.KO.echo) = playerid(ceil(sysfvar(0))),const(data.KO.echo)
triggerall = enemy(1),const(data.IntPersistIndex) = playerid(ceil(sysfvar(0))),const(data.IntPersistIndex)
triggerall = enemy(1),const(data.FloatPersistIndex) = playerid(ceil(sysfvar(0))),const(data.FloatPersistIndex)
triggerall = enemy(1),const(velocity.walk.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.fwd.x)
triggerall = enemy(1),const(velocity.walk.back.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.back.x)
triggerall = enemy(1),const(velocity.run.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.x)
triggerall = enemy(1),const(velocity.run.fwd.y) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.y)
triggerall = enemy(1),const(velocity.run.back.x) = playerid(ceil(sysfvar(0))),const(velocity.run.back.x)
triggerall = enemy(1),const(velocity.run.back.y) = playerid(ceil(sysfvar(0))),const(velocity.run.back.y)
triggerall = enemy(1),const(velocity.jump.y) = playerid(ceil(sysfvar(0))),const(velocity.jump.y)
triggerall = enemy(1),const(velocity.jump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.neu.x)
triggerall = enemy(1),const(velocity.jump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.back.x)
triggerall = enemy(1),const(velocity.jump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.fwd.x)
triggerall = enemy(1),const(velocity.runjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.back.x)
triggerall = enemy(1),const(velocity.runjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.fwd.x)
triggerall = enemy(1),const(velocity.airjump.y) = playerid(ceil(sysfvar(0))),const(velocity.airjump.y)
triggerall = enemy(1),const(velocity.airjump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.neu.x)
triggerall = enemy(1),const(velocity.airjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.back.x)
triggerall = enemy(1),const(velocity.airjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.fwd.x)
triggerall = enemy(1),const(movement.airjump.num) = playerid(ceil(sysfvar(0))),const(movement.airjump.num)
triggerall = enemy(1),const(movement.airjump.height) = playerid(ceil(sysfvar(0))),const(movement.airjump.height)
triggerall = enemy(1),const(movement.yaccel) = playerid(ceil(sysfvar(0))),const(movement.yaccel)
triggerall = enemy(1),const(movement.stand.friction) = playerid(ceil(sysfvar(0))),const(movement.stand.friction)
triggerall = enemy(1),const(movement.crouch.friction) = playerid(ceil(sysfvar(0))),const(movement.crouch.friction)
;triggerall = sysvar(3) > sysvar(4)
triggerall = !(enemy(1),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(1),movetype = A
triggerall = enemy(1),ctrl = 0
triggerall = !enemy(1),movecontact
triggerall = !(enemy(1),stateno = [0,199])
triggerall = !(enemy(1),stateno = [5000,5120])
triggerall = fvar(20) != enemy(1),anim
triggerall = fvar(22) != enemy(1),anim
triggerall = fvar(24) != enemy(1),anim
triggerall = fvar(26) != enemy(1),anim
triggerall = fvar(28) != enemy(1),anim
;
triggerall = fvar(4) != enemy(1),anim
triggerall = fvar(6) != enemy(1),anim
triggerall = fvar(8) != enemy(1),anim
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := enemy(1),anim
trigger1 = 1 || fvar(21) := enemy(1),time-2
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := enemy(1),anim
trigger2 = 1 || fvar(23) := enemy(1),time-2
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := enemy(1),anim
trigger3 = 1 || fvar(25) := enemy(1),time-2
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := enemy(1),anim
trigger4 = 1 || fvar(27) := enemy(1),time-2
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := enemy(1),anim
trigger5 = 1 || fvar(29) := enemy(1),time-2
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := enemy(1),anim
trigger6 = 1 || fvar(5) := enemy(1),time-2
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := enemy(1),anim
trigger7 = 1 || fvar(7) := enemy(1),time-2
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := enemy(1),anim
trigger8 = 1 || fvar(9) := enemy(1),time-2


[State ,wp[XVR]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1
triggerall = playeridexist(ceil(sysfvar(0)))
triggerall = enemy(0),const(data.life) = playerid(ceil(sysfvar(0))),const(data.life)
triggerall = enemy(0),const(data.attack) = playerid(ceil(sysfvar(0))),const(data.attack)
triggerall = enemy(0),const(data.defence) = playerid(ceil(sysfvar(0))),const(data.defence)
triggerall = enemy(0),const(data.fall.defence_mul) = playerid(ceil(sysfvar(0))),const(data.fall.defence_mul)
triggerall = enemy(0),const(data.liedown.time) = playerid(ceil(sysfvar(0))),const(data.liedown.time)
triggerall = enemy(0),const(data.airjuggle) = playerid(ceil(sysfvar(0))),const(data.airjuggle)
triggerall = enemy(0),const(data.sparkno) = playerid(ceil(sysfvar(0))),const(data.sparkno)
triggerall = enemy(0),const(data.guard.sparkno) = playerid(ceil(sysfvar(0))),const(data.guard.sparkno)
triggerall = enemy(0),const(data.KO.echo) = playerid(ceil(sysfvar(0))),const(data.KO.echo)
triggerall = enemy(0),const(data.IntPersistIndex) = playerid(ceil(sysfvar(0))),const(data.IntPersistIndex)
triggerall = enemy(0),const(data.FloatPersistIndex) = playerid(ceil(sysfvar(0))),const(data.FloatPersistIndex)
triggerall = enemy(0),const(velocity.walk.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.fwd.x)
triggerall = enemy(0),const(velocity.walk.back.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.back.x)
triggerall = enemy(0),const(velocity.run.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.x)
triggerall = enemy(0),const(velocity.run.fwd.y) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.y)
triggerall = enemy(0),const(velocity.run.back.x) = playerid(ceil(sysfvar(0))),const(velocity.run.back.x)
triggerall = enemy(0),const(velocity.run.back.y) = playerid(ceil(sysfvar(0))),const(velocity.run.back.y)
triggerall = enemy(0),const(velocity.jump.y) = playerid(ceil(sysfvar(0))),const(velocity.jump.y)
triggerall = enemy(0),const(velocity.jump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.neu.x)
triggerall = enemy(0),const(velocity.jump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.back.x)
triggerall = enemy(0),const(velocity.jump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.fwd.x)
triggerall = enemy(0),const(velocity.runjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.back.x)
triggerall = enemy(0),const(velocity.runjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.fwd.x)
triggerall = enemy(0),const(velocity.airjump.y) = playerid(ceil(sysfvar(0))),const(velocity.airjump.y)
triggerall = enemy(0),const(velocity.airjump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.neu.x)
triggerall = enemy(0),const(velocity.airjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.back.x)
triggerall = enemy(0),const(velocity.airjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.fwd.x)
triggerall = enemy(0),const(movement.airjump.num) = playerid(ceil(sysfvar(0))),const(movement.airjump.num)
triggerall = enemy(0),const(movement.airjump.height) = playerid(ceil(sysfvar(0))),const(movement.airjump.height)
triggerall = enemy(0),const(movement.yaccel) = playerid(ceil(sysfvar(0))),const(movement.yaccel)
triggerall = enemy(0),const(movement.stand.friction) = playerid(ceil(sysfvar(0))),const(movement.stand.friction)
triggerall = enemy(0),const(movement.crouch.friction) = playerid(ceil(sysfvar(0))),const(movement.crouch.friction)
;triggerall = sysvar(3) > sysvar(4)
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),movetype = A
triggerall = enemy(0),ctrl = 0
triggerall = !enemy(0),numtarget
triggerall = !enemy(0),movecontact
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(30) != enemy(0),anim
triggerall = fvar(32) != enemy(0),anim
triggerall = fvar(34) != enemy(0),anim
triggerall = fvar(36) != enemy(0),anim
triggerall = fvar(38) != enemy(0),anim
;
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
;
triggerall = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0
triggerall = fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) != 0
;
triggerall = fvar(20) != enemy(0),anim
triggerall = fvar(22) != enemy(0),anim
triggerall = fvar(24) != enemy(0),anim
triggerall = fvar(26) != enemy(0),anim
triggerall = fvar(28) != enemy(0),anim
;
triggerall = fvar(4) != enemy(0),anim
triggerall = fvar(6) != enemy(0),anim
triggerall = fvar(8) != enemy(0),anim
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := enemy(0),anim
trigger1 = 1 || fvar(21) := enemy(0),time-2
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := enemy(0),anim
trigger2 = 1 || fvar(23) := enemy(0),time-2
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := enemy(0),anim
trigger3 = 1 || fvar(25) := enemy(0),time-2
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := enemy(0),anim
trigger4 = 1 || fvar(27) := enemy(0),time-2
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := enemy(0),anim
trigger5 = 1 || fvar(29) := enemy(0),time-2
;
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := enemy(0),anim
trigger6 = 1 || fvar(5) := enemy(0),time-2
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := enemy(0),anim
trigger7 = 1 || fvar(7) := enemy(0),time-2
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := enemy(0),anim
trigger8 = 1 || fvar(9) := enemy(0),time-2

[state ,Uwp[ۑ]
type = varset
trigger1 = 1
sysvar(4) = sysvar(3)



[State ,Uwp[XV]
type = null
triggerall = roundstate = 2
triggerall = playeridexist(var(2))
triggerall = playerid(var(2)),movetype = A || playerid(var(2)),hitdefattr = SCA,AA,AP
triggerall = enemy(0),const(data.life) = playerid(var(2)),const(data.life)
triggerall = enemy(0),const(data.attack) = playerid(var(2)),const(data.attack)
triggerall = enemy(0),const(data.defence) = playerid(var(2)),const(data.defence)
triggerall = enemy(0),const(data.fall.defence_mul) = playerid(var(2)),const(data.fall.defence_mul)
triggerall = enemy(0),const(data.liedown.time) = playerid(var(2)),const(data.liedown.time)
triggerall = enemy(0),const(data.airjuggle) = playerid(var(2)),const(data.airjuggle)
triggerall = enemy(0),const(data.sparkno) = playerid(var(2)),const(data.sparkno)
triggerall = enemy(0),const(data.guard.sparkno) = playerid(var(2)),const(data.guard.sparkno)
triggerall = enemy(0),const(data.KO.echo) = playerid(var(2)),const(data.KO.echo)
triggerall = enemy(0),const(data.IntPersistIndex) = playerid(var(2)),const(data.IntPersistIndex)
triggerall = enemy(0),const(data.FloatPersistIndex) = playerid(var(2)),const(data.FloatPersistIndex)
triggerall = enemy(0),const(velocity.walk.fwd.x) = playerid(var(2)),const(velocity.walk.fwd.x)
triggerall = enemy(0),const(velocity.walk.back.x) = playerid(var(2)),const(velocity.walk.back.x)
triggerall = enemy(0),const(velocity.run.fwd.x) = playerid(var(2)),const(velocity.run.fwd.x)
triggerall = enemy(0),const(velocity.run.fwd.y) = playerid(var(2)),const(velocity.run.fwd.y)
triggerall = enemy(0),const(velocity.run.back.x) = playerid(var(2)),const(velocity.run.back.x)
triggerall = enemy(0),const(velocity.run.back.y) = playerid(var(2)),const(velocity.run.back.y)
triggerall = enemy(0),const(velocity.jump.y) = playerid(var(2)),const(velocity.jump.y)
triggerall = enemy(0),const(velocity.jump.neu.x) = playerid(var(2)),const(velocity.jump.neu.x)
triggerall = enemy(0),const(velocity.jump.back.x) = playerid(var(2)),const(velocity.jump.back.x)
triggerall = enemy(0),const(velocity.jump.fwd.x) = playerid(var(2)),const(velocity.jump.fwd.x)
triggerall = enemy(0),const(velocity.runjump.back.x) = playerid(var(2)),const(velocity.runjump.back.x)
triggerall = enemy(0),const(velocity.runjump.fwd.x) = playerid(var(2)),const(velocity.runjump.fwd.x)
triggerall = enemy(0),const(velocity.airjump.y) = playerid(var(2)),const(velocity.airjump.y)
triggerall = enemy(0),const(velocity.airjump.neu.x) = playerid(var(2)),const(velocity.airjump.neu.x)
triggerall = enemy(0),const(velocity.airjump.back.x) = playerid(var(2)),const(velocity.airjump.back.x)
triggerall = enemy(0),const(velocity.airjump.fwd.x) = playerid(var(2)),const(velocity.airjump.fwd.x)
triggerall = enemy(0),const(movement.airjump.num) = playerid(var(2)),const(movement.airjump.num)
triggerall = enemy(0),const(movement.airjump.height) = playerid(var(2)),const(movement.airjump.height)
triggerall = enemy(0),const(movement.yaccel) = playerid(var(2)),const(movement.yaccel)
triggerall = enemy(0),const(movement.stand.friction) = playerid(var(2)),const(movement.stand.friction)
triggerall = enemy(0),const(movement.crouch.friction) = playerid(var(2)),const(movement.crouch.friction)
triggerall = fvar(30) != var(0)
triggerall = fvar(32) != var(0)
triggerall = fvar(34) != var(0)
triggerall = fvar(36) != var(0)
triggerall = fvar(38) != var(0)
;
triggerall = fvar(10) != var(0)
triggerall = fvar(12) != var(0)
triggerall = fvar(14) != var(0)
triggerall = fvar(16) != var(0)
triggerall = fvar(18) != var(0)
trigger1 = fvar(30) = 0
trigger1 = 1 || fvar(30) := var(0)
trigger1 = 1 || fvar(31) := var(1)
trigger2 = fvar(30) != 0 && fvar(32) = 0
trigger2 = 1 || fvar(32) := var(0)
trigger2 = 1 || fvar(33) := var(1)
trigger3 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) = 0
trigger3 = 1 || fvar(34) := var(0)
trigger3 = 1 || fvar(35) := var(1)
trigger4 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) = 0
trigger4 = 1 || fvar(36) := var(0)
trigger4 = 1 || fvar(37) := var(1)
trigger5 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) = 0
trigger5 = 1 || fvar(38) := var(0)
trigger5 = 1 || fvar(39) := var(1)
;
trigger6 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) = 0
trigger6 = 1 || fvar(10) := var(0)
trigger6 = 1 || fvar(11) := var(1)
trigger7 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) = 0
trigger7 = 1 || fvar(12) := var(0)
trigger7 = 1 || fvar(13) := var(1)
trigger8 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) = 0
trigger8 = 1 || fvar(14) := var(0)
trigger8 = 1 || fvar(15) := var(1)
trigger9 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) = 0
trigger9 = 1 || fvar(16) := var(0)
trigger9 = 1 || fvar(17) := var(1)
trigger10 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) = 0
trigger10 = 1 || fvar(18) := var(0)
trigger10 = 1 || fvar(19) := var(1)

[State ,Uwp[XVQ]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1
triggerall = playeridexist(var(2))
triggerall = playerid(var(2)),movetype = A || playerid(var(2)),hitdefattr = SCA,AA,AP
triggerall = enemy(1),const(data.life) = playerid(var(2)),const(data.life)
triggerall = enemy(1),const(data.attack) = playerid(var(2)),const(data.attack)
triggerall = enemy(1),const(data.defence) = playerid(var(2)),const(data.defence)
triggerall = enemy(1),const(data.fall.defence_mul) = playerid(var(2)),const(data.fall.defence_mul)
triggerall = enemy(1),const(data.liedown.time) = playerid(var(2)),const(data.liedown.time)
triggerall = enemy(1),const(data.airjuggle) = playerid(var(2)),const(data.airjuggle)
triggerall = enemy(1),const(data.sparkno) = playerid(var(2)),const(data.sparkno)
triggerall = enemy(1),const(data.guard.sparkno) = playerid(var(2)),const(data.guard.sparkno)
triggerall = enemy(1),const(data.KO.echo) = playerid(var(2)),const(data.KO.echo)
triggerall = enemy(1),const(data.IntPersistIndex) = playerid(var(2)),const(data.IntPersistIndex)
triggerall = enemy(1),const(data.FloatPersistIndex) = playerid(var(2)),const(data.FloatPersistIndex)
triggerall = enemy(1),const(velocity.walk.fwd.x) = playerid(var(2)),const(velocity.walk.fwd.x)
triggerall = enemy(1),const(velocity.walk.back.x) = playerid(var(2)),const(velocity.walk.back.x)
triggerall = enemy(1),const(velocity.run.fwd.x) = playerid(var(2)),const(velocity.run.fwd.x)
triggerall = enemy(1),const(velocity.run.fwd.y) = playerid(var(2)),const(velocity.run.fwd.y)
triggerall = enemy(1),const(velocity.run.back.x) = playerid(var(2)),const(velocity.run.back.x)
triggerall = enemy(1),const(velocity.run.back.y) = playerid(var(2)),const(velocity.run.back.y)
triggerall = enemy(1),const(velocity.jump.y) = playerid(var(2)),const(velocity.jump.y)
triggerall = enemy(1),const(velocity.jump.neu.x) = playerid(var(2)),const(velocity.jump.neu.x)
triggerall = enemy(1),const(velocity.jump.back.x) = playerid(var(2)),const(velocity.jump.back.x)
triggerall = enemy(1),const(velocity.jump.fwd.x) = playerid(var(2)),const(velocity.jump.fwd.x)
triggerall = enemy(1),const(velocity.runjump.back.x) = playerid(var(2)),const(velocity.runjump.back.x)
triggerall = enemy(1),const(velocity.runjump.fwd.x) = playerid(var(2)),const(velocity.runjump.fwd.x)
triggerall = enemy(1),const(velocity.airjump.y) = playerid(var(2)),const(velocity.airjump.y)
triggerall = enemy(1),const(velocity.airjump.neu.x) = playerid(var(2)),const(velocity.airjump.neu.x)
triggerall = enemy(1),const(velocity.airjump.back.x) = playerid(var(2)),const(velocity.airjump.back.x)
triggerall = enemy(1),const(velocity.airjump.fwd.x) = playerid(var(2)),const(velocity.airjump.fwd.x)
triggerall = enemy(1),const(movement.airjump.num) = playerid(var(2)),const(movement.airjump.num)
triggerall = enemy(1),const(movement.airjump.height) = playerid(var(2)),const(movement.airjump.height)
triggerall = enemy(1),const(movement.yaccel) = playerid(var(2)),const(movement.yaccel)
triggerall = enemy(1),const(movement.stand.friction) = playerid(var(2)),const(movement.stand.friction)
triggerall = enemy(1),const(movement.crouch.friction) = playerid(var(2)),const(movement.crouch.friction)
triggerall = fvar(20) != var(0)
triggerall = fvar(22) != var(0)
triggerall = fvar(24) != var(0)
triggerall = fvar(26) != var(0)
triggerall = fvar(28) != var(0)
;
triggerall = fvar(4) != var(0)
triggerall = fvar(6) != var(0)
triggerall = fvar(8) != var(0)
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := var(0)
trigger1 = 1 || fvar(21) := var(1)
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := var(0)
trigger2 = 1 || fvar(23) := var(1)
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := var(0)
trigger3 = 1 || fvar(25) := var(1)
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := var(0)
trigger4 = 1 || fvar(27) := var(1)
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := var(0)
trigger5 = 1 || fvar(29) := var(1)
;
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := var(0)
trigger6 = 1 || fvar(5) := var(1)
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := var(0)
trigger7 = 1 || fvar(7) := var(1)
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := var(0)
trigger8 = 1 || fvar(9) := var(1)

[State ,Uwp[XVR]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1
triggerall = playeridexist(var(2))
triggerall = playerid(var(2)),movetype = A || playerid(var(2)),hitdefattr = SCA,AA,AP
triggerall = enemy(0),const(data.life) = playerid(var(2)),const(data.life)
triggerall = enemy(0),const(data.attack) = playerid(var(2)),const(data.attack)
triggerall = enemy(0),const(data.defence) = playerid(var(2)),const(data.defence)
triggerall = enemy(0),const(data.fall.defence_mul) = playerid(var(2)),const(data.fall.defence_mul)
triggerall = enemy(0),const(data.liedown.time) = playerid(var(2)),const(data.liedown.time)
triggerall = enemy(0),const(data.airjuggle) = playerid(var(2)),const(data.airjuggle)
triggerall = enemy(0),const(data.sparkno) = playerid(var(2)),const(data.sparkno)
triggerall = enemy(0),const(data.guard.sparkno) = playerid(var(2)),const(data.guard.sparkno)
triggerall = enemy(0),const(data.KO.echo) = playerid(var(2)),const(data.KO.echo)
triggerall = enemy(0),const(data.IntPersistIndex) = playerid(var(2)),const(data.IntPersistIndex)
triggerall = enemy(0),const(data.FloatPersistIndex) = playerid(var(2)),const(data.FloatPersistIndex)
triggerall = enemy(0),const(velocity.walk.fwd.x) = playerid(var(2)),const(velocity.walk.fwd.x)
triggerall = enemy(0),const(velocity.walk.back.x) = playerid(var(2)),const(velocity.walk.back.x)
triggerall = enemy(0),const(velocity.run.fwd.x) = playerid(var(2)),const(velocity.run.fwd.x)
triggerall = enemy(0),const(velocity.run.fwd.y) = playerid(var(2)),const(velocity.run.fwd.y)
triggerall = enemy(0),const(velocity.run.back.x) = playerid(var(2)),const(velocity.run.back.x)
triggerall = enemy(0),const(velocity.run.back.y) = playerid(var(2)),const(velocity.run.back.y)
triggerall = enemy(0),const(velocity.jump.y) = playerid(var(2)),const(velocity.jump.y)
triggerall = enemy(0),const(velocity.jump.neu.x) = playerid(var(2)),const(velocity.jump.neu.x)
triggerall = enemy(0),const(velocity.jump.back.x) = playerid(var(2)),const(velocity.jump.back.x)
triggerall = enemy(0),const(velocity.jump.fwd.x) = playerid(var(2)),const(velocity.jump.fwd.x)
triggerall = enemy(0),const(velocity.runjump.back.x) = playerid(var(2)),const(velocity.runjump.back.x)
triggerall = enemy(0),const(velocity.runjump.fwd.x) = playerid(var(2)),const(velocity.runjump.fwd.x)
triggerall = enemy(0),const(velocity.airjump.y) = playerid(var(2)),const(velocity.airjump.y)
triggerall = enemy(0),const(velocity.airjump.neu.x) = playerid(var(2)),const(velocity.airjump.neu.x)
triggerall = enemy(0),const(velocity.airjump.back.x) = playerid(var(2)),const(velocity.airjump.back.x)
triggerall = enemy(0),const(velocity.airjump.fwd.x) = playerid(var(2)),const(velocity.airjump.fwd.x)
triggerall = enemy(0),const(movement.airjump.num) = playerid(var(2)),const(movement.airjump.num)
triggerall = enemy(0),const(movement.airjump.height) = playerid(var(2)),const(movement.airjump.height)
triggerall = enemy(0),const(movement.yaccel) = playerid(var(2)),const(movement.yaccel)
triggerall = enemy(0),const(movement.stand.friction) = playerid(var(2)),const(movement.stand.friction)
triggerall = enemy(0),const(movement.crouch.friction) = playerid(var(2)),const(movement.crouch.friction)
triggerall = fvar(30) != var(0)
triggerall = fvar(32) != var(0)
triggerall = fvar(34) != var(0)
triggerall = fvar(36) != var(0)
triggerall = fvar(38) != var(0)
;
triggerall = fvar(10) != var(0)
triggerall = fvar(12) != var(0)
triggerall = fvar(14) != var(0)
triggerall = fvar(16) != var(0)
triggerall = fvar(18) != var(0)
;
triggerall = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0
triggerall = fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) != 0
;
triggerall = fvar(20) != var(0)
triggerall = fvar(22) != var(0)
triggerall = fvar(24) != var(0)
triggerall = fvar(26) != var(0)
triggerall = fvar(28) != var(0)
;
triggerall = fvar(4) != var(0)
triggerall = fvar(6) != var(0)
triggerall = fvar(8) != var(0)
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := var(0)
trigger1 = 1 || fvar(21) := var(1)
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := var(0)
trigger2 = 1 || fvar(23) := var(1)
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := var(0)
trigger3 = 1 || fvar(25) := var(1)
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := var(0)
trigger4 = 1 || fvar(27) := var(1)
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := var(0)
trigger5 = 1 || fvar(29) := var(1)
;
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := var(0)
trigger6 = 1 || fvar(5) := var(1)
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := var(0)
trigger7 = 1 || fvar(7) := var(1)
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := var(0)
trigger8 = 1 || fvar(9) := var(1)




[State ,projXV]
type = null
triggerall = roundstate = 2
triggerall = numenemy
triggerall = sysvar(2) = 0
triggerall = enemy(0),numproj > 0
triggerall = enemy(0),movetype = A
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),ctrl = 0
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(30) != enemy(0),anim
triggerall = fvar(32) != enemy(0),anim
triggerall = fvar(34) != enemy(0),anim
triggerall = fvar(36) != enemy(0),anim
triggerall = fvar(38) != enemy(0),anim
;
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
trigger1 = fvar(30) = 0
trigger1 = 1 || fvar(30) := enemy(0),anim
trigger1 = 1 || fvar(31) := enemy(0),time-1
trigger2 = fvar(30) != 0 && fvar(32) = 0
trigger2 = 1 || fvar(32) := enemy(0),anim
trigger2 = 1 || fvar(33) := enemy(0),time-1
trigger3 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) = 0
trigger3 = 1 || fvar(34) := enemy(0),anim
trigger3 = 1 || fvar(35) := enemy(0),time-1
trigger4 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) = 0
trigger4 = 1 || fvar(36) := enemy(0),anim
trigger4 = 1 || fvar(37) := enemy(0),time-1
trigger5 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) = 0
trigger5 = 1 || fvar(38) := enemy(0),anim
trigger5 = 1 || fvar(39) := enemy(0),time-1
trigger6 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) = 0
trigger6 = 1 || fvar(10) := enemy(0),anim
trigger6 = 1 || fvar(11) := enemy(0),time-1
trigger7 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) = 0
trigger7 = 1 || fvar(12) := enemy(0),anim
trigger7 = 1 || fvar(13) := enemy(0),time-1
trigger8 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) = 0
trigger8 = 1 || fvar(14) := enemy(0),anim
trigger8 = 1 || fvar(15) := enemy(0),time-1
trigger9 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) = 0
trigger9 = 1 || fvar(16) := enemy(0),anim
trigger9 = 1 || fvar(17) := enemy(0),time-1
trigger10 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) = 0
trigger10 = 1 || fvar(18) := enemy(0),anim
trigger10 = 1 || fvar(19) := enemy(0),time-1

[State ,projXVQ]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1
triggerall = sysvar(2) = 0
triggerall = enemy(1),numproj > 0
triggerall = enemy(1),movetype = A
triggerall = !(enemy(1),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(1),ctrl = 0
triggerall = !(enemy(1),stateno = [0,199])
triggerall = !(enemy(1),stateno = [5000,5120])
triggerall = fvar(20) != enemy(1),anim
triggerall = fvar(22) != enemy(1),anim
triggerall = fvar(24) != enemy(1),anim
triggerall = fvar(26) != enemy(1),anim
triggerall = fvar(28) != enemy(1),anim
;
triggerall = fvar(4) != enemy(1),anim
triggerall = fvar(6) != enemy(1),anim
triggerall = fvar(8) != enemy(1),anim
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := enemy(1),anim
trigger1 = 1 || fvar(21) := enemy(1),time-1
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := enemy(1),anim
trigger2 = 1 || fvar(23) := enemy(1),time-1
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := enemy(1),anim
trigger3 = 1 || fvar(25) := enemy(1),time-1
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := enemy(1),anim
trigger4 = 1 || fvar(27) := enemy(1),time-1
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := enemy(1),anim
trigger5 = 1 || fvar(29) := enemy(1),time-1
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := enemy(1),anim
trigger6 = 1 || fvar(5) := enemy(1),time-1
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := enemy(1),anim
trigger7 = 1 || fvar(7) := enemy(1),time-1
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := enemy(1),anim
trigger8 = 1 || fvar(9) := enemy(1),time-1

[State ,projXVR]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1
triggerall = sysvar(2) = 0
triggerall = enemy(0),numproj > 0
triggerall = enemy(0),movetype = A
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),ctrl = 0
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(30) != enemy(0),anim
triggerall = fvar(32) != enemy(0),anim
triggerall = fvar(34) != enemy(0),anim
triggerall = fvar(36) != enemy(0),anim
triggerall = fvar(38) != enemy(0),anim
;
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
;
triggerall = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0
triggerall = fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) != 0
;
triggerall = fvar(20) != enemy(0),anim
triggerall = fvar(22) != enemy(0),anim
triggerall = fvar(24) != enemy(0),anim
triggerall = fvar(26) != enemy(0),anim
triggerall = fvar(28) != enemy(0),anim
;
triggerall = fvar(4) != enemy(0),anim
triggerall = fvar(6) != enemy(0),anim
triggerall = fvar(8) != enemy(0),anim
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := enemy(0),anim
trigger1 = 1 || fvar(21) := enemy(0),time-1
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := enemy(0),anim
trigger2 = 1 || fvar(23) := enemy(0),time-1
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := enemy(0),anim
trigger3 = 1 || fvar(25) := enemy(0),time-1
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := enemy(0),anim
trigger4 = 1 || fvar(27) := enemy(0),time-1
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := enemy(0),anim
trigger5 = 1 || fvar(29) := enemy(0),time-1
;
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := enemy(0),anim
trigger6 = 1 || fvar(5) := enemy(0),time-1
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := enemy(0),anim
trigger7 = 1 || fvar(7) := enemy(0),time-1
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := enemy(0),anim
trigger8 = 1 || fvar(9) := enemy(0),time-1


[state ,projmZbg]
type = varset
trigger1 = !enemy(0),numproj
trigger1 = !enemy(numenemy>1),numproj
sysvar(2) = 0
[state ,projmۑ]
type = varset
trigger1 = enemy(0),numproj
trigger2 = enemy(numenemy>1),numproj
sysvar(2) = 1



[State ]
type = null;displayToClipboard
trigger1 = 1
text="at_helper = %d,anim = %d,range = %d,1st= %d"
params = sysvar(3),ceil(fvar(0)),ceil(fvar(1)),var(3)
ignorehitpause = 1

[state ]
type = null;appendtoclipboard
trigger1 = playeridexist(ceil(sysfvar(0)))
text = "  ,%d,%d"
params=ceil(playerid(ceil(sysfvar(0))),rootdist x*playerid(ceil(sysfvar(0))),facing*-1),ceil((playerid(ceil(sysfvar(0))),pos x-enemy(0),pos x)*playerid(ceil(sysfvar(0))),facing)
ignorehitpause = 1

[State ]
type = null;displaytoClipboard
trigger1 = 1
text="%d,%d,%d,%d,%d"
params = ceil(var(3)),ceil(var(4)),ceil(var(5)),ceil(var(6)),ceil(var(7))
ignorehitpause = 1



[State ]
type = displaytoClipboard
trigger1 = 1
text="%d,%d,%d,%d,%d"
params = ceil(fvar(30)),ceil(fvar(32)),ceil(fvar(34)),ceil(fvar(36)),ceil(fvar(38))
ignorehitpause = 1

[State ]
type = appendToClipboard
trigger1 = 1
text=" ,%d,%d,%d,%d,%d"
params = ceil(fvar(31)),ceil(fvar(33)),ceil(fvar(35)),ceil(fvar(37)),ceil(fvar(39))
ignorehitpause = 1


[State ]
type = appendToClipboard
trigger1 = 1
text="\n%d,%d,%d,%d,%d"
params = ceil(fvar(20)),ceil(fvar(22)),ceil(fvar(24)),ceil(fvar(26)),ceil(fvar(28))
ignorehitpause = 1

[State ]
type = appendToClipboard
trigger1 = 1
text=" ,%d,%d,%d,%d,%d"
params = ceil(fvar(21)),ceil(fvar(23)),ceil(fvar(25)),ceil(fvar(27)),ceil(fvar(29))
ignorehitpause = 1

[Statedef 30021];hcmFwp[
anim = 838861
ctrl = 0

[state ]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State ]
type = destroyself
trigger1 = 1










;//-----//
;sysvar(0)
	;2.0**0			;ϐ
	;2.0**1			;ϐ
	;2.0**2			;ϐ
	;2.0**29		;Ot[̔ѓ݃tO
	;2.0**30		;t[̔ѓ݃tO
;sysvar(1)			;[v
;var(59)			;ۑJnʒu
;var(0)-var(38)		;	anim
;var(1)-var(39)		;	ő
;fvar(0)-fvar(38)	;	őw
;fvar(1)-fvar(39)	;	ŏx

;gpϐ	var(40)-var(58)
;			sysvar(2)-sysvar(4)
;			sysfvar(0)-sysfvar(4)
;//-----//

[statedef 10200]
anim = 838861
ctrl = 0
movetype = I

[state ]
type = changestate
trigger1 = (root,sysvar(4) & ceil(2.0**26))
value = 5991

[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))		;ѓ݂
triggerall = (sysvar(0) & ceil(2.0**30))														;Ot[ɑ
trigger1 = !(sysvar(0) & ceil(2.0**29))
sysvar(0) = (sysvar(0) | ceil(2.0**29))
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))		;ѓ݂
triggerall = !(sysvar(0) & ceil(2.0**30))														;Ot[ɂ݂Ȃ
trigger1 = (sysvar(0) & ceil(2.0**29))
sysvar(0) = (sysvar(0) | ceil(2.0**29)) - ceil(2.0**29)
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))			;ѓ
trigger1 = !(sysvar(0) & ceil(2.0**30))
sysvar(0) = (sysvar(0) | ceil(2.0**30))
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))		;ѓ݂Ȃ
trigger1 = (sysvar(0) & ceil(2.0**30))
sysvar(0) = (sysvar(0) | ceil(2.0**30)) - ceil(2.0**30)
ignorehitpause = 1

[State ,Aj]
Type = VarSet
triggerall = playeridexist(root,var(2))
triggerall = roundstate = 2
triggerall = var(59) < 40
Trigger1 = sysvar(1) = 0
var(var(59))=playerid(root,var(2)),anim
IgNoreHitPause = 1

[State ,l]
Type = VarSet
triggerall = playeridexist(root,var(2))
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
Triggerall = sysvar(1) = 0
triggerall = var(59) < 40
triggerall = roundstate = 2
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))	;ѓڋ߂mȂꍇ
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(2)),stateno = [5000,5999])
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = playerid(root,var(2)),movetype = A && playerid(root,var(2)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(2)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
Triggerall = playerid(root,var(2)),anim!=var(0) || var(59) <= 0
Triggerall = playerid(root,var(2)),anim!=var(2) || var(59) <= 2
Triggerall = playerid(root,var(2)),anim!=var(4) || var(59) <= 4
Triggerall = playerid(root,var(2)),anim!=var(6) || var(59) <= 6
Triggerall = playerid(root,var(2)),anim!=var(8) || var(59) <= 8
Triggerall = playerid(root,var(2)),anim!=var(10) || var(59) <= 10
Triggerall = playerid(root,var(2)),anim!=var(12) || var(59) <= 12
Triggerall = playerid(root,var(2)),anim!=var(14) || var(59) <= 14
Triggerall = playerid(root,var(2)),anim!=var(16) || var(59) <= 16
Triggerall = playerid(root,var(2)),anim!=var(18) || var(59) <= 18
Triggerall = playerid(root,var(2)),anim!=var(20) || var(59) <= 20
Triggerall = playerid(root,var(2)),anim!=var(22) || var(59) <= 22
Triggerall = playerid(root,var(2)),anim!=var(24) || var(59) <= 24
Triggerall = playerid(root,var(2)),anim!=var(26) || var(59) <= 26
Triggerall = playerid(root,var(2)),anim!=var(28) || var(59) <= 28
Triggerall = playerid(root,var(2)),anim!=var(30) || var(59) <= 30
Triggerall = playerid(root,var(2)),anim!=var(32) || var(59) <= 32
Triggerall = playerid(root,var(2)),anim!=var(34) || var(59) <= 34
Triggerall = playerid(root,var(2)),anim!=var(36) || var(59) <= 36
Triggerall = playerid(root,var(2)),anim!=var(38) || var(59) <= 38
triggerall = !var(var(59)+1)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger1 = playerid(root,var(2)),movecontact
trigger2 = playerid(root,var(2)),movecontact = 1
trigger3 = (root,sysvar(4) & ceil(2.0**28))
var(var(59)+1)=playerid(root,var(2)),time
ignorehitpause = 1

[state ,[v]
type = changestate
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && playerid(root,var(2)),movetype = A
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = sysvar(1) < 39
trigger1 = sysvar(1) <= var(59)	;炷߃[v񐔂ɐ+ی+1
value = 10201	
ignorehitpause = 1

[state ,Zbg]
type = varset
trigger1 = 1
sysvar(1) = 0
ignorehitpause = 1

[State ,JEg]
Type = VarAdd
triggerall = roundstate = 2
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = var(59) < 38
Trigger1 = var(var(59)+1) > 0
var(59) = 2
IgNoreHitPause = 1

[state ,ی]
type = varset
triggerall = roundstate = 2
trigger1 = var(59) >= 40
var(59) = 38
ignorehitpause = 1

[state ,ϐ]
type = varset
triggerall = ishelper(10200)
triggerall = roundstate < 2
triggerall = root,RoundsExisted > 0 && enemy,RoundsExisted > 0
triggerall = !(sysvar(0) & ceil(2.0**0))
triggerall = (root,var(59) & ceil(2.0**30))	;I
triggerall = !(teammode = turns)
trigger1 = 1 || var(0) := floor(root,var(0) / 1000)
trigger1 = 1 || var(1) := root,var(0) - (var(0) * 1000)
trigger1 = 1 || var(2) := floor(root,var(3) / 1000)
trigger1 = 1 || var(3) := root,var(3) - (var(2) * 1000)
trigger1 = 1 || var(4) := floor(root,var(4) / 1000)
trigger1 = 1 || var(5) := root,var(4) - (var(4) * 1000)
trigger1 = 1 || var(6) := floor(root,var(42) / 1000)
trigger1 = 1 || var(7) := root,var(42) - (var(6) * 1000)
trigger1 = 1 || var(8) := floor(root,var(41) / 1000)
trigger1 = 1 || var(9) := root,var(41) - (var(8) * 1000)
trigger1 = 1 || var(10) := floor(root,var(35) / 1000)
trigger1 = 1 || var(11) := root,var(35) - (var(10) * 1000)
trigger1 = 1 || var(12) := floor(root,var(36) / 1000)
trigger1 = 1 || var(13) := root,var(36) - (var(12) * 1000)
trigger1 = 1 || var(14) := floor(root,var(30) / 1000)
trigger1 = 1 || var(15) := root,var(30) - (var(14) * 1000)
trigger1 = 1 || var(16) := floor(root,var(31) / 1000)
trigger1 = 1 || var(17) := root,var(31) - (var(16) * 1000)
trigger1 = 1 || var(18) := floor(root,var(32) / 1000)
trigger1 = 1 || var(19) := root,var(32) - (var(18) * 1000)
trigger1 = 1 || var(20) := floor(root,var(33) / 1000)
trigger1 = 1 || var(21) := root,var(33) - (var(20) * 1000)
trigger1 = 1 || var(22) := floor(root,var(34) / 1000)
trigger1 = 1 || var(23) := root,var(34) - (var(22) * 1000)
trigger1 = 1 || var(24) := floor(root,var(37) / 1000)
trigger1 = 1 || var(25) := root,var(37) - (var(24) * 1000)
trigger1 = 1 || var(26) := floor(root,var(38) / 1000)
trigger1 = 1 || var(27) := root,var(38) - (var(26) * 1000)
trigger1 = 1 || var(28) := floor(root,var(39) / 1000)
trigger1 = 1 || var(29) := root,var(39) - (var(28) * 1000)
trigger1 = 1 || fvar(0) := floor(floor(root,fvar(0)) / 1000)
trigger1 = 1 || fvar(1) := (floor(floor(root,fvar(0)) - (floor(fvar(0)) * 1000))) * -1
trigger1 = 1 || fvar(2) := floor(floor(root,fvar(1)) / 1000)
trigger1 = 1 || fvar(3) := (floor(floor(root,fvar(1)) - (floor(fvar(2)) * 1000))) * -1
trigger1 = 1 || fvar(4) := floor(floor(root,fvar(2)) / 1000)
trigger1 = 1 || fvar(5) := (floor(floor(root,fvar(2)) - (floor(fvar(4)) * 1000))) * -1
trigger1 = 1 || fvar(6) := floor(floor(root,fvar(3)) / 1000)
trigger1 = 1 || fvar(7) := (floor(floor(root,fvar(3)) - (floor(fvar(6)) * 1000))) * -1
trigger1 = 1 || fvar(8) := floor(floor(root,fvar(4)) / 1000)
trigger1 = 1 || fvar(9) := (floor(floor(root,fvar(4)) - (floor(fvar(8)) * 1000))) * -1
trigger1 = 1 || fvar(10) := floor(floor(root,fvar(5)) / 1000)
trigger1 = 1 || fvar(11) := (floor(floor(root,fvar(5)) - (floor(fvar(10)) * 1000))) * -1
trigger1 = 1 || fvar(12) := floor(floor(root,fvar(6)) / 1000)
trigger1 = 1 || fvar(13) := (floor(floor(root,fvar(6)) - (floor(fvar(12)) * 1000))) * -1
trigger1 = 1 || fvar(14) := floor(floor(root,fvar(7)) / 1000)
trigger1 = 1 || fvar(15) := (floor(floor(root,fvar(7)) - (floor(fvar(14)) * 1000))) * -1
trigger1 = 1 || fvar(16) := floor(floor(root,fvar(8)) / 1000)
trigger1 = 1 || fvar(17) := (floor(floor(root,fvar(8)) - (floor(fvar(16)) * 1000))) * -1
trigger1 = 1 || fvar(18) := floor(floor(root,fvar(9)) / 1000)
trigger1 = 1 || fvar(19) := (floor(floor(root,fvar(9)) - (floor(fvar(18)) * 1000))) * -1
trigger1 = 1 || fvar(20) := floor(floor(root,fvar(10)) / 1000)
trigger1 = 1 || fvar(21) := (floor(floor(root,fvar(10)) - (floor(fvar(20)) * 1000))) * -1
trigger1 = 1 || fvar(22) := floor(floor(root,fvar(11)) / 1000)
trigger1 = 1 || fvar(23) := (floor(floor(root,fvar(11)) - (floor(fvar(22)) * 1000))) * -1
trigger1 = 1 || fvar(24) := floor(floor(root,fvar(12)) / 1000)
trigger1 = 1 || fvar(25) := (floor(floor(root,fvar(12)) - (floor(fvar(24)) * 1000))) * -1
trigger1 = 1 || fvar(26) := floor(floor(root,fvar(13)) / 1000)
trigger1 = 1 || fvar(27) := (floor(floor(root,fvar(13)) - (floor(fvar(26)) * 1000))) * -1
trigger1 = 1 || fvar(28) := floor(floor(root,fvar(14)) / 1000)
trigger1 = 1 || fvar(29) := (floor(floor(root,fvar(14)) - (floor(fvar(28)) * 1000))) * -1
sysvar(0) = (sysvar(0) | ceil(2.0**0))	;stO
ignorehitpause = 1

[state ,ϐ]
type = varset
triggerall = ishelper(10200)
triggerall = roundstate < 2
triggerall = (sysvar(0) & ceil(2.0**0)) && !(sysvar(0) & ceil(2.0**1))
trigger1 = var(0)
trigger1 = 1 || var(59) := 2
trigger1 = var(2)
trigger1 = 1 || var(59) := 4
trigger1 = var(4)
trigger1 = 1 || var(59) := 6
trigger1 = var(6)
trigger1 = 1 || var(59) := 8
trigger1 = var(8)
trigger1 = 1 || var(59) := 10
trigger1 = var(10)
trigger1 = 1 || var(59) := 12
trigger1 = var(12)
trigger1 = 1 || var(59) := 14
trigger1 = var(14)
trigger1 = 1 || var(59) := 16
trigger1 = var(16)
trigger1 = 1 || var(59) := 18
trigger1 = var(18)
trigger1 = 1 || var(59) := 20
trigger1 = var(20)
trigger1 = 1 || var(59) := 22
trigger1 = var(22)
trigger1 = 1 || var(59) := 24
trigger1 = var(24)
trigger1 = 1 || var(59) := 26
trigger1 = var(26)
trigger1 = 1 || var(59) := 28
trigger1 = var(28)
trigger1 = 1 || var(59) := 30
sysvar(0) = (sysvar(0) | ceil(2.0**1))
ignorehitpause = 1

[State ,ϐ]
Type = null
triggerall = ishelper(10200)
triggerall = roundstate != 2
trigger1 = 1 || var(var(59)) := 0
trigger1 = 1 || fvar(var(59)) := 0
Trigger1 = var(59) < 39
trigger1 = 1 || var(var(59)+1) := 0
trigger1 = 1 || fvar(var(59)+1) := 0
IgNoreHitPause = 1
[state ,ϐ]
type = varset
triggerall = ishelper(10200)
triggerall = roundstate > 2
triggerall = !(sysvar(0) & ceil(2.0**2))
Trigger1 = var(59) < 39
trigger1 = var(var(59)) = 0 && var(var(59)+1) = 0 && fvar(var(59)) = 0 && fvar(var(59)+1) = 0
Trigger2 = var(59) <= 39
trigger2 = var(var(59)) = 0 &&  fvar(var(59)) = 0
sysvar(0) = (sysvar(0) | ceil(2.0**2))
ignorehitpause = 1

[state ]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1


[state ]
type = displayToClipboard
trigger1 = ishelper
text = "%d, %d, %d, %d, %d"
params = var(1),var(3),var(5),var(7),var(9)
ignorehitpause = 1
[state ]
type = AppendToClipboard
trigger1 = ishelper
text = "\n%d, %d, %d, %d, %d"
params = ceil(fvar(0)),ceil(fvar(2)),ceil(fvar(4)),ceil(fvar(6)),ceil(fvar(8))
ignorehitpause = 1
[state ]
type = AppendToClipboard
trigger1 = ishelper
text = "   %d, %d, %d, %d, %d"
params = ceil(fvar(1)),ceil(fvar(3)),ceil(fvar(5)),ceil(fvar(7)),ceil(fvar(9))
ignorehitpause = 1


[statedef 10201]

[State ,xXV]
Type = VarSet
triggerall = playeridexist(root,var(2))
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 39
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(2)),stateno = [5000,5999])
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = playerid(root,var(2)),movetype = A && playerid(root,var(2)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(2)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
triggerall = playerid(root,var(2)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1)												;K{
triggerall = var(sysvar(1)+1) > playerid(root,var(2)),time					;őD
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger1 = playerid(root,var(2)),movecontact
trigger2 = playerid(root,var(2)),movecontact = 1
trigger3 = (root,sysvar(4) & ceil(2.0**28))
var(sysvar(1)+1)=playerid(root,var(2)),time
ignorehitpause = 1

[State ,wXV]
Type = null
triggerall = playeridexist(root,var(2))
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 39
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(2)),stateno = [5000,5999])
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = playerid(root,var(2)),movetype = A && playerid(root,var(2)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(2)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
Triggerall = playerid(root,var(2)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1) > 0											;K{
triggerall = fvar(sysvar(1)) < root,P2Dist x								;D
Trigger1 = (root,stateno = 150 || root,stateno = 152 || root,stateno = 154) && root,time = 1
trigger1 = playerid(root,var(2)),movecontact
trigger1 = fvar(sysvar(1)) := root,p2dist x
trigger2 = root,movetype = H && playerid(root,var(2)),movecontact = 1	; && playerid(root,var(2)),hitcount = 1
trigger2 = root,prevstateno != [200,4999]
trigger2 = fvar(sysvar(1)) := root,p2dist x
trigger3 = (root,sysvar(4) & ceil(2.0**28))
trigger3 = fvar(sysvar(1)) := root,p2dist x
ignorehitpause = 1

[State ,xXV]
Type = null
triggerall = playeridexist(root,var(2))
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 38
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(2)),stateno = [5000,5999])
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = playerid(root,var(2)),movetype = A && playerid(root,var(2)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(2)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
Triggerall = playerid(root,var(2)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1) > 0											;K{
Triggerall = fvar(sysvar(1)+1) > root,P2Dist y								;󁕉D
Trigger1 = (root,stateno = 150 || root,stateno = 152 || root,stateno = 154) && root,time = 1
trigger1 = playerid(root,var(2)),movecontact
trigger1 = fvar(sysvar(1)+1) := root,p2dist y
trigger2 = root,movetype = H && playerid(root,var(2)),movecontact = 1	; && playerid(root,var(2)),hitcount = 1
trigger2 = root,prevstateno != [200,4999]
trigger2 = fvar(sysvar(1)+1) := root,p2dist y
trigger3 = (root,sysvar(4) & ceil(2.0**28))
trigger3 = fvar(sysvar(1)+1) := root,p2dist y
ignorehitpause = 1

[state ,JEg]
type = varadd
trigger1 = 1
sysvar(1) = 2
ignorehitpause = 1

[state ]
type = changestate
trigger1 = 1
value = 10200
ignorehitpause = 1



;-----TCYm
;var(0)	;ړ			+var(59)*5
;var(1)	;l			+var(59)*5
;var(2)	;time			+var(59)*5
;var(3)	;[vtO	+var(59)*5

;var(59)	;1	g
			;2	
			;3	O
			;4	O
			;5	㕝
			;0	̍
			;6		~

;fvar(0)	;荂
;fvar(1)	;time

;fvar(4)	;ors	+var(59)*5

[statedef 10090]
type = A
movetype = A
ctrl = 0
sprpriority = -7
movehitpersist = 1
hitdefpersist = 1

[state ,]
type = changestate
trigger1 = numenemy > 1
trigger2 = roundstate != 2
trigger3 = helper(10100),var(32)
trigger3 = helper(10100),var(33)
trigger3 = helper(10100),var(34)
trigger3 = helper(10100),var(35) || 1
trigger3 = helper(10100),var(36)
trigger3 = helper(10100),var(37)
trigger4 = p2stateno != playerid(root,var(2)),stateno
trigger5 = p2statetype = A && playerid(root,var(2)),statetype != A
trigger6 = p2statetype = L && playerid(root,var(2)),statetype != L
trigger7 = p2statetype = S && playerid(root,var(2)),statetype != S
trigger8 = p2statetype = C && playerid(root,var(2)),statetype != C
trigger9 = p2movetype = I && playerid(root,var(2)),movetype != I
trigger10 = p2movetype = A && playerid(root,var(2)),movetype != A
trigger11 = p2movetype = H && playerid(root,var(2)),movetype != H
value = 5990
ignorehitpause = 1

[state ,ve]
type = null
triggerall = roundstate = 2
trigger1 = enemy(0),statetype = S && helper(10100),var(34) = 0	;O
trigger1 = 1 || var(59) := 3
trigger1 = !fvar(4+var(59)*5)
trigger2 = 0
trigger2 = enemy(0),statetype = C && helper(10100),var(35) = 0	;O
trigger2 = 1 || var(59) := 4
trigger2 = !fvar(4+var(59)*5)
trigger3 = enemy(0),statetype = C && helper(10100),var(33) = 0	;
trigger3 = 1 || var(59) := 2
trigger3 = !fvar(4+var(59)*5)
trigger4 = enemy(0),statetype = S && helper(10100),var(32) = 0	;g
trigger4 = 1 || var(59) := 1
trigger4 = !fvar(4+var(59)*5)
trigger5 = enemy(0),statetype = S && helper(10100),var(36) = 0	;㕝
trigger5 = 1 || var(59) := 5
trigger5 = !fvar(4+var(59)*5)
trigger6 = enemy(0),statetype = S && helper(10100),fvar(37) = 0	;
trigger6 = 1 || var(59) := 0
trigger6 = !fvar(4+var(59)*5)
trigger7 = 1 || var(59) := 6
ignorehitpause = 1

[state ,]
type = turn
trigger1 = (var(59) = [0,4])
trigger1 = facing = enemy(0),facing
trigger2 = var(59) = 5
trigger2 = facing != enemy(0),facing
ignorehitpause = 1

[state ,l]
type = changestate
triggerall = var(59) = [0,5]
trigger1 = !var(3+var(59)*5)
value = stateno+1
ignorehitpause = 1

[state ]
type = changeanim
trigger1 = 1
value = 838861
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
[state ]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1
[state ]
type = attackdist
trigger1 = 1
value = 0
ignorehitpause = 1

[state ,]
type = varset
triggerall = var(59) = [3,5]	;m
triggerall = roundstate = 2
trigger1 = var(59) = 3
trigger1 = hitdefattr = SCA,NA
trigger2 = var(59) = 4
trigger2 = hitdefattr = SCA,SA
trigger3 = var(59) = 5
trigger3 = hitdefattr = SCA,HA
fvar(4+var(59)*5) = 5 - p2bodydist x
ignorehitpause = 1
[state ,]
type = varset
triggerall = var(59) = [0,2]	;m
triggerall = roundstate = 2
trigger1 = var(59) = 0
trigger1 = hitdefattr = SCA,NP
trigger2 = var(59) = 1
trigger2 = hitdefattr = SCA,SP
trigger3 = var(59) = 2
trigger3 = hitdefattr = SCA,HP
fvar(4+var(59)*5) = Pos Y - fvar(0)
ignorehitpause = 1

[state ,s]
type = varset
triggerall = roundstate = 2
triggerall = var(2+var(59)*5)
trigger1 = var(59) = [3,5]	;m
trigger1 = var(0+var(59)*5) > 100 || fvar(1) > 180
trigger2 = var(59) = [0,2]	;m
trigger2 = var(0+var(59)*5) > 100 || fvar(1) > 180
fvar(4+var(59)*5) = -256*256
ignorehitpause = 1

[state ,0΍]
type = varset
triggerall = roundstate = 2
triggerall = var(2+var(59)*5)
triggerall = !fvar(4+var(59)*5)
trigger1 = var(59) = [3,5]	;m
trigger1 = var(0+var(59)*5) > 100 || fvar(1) > 180
trigger2 = var(59) = [0,2]	;m
trigger2 = var(0+var(59)*5) > 100 || fvar(1) > 180
trigger3 = var(59) = 0 && hitdefattr = SCA,NP
trigger4 = var(59) = 1 && hitdefattr = SCA,SP
trigger5 = var(59) = 2 && hitdefattr = SCA,HP
trigger6 = var(59) = 3 && hitdefattr = SCA,NA
trigger7 = var(59) = 4 && hitdefattr = SCA,SA
trigger8 = var(59) = 5 && hitdefattr = SCA,HA
fvar(4+var(59)*5) = 0.1
ignorehitpause = 1

[state ,ڋ]
type = varadd
triggerall = var(59) = 1 || var(59) = 3 || var(59) = 5 || var(59) = 0
triggerall = enemy(0),statetype = S
trigger1 = enemy(0),Anim = 0
trigger2 = enemy(0),Anim = [20,29]
trigger3 = enemy(0),stateno = [120,140]
var(0+var(59)*5) = 1+1	;xxD悷邽+1
ignorehitpause = 1
[state ,ڋ]
type = varadd
triggerall = var(59) = 2 || var(59) = 4
triggerall = enemy(0),statetype = C
trigger1 = enemy(0),anim = 11
trigger2 = enemy(0),anim = 121
trigger3 = enemy(0),anim = 131
trigger4 = enemy(0),anim = 141
var(0+var(59)*5) = 1+1
ignorehitpause = 1

[state ,ړ]
type = posset
trigger1 = var(59) = 3 || var(59) = 4 || var(59) = 5
x = enemy(0),pos x + var(1+var(59)*5) * facing * -1 + var(0+var(59)*5) * facing
y = -30
ignorehitpause = 1
[state ,ړ]
type = posset
trigger1 = var(59) = 1 || var(59) = 2
x = enemy(0),Pos X
y = enemy(0),Pos Y + var(0+var(59)*5) + var(1+var(59)*5)
ignorehitpause = 1
[state ,ړ]
type = posset
trigger1 = var(59) = 0
x = enemy(0),Pos X
y = enemy(0),Pos Y - var(0+var(59)*5) + var(1+var(59)*5)
ignorehitpause = 1

[state ,΂]
type = posset
trigger1 = var(59) != [0,5]
x = -256*256*256
ignorehitpause = 1

[state ,mpHitDef]
type = hitdef
triggerall = var(59) = 0
triggerall = enemy(0),statetype = S
trigger1 = enemy(0),Anim = 0
trigger2 = enemy(0),Anim = [20,29]
trigger3 = enemy(0),stateno = [120,140]
attr = ,NP
hitflag = H
ground.type = none
p1stateno = stateno
pausetime = 0,0
sparkno = -1
ground.slidetime = 0
ground.hittime = 0
air.hittime = 0
guard.ctrltime = 0
guard.dist = 0
ground.velocity = 0,0
ID = stateno
hitonce = 1
[state ,mpHitDef]
type = hitdef
triggerall = var(59) = 1
triggerall = enemy(0),statetype = S
trigger1 = enemy(0),Anim = 0
trigger2 = enemy(0),Anim = [20,29]
trigger3 = enemy(0),stateno = [120,140]
attr = ,SP
hitflag = H
ground.type = none
p1stateno = stateno
pausetime = 0,0
sparkno = -1
ground.slidetime = 0
ground.hittime = 0
air.hittime = 0
guard.ctrltime = 0
guard.dist = 0
ground.velocity = 0,0
ID = stateno
hitonce = 1
[state ,mpHitDef]
type = hitdef
triggerall = var(59) = 2
triggerall = enemy(0),statetype = C
trigger1 = enemy(0),anim = 11
trigger2 = enemy(0),anim = 121
trigger3 = enemy(0),anim = 131
trigger4 = enemy(0),anim = 141
attr = ,HP
hitflag = L
ground.type = none
p1stateno = stateno
pausetime = 0,0
sparkno = -1
ground.slidetime = 0
ground.hittime = 0
air.hittime = 0
guard.ctrltime = 0
guard.dist = 0
ground.velocity = 0,0
ID = stateno
hitonce = 1
[state ,mpHitDef]
type = hitdef
triggerall = var(59) = 3
triggerall = enemy(0),statetype = S
trigger1 = enemy(0),Anim = 0
trigger2 = enemy(0),Anim = [20,29]
trigger3 = enemy(0),stateno = [120,140]
attr = ,NA
hitflag = H
ground.type = none
p1stateno = stateno
pausetime = 0,0
sparkno = -1
ground.slidetime = 0
ground.hittime = 0
air.hittime = 0
guard.ctrltime = 0
guard.dist = 0
ground.velocity = 0,0
ID = stateno
hitonce = 1
[state ,mpHitDef]
type = hitdef
triggerall = var(59) = 4
triggerall = enemy(0),statetype = C
trigger1 = enemy(0),anim = 11
trigger2 = enemy(0),anim = 121
trigger3 = enemy(0),anim = 131
trigger4 = enemy(0),anim = 141
attr = ,SA
hitflag = L
ground.type = none
p1stateno = stateno
pausetime = 0,0
sparkno = -1
ground.slidetime = 0
ground.hittime = 0
air.hittime = 0
guard.ctrltime = 0
guard.dist = 0
ground.velocity = 0,0
ID = stateno
hitonce = 1
[state ,mpHitDef]
type = hitdef
triggerall = var(59) = 5
triggerall = enemy(0),statetype = S
trigger1 = enemy(0),Anim = 0
trigger2 = enemy(0),Anim = [20,29]
trigger3 = enemy(0),stateno = [120,140]
attr = ,HA
hitflag = H
ground.type = none
p1stateno = stateno
pausetime = 0,0
sparkno = -1
ground.slidetime = 0
ground.hittime = 0
air.hittime = 0
guard.ctrltime = 0
guard.dist = 0
ground.velocity = 0,0
ID = stateno
hitonce = 1

[state ,time]
type = varadd
trigger1 = var(59) = [0,5]
var(2+var(59)*5) = 1
ignorehitpause = 1

[state ,ʏ_荂]
type = varset
trigger1 = 1
fvar(0) = enemy(0),pos Y
ignorehitpause = 1

[state ,ʏ_time]
type = null
trigger1 = enemy(0),statetype = A
trigger1 = fvar(1) := fvar(1) + 1
trigger2 = enemy(0),statetype = S || enemy(0),statetype = C
trigger2 = fvar(1) := 0
ignorehitpause = 1

[state ]
type = displaytoclipboard
trigger1 = 1
text = "var(59)= %d,var(0)= %d,var(1)= %d,var(2)= %d,var(3)= %d"
params = var(59),var(0+var(59)*5),var(1+var(59)*5),var(2+var(59)*5),var(3+var(59)*5)
ignorehitpause = 1


[statedef 10091]
type = A
movetype = A
ctrl = 0
sprpriority = -7
movehitpersist = 1
hitdefpersist = 1

[state ,l]
type = varset
triggerall = var(59) = [3,5]
trigger1 = !var(1+var(59)*5)
var(1+var(59)*5) = 150
ignorehitpause = 1
[state ,l]
type = varset
triggerall = var(59) = 2
trigger1 = !var(1+var(59)*5)
var(1+var(59)*5) = -140
ignorehitpause = 1
[state ,l]
type = varset
triggerall = var(59) = 1
trigger1 = !var(1+var(59)*5)
var(1+var(59)*5) = -200
ignorehitpause = 1
[state ,l]
type = varset
triggerall = var(59) = 0
trigger1 = !var(1+var(59)*5)
var(1+var(59)*5) = 20
ignorehitpause = 1

[state ,ړ]
type = PosSet
trigger1 = var(59) = [3,5]
x = enemy(0),pos x + var(1+var(59)*5) * facing * -1
ignorehitpause = 1
[state ,ړ]
type = PosSet
trigger1 = var(59) = [0,2]
y = var(1+var(59)*5)
ignorehitpause = 1

[state ,ړ]
type = varadd
trigger1 = var(59) = [3,5]
trigger1 = p2bodydist x > 20
trigger1 = !var(2+var(59)*5)
var(1+var(59)*5) = -1
ignorehitpause = 1
[state ,ړ]
type = varadd
trigger1 = var(59) = 2
trigger1 = p2dist y > 70
trigger1 = !var(2+var(59)*5)
var(1+var(59)*5) = 1
ignorehitpause = 1
[state ,ړ]
type = varadd
trigger1 = var(59) = 1
trigger1 = p2dist y > 100
trigger1 = !var(2+var(59)*5)
var(1+var(59)*5) = 1
ignorehitpause = 1
[state ,ړ]
type = varadd
trigger1 = var(59) = 0
trigger1 = p2dist y < -10
trigger1 = !var(2+var(59)*5)
var(1+var(59)*5) = -1
ignorehitpause = 1

[state ,I]
type = varset
trigger1 = var(59) = [3,5]
trigger1 = p2bodydist x <= 20
trigger2 = var(59) = 2
trigger2 = p2dist y <= 70
trigger3 = var(59) = 1
trigger3 = p2dist y <= 100
trigger4 = var(59) = 0
trigger4 = p2dist y >= -10
var(3+var(59)*5) = 1
ignorehitpause = 1

[state ]
type = changestate
trigger1 = 1
value = stateno-1
ignorehitpause = 1


[Statedef 5990]	;폜Xe[g

[State ]
type = removeexplod
trigger1 = 1
ID = -1
ignorehitpause = 1
[State ]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1
[State ]
type = destroyself
trigger1 = 1
ignorehitpause = 1

[statedef 5991];ҋ@Xe[g

[state ]
type = null
trigger1 = 0





;-----`hN

[StateDef 10099]
movetype = A
ctrl = 0
anim = 838861

[state ]
type = nothitby
trigger1 = 1
value = SCA,AA,AP,AT

[state ]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state ]
type = attackdist
value = 0
trigger1 = 1

[state ,vC[]
type = varset
triggerall = command = "AI"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
trigger7 = command = "F"
trigger8 = command = "B"
trigger9 = command = "U"
trigger10 = command = "D"
trigger11 = command = "s"
var(0) = -1

[state ,vC[]
type = varset
trigger1 = roundstate <= 1 && Command = "/command"
var(0) = -1

[state ,`h]
type = varset
triggerall = !var(0)
trigger1 = command = "/command"
trigger2 = command = "AI"
trigger3 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger4 = command = "F" || command = "B" || command = "U" || command = "D" || command = "s"
trigger5 = command = "CEChCo["
trigger6 = command = "LVBE{"
trigger7 = command = "Ă܂XyV"
trigger8 = command = "m[UCg{"
trigger9 = command = "LVBAbg_"
trigger10 = command = "LVBAbg_"
trigger11 = command = "LVBAbg_"
trigger12 = command = "_bVj[_"
trigger13 = command = "_bVj[_"
trigger14 = command = "_bVj[_"
trigger15 = command = "V_[NbV_"
trigger16 = command = "V_[NbV_"
trigger17 = command = "gvwbhobh"
trigger18 = command = "JE^[A^bN"
trigger19 = command = "nCWv"
trigger20 = command = "FF"
trigger21 = command = "BB"
trigger22 = command = "UU"
trigger23 = command = "recovery"
trigger24 = command = "holdfwd"
trigger25 = command = "holdback"
trigger26 = command = "holdup"
trigger27 = command = "holddown"
trigger28 = command = "check0"
trigger29 = command = "check1"
trigger30 = command = "check2"
trigger31 = command = "check3"
trigger32 = command = "check4"
trigger33 = command = "check5"
trigger34 = command = "check6"
trigger35 = command = "check7"
trigger36 = command = "check8"
trigger37 = command = "check9"
trigger38 = command = "check10"
trigger39 = command = "check11"
trigger40 = command = "check12"
trigger41 = command = "check13"
trigger42 = command = "check14"
trigger43 = command = "check15"
trigger44 = command = "check16"
trigger45 = command = "check17"
trigger46 = command = "check18"
trigger47 = command = "check19"
trigger48 = command = "check20"
trigger49 = command = "check21"
trigger50 = command = "check22"
trigger51 = command = "check23"
trigger52 = command = "check24"
trigger53 = command = "check25"
trigger54 = command = "check26"
trigger55 = command = "check27"
trigger56 = command = "check28"
trigger57 = command = "check29"
trigger58 = command = "check30"
trigger59 = command = "check31"
trigger60 = command = "check32"
trigger61 = command = "check33"
trigger62 = command = "check34"
trigger63 = command = "check35"
trigger64 = command = "check36"
trigger65 = command = "check37"
trigger66 = command = "check38"
trigger67 = command = "check39"
trigger68 = command = "check40"
trigger69 = command = "hold_a"
trigger70 = command = "hold_b"
trigger71 = command = "hold_c"
var(0) = 1


[state ,tO]
type = destroyself
trigger1 = (root,sysvar(4) & ceil(2.0**0))
trigger2 = (root,sysvar(4) & ceil(2.0**26))
trigger3 = (root,var(59) & ceil(2.0**26))
trigger4 = (root,var(59) & ceil(2.0**27))

[state ,time]
type = varadd
trigger1 = 1
var(2) = 1




















;---------------------------------------------------------------------------
;ʏ헧
[Statedef 0]
	type        = S
	physics     = S
	sprpriority = 0

[state ]
type = changestate
trigger1 = ishelper
value = 5990
ignorehitpause = 1

	[State 0, Aj̃`FW]
		type     = ChangeAnim
		trigger1 = (Anim != 0) && (Anim != 5)
		trigger2 = (Anim = 5) && (AnimTime = 0)
		value    = 0

	[State 0, [ũXs[h]
		type     = VelSet
		trigger1 = Time = 0
		y        = 0

	[State 0, [ũXs[h]
		type     = VelSet
		trigger1 = (abs(Vel X) < 2)
		trigger2 = Time = 4
		trigger3 = (PrevStateNo = 20) && (Time = 0)
		x        = 0

[State 0, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = (!Alive)
	value    = 5050

[State 0, wp[goO΍]
	type     = DestroySelf
	trigger1 = (IsHelper)


[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1
[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 1
ignorehitpause = 1

[state ]
type = turn
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2dist x < 0

[state ]
type = changestate
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 10

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C

[state ]
type = turn
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2dist x < 0

[state ]
type = changeanim
trigger1 = anim != 10
value = 10

[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1
[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 1
ignorehitpause = 1

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

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

[state ]
type = changestate
triggerall = (sysvar(4) & ceil(2.0**0))
triggerall = roundstate = 2
trigger1 = backedgebodydist <= 1
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
sprpriority = 0

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

[state ]
type = turn
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2dist x < 0

[state ]
type = changeanim
triggerall = anim != 6
trigger1 = anim != 11
value = 11

[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1
[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 1
ignorehitpause = 1

[state ]
type = changestate
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S

[state ]
type = turn
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2dist x < 0

[state ]
type = changeanim
trigger1 = anim != 12
value = 12

[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1
[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 1
ignorehitpause = 1

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 21]
type    = S
physics = S
sprpriority = 0

[state ]
type = ctrlset
trigger1 = 1
value = 0

[state ]
type = ctrlset
trigger1 = !(sysvar(4) & ceil(2.0**0))
value = 1

[state ]
type = turn
trigger1 = p2dist x < 0

[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[state ]
type = changestate
trigger1 = roundstate != 2
value = 0
ctrl = 1

[state ]
type = changestate
trigger1 = frontedgebodydist <= 0
trigger2 = p2bodydist x <= 2
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 22]
type    = S
physics = S
sprpriority = 0

[state ]
type = ctrlset
trigger1 = 1
value = 0

[state ]
type = ctrlset
trigger1 = !(sysvar(4) & ceil(2.0**0))
value = 1

[state ]
type = turn
trigger1 = p2dist x < 0

[State 20, 2]
type = VelSet
trigger1 = 1
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[state ]
type = changestate
trigger1 = roundstate != 2
value = 0
ctrl = 1

[state ]
type = changestate
trigger1 = backedgebodydist <= 0
value = 0

;---------------------------------------------------------------------------
;WvJn
[Statedef 60]
	type        = S
	physics     = S
	anim        = 40
	ctrl        = 0
	sprpriority = 1

	[State 40, VXẽ@Au]
		type      = VarSet
		trigger1  = 1
		sysvar(1) = 1

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = AnimTime = 0
		x        = ifelse(sysvar(1)=0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, Const(velocity.jump.fwd.x), Const(velocity.jump.back.x)))
		y        = Const(velocity.jump.y)

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = (AnimTime = 0)
		trigger1 = (PrevStateNo = 100)
		trigger1 = (sysvar(1) = 1)
		x        = Const(velocity.runjump.fwd.x)

	[State 40, ^[]
		type       = Turn
		triggerall = (PrevStateNo = 52)
		trigger1   = (Time = 0) && (P2Dist X < -5)
		Persistent = 0

	[State 40, TEh̃vC]
		type     = PlaySnd
		trigger1 = Time = 0
		value    = 0,17

	[State 905, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

[State 40, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 50
	ctrl     = 1

;---------------------------------------------------------------------------
;WvJn
[Statedef 61]
	type        = S
	physics     = S
	anim        = 40
	ctrl        = 0
	sprpriority = 1

	[State 40, VXẽ@Au]
		type      = VarSet
		trigger1  = 1
		sysvar(1) = -1

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = AnimTime = 0
		x        = ifelse(sysvar(1)=0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, Const(velocity.jump.fwd.x), Const(velocity.jump.back.x)))
		y        = Const(velocity.jump.y)

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = (AnimTime = 0)
		trigger1 = (PrevStateNo = 100)
		trigger1 = (sysvar(1) = 1)
		x        = Const(velocity.runjump.fwd.x)

	[State 40, ^[]
		type       = Turn
		triggerall = (PrevStateNo = 52)
		trigger1   = (Time = 0) && (P2Dist X < -5)
		Persistent = 0

	[State 40, TEh̃vC]
		type     = PlaySnd
		trigger1 = Time = 0
		value    = 0,17

	[State 905, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

[State 40, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 50
	ctrl     = 1

;---------------------------------------------------------------------------
;WvJn
[Statedef 62]
	type        = S
	physics     = S
	anim        = 40
	ctrl        = 0
	sprpriority = 1

	[State 40, VXẽ@Au]
		type      = VarSet
		trigger1  = 1
		sysvar(1) = 0

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = AnimTime = 0
		x        = ifelse(sysvar(1)=0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, Const(velocity.jump.fwd.x), Const(velocity.jump.back.x)))
		y        = Const(velocity.jump.y)

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = (AnimTime = 0)
		trigger1 = (PrevStateNo = 100)
		trigger1 = (sysvar(1) = 1)
		x        = Const(velocity.runjump.fwd.x)

	[State 40, ^[]
		type       = Turn
		triggerall = (PrevStateNo = 52)
		trigger1   = (Time = 0) && (P2Dist X < -5)
		Persistent = 0

	[State 40, TEh̃vC]
		type     = PlaySnd
		trigger1 = Time = 0
		value    = 0,17

	[State 905, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

[State 40, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 50
	ctrl     = 1

;---------------------------------------------------------------------------
;WvJn
[Statedef 62620]
	type        = S
	physics     = S
	anim        = 40
	ctrl        = 0
	sprpriority = 1

	[State 40, VXẽ@Au]
		type      = VarSet
		trigger1  = 1
		sysvar(1) = 0

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = AnimTime = 0
		x        = ifelse(sysvar(1)=0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, Const(velocity.jump.fwd.x), Const(velocity.jump.back.x)))
		y        = Const(velocity.jump.y)

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = (AnimTime = 0)
		trigger1 = (PrevStateNo = 100)
		trigger1 = (sysvar(1) = 1)
		x        = Const(velocity.runjump.fwd.x)

	[State 40, ^[]
		type       = Turn
		triggerall = (PrevStateNo = 52)
		trigger1   = (Time = 0) && (P2Dist X < -5)
		Persistent = 0

	[State 40, TEh̃vC]
		type     = PlaySnd
		trigger1 = Time = 0
		value    = 0,17

	[State 905, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

[State 40, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 50
	ctrl     = 1

;---------------------------------------------------------------------------
;WvJn
[Statedef 621400]
	type        = S
	physics     = S
	anim        = 40
	ctrl        = 0
	sprpriority = 1

	[State 40, VXẽ@Au]
		type      = VarSet
		trigger1  = 1
		sysvar(1) = 0

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = AnimTime = 0
		x        = ifelse(sysvar(1)=0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, Const(velocity.jump.fwd.x), Const(velocity.jump.back.x)))
		y        = Const(velocity.jump.y)

	[State 40, [ũXs[h]
		type     = VelSet
		trigger1 = (AnimTime = 0)
		trigger1 = (PrevStateNo = 100)
		trigger1 = (sysvar(1) = 1)
		x        = Const(velocity.runjump.fwd.x)

	[State 40, ^[]
		type       = Turn
		triggerall = (PrevStateNo = 52)
		trigger1   = (Time = 0) && (P2Dist X < -5)
		Persistent = 0

	[State 40, TEh̃vC]
		type     = PlaySnd
		trigger1 = Time = 0
		value    = 0,17

	[State 905, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

[State 40, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 50
	ctrl     = 1

;---------------------------------------------------------------------------
;󒆏㏸
[Statedef 50]
	type    = A
	physics = A

[state ]
type = changestate
triggerall = time && ctrl
triggerall = roundstate = 2 && alive
triggerall = prevstateno = 62620
triggerall = playerid(var(2)),movetype != A
triggerall = 1 || fvar(11) := 0
triggerall = 1 || fvar(11) := fvar(11) + ((var(30) & ceil(2.0**15))>0)	;8
triggerall = 1 || fvar(11) := fvar(11) + ((var(30) & ceil(2.0**16))>0)
triggerall = 1 || fvar(11) := fvar(11) + ((var(30) & ceil(2.0**17))>0)
triggerall = fvar(11)
trigger1 = vel y > 0
trigger2 = playerid(var(2)),statetype = A
value = 620

[state ]
type = changestate
triggerall = time && ctrl
triggerall = roundstate = 2 && alive
triggerall = prevstateno = 621400
triggerall = playerid(var(2)),statetype != A
triggerall = playerid(var(2)),movetype != A
triggerall = p2dist x > 0
triggerall = pos y >= -84
triggerall = p2bodydist x = [40-sysfvar(4),100-sysfvar(4)+(vel y>0)*15]
triggerall = Pos Y <= -40
trigger1 = p2movetype != H
trigger2 = p2stateno = [150,155]
trigger2 = helper(10100),var(1) <= 12
value = 1400

[state ];JCs
type = changestate
triggerall = time && ctrl
triggerall = roundstate = 2 && alive
triggerall = prevstateno = 62620
triggerall = playerid(var(2)),statetype != A
triggerall = playerid(var(2)),movetype != A
triggerall = vel y > 0
triggerall = p2dist x > 0
triggerall = pos y >= -84
triggerall = p2bodydist x = [40-sysfvar(4),100-sysfvar(4)+15]
triggerall = Pos Y <= -40
triggerall = 1 || fvar(11) := 0
triggerall = 1 || fvar(11) := fvar(11) + ((var(30) & ceil(2.0**15))>0)	;8
triggerall = 1 || fvar(11) := fvar(11) + ((var(30) & ceil(2.0**16))>0)
triggerall = 1 || fvar(11) := fvar(11) + ((var(30) & ceil(2.0**17))>0)
triggerall = !fvar(11)
trigger1 = p2movetype != H
trigger2 = p2stateno = [150,155]
trigger2 = helper(10100),var(1) <= 12
value = 1400

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

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

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

;---------------------------------------------------------------------------
;iiWv_1
[Statedef 900]
	type        = A
	movetype    = I
	physics     = A
	ctrl        = 1
	velset      = 0,-8.2
	anim        = 900
	sprpriority = -1

[state ]
type = varset
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = prevstateno != 905 || p2bodydist x > 50
triggerall = !time
trigger1 = roundstate = 2 && alive
sysvar(4) = (sysvar(4) | ceil(2.0**24)) - ceil(2.0**24)*(facing=1)
ignorehitpause = 1

	[State 900, TEh̃vC]
		type     = PlaySnd
		trigger1 = Time = 1
		value    = 0,21

	[State 900, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2110
		pos            = 0, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = -1
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2110

	[State 900, [ũXs[h]
		type       = VelSet
		triggerall = !(sysvar(4) & ceil(2.0**0))
		triggerall = Ctrl = 1
		trigger1   = command = "holdfwd"
		x          = 2.3

	[State 900, [ũXs[h]
		type       = VelSet
		triggerall = !(sysvar(4) & ceil(2.0**0))
		triggerall = Ctrl = 1
		trigger1   = command = "holdback"
		x          = -2.3


	[State 900, AI];@@@@@
		type     = Velset
		triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
		triggerall = prevstateno != 620900 || abs(p2bodydist x) >= 100
		triggerall = ctrl = 1
		trigger1 = facing = 1
		trigger1 = !(sysvar(4) & ceil(2.0**24))
		trigger2 = facing = -1
		trigger2 = (sysvar(4) & ceil(2.0**24))
		x        = 2.3

	[State 900, AI];@@@@@
		type     = Velset
		triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
		triggerall = prevstateno != 620900 || abs(p2bodydist x) >= 100
		triggerall = ctrl = 1
		trigger1 = facing = 1
		trigger1 = (sysvar(4) & ceil(2.0**24))
		trigger2 = facing = -1
		trigger2 = !(sysvar(4) & ceil(2.0**24))
		x        = -2.3
	
	[State 900, AI];@@@@@
		type     = Velset
		triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
		triggerall = abs(p2bodydist x) < 100
		triggerall = prevstateno = 620900
		triggerall = ctrl = 1
		trigger1 = p2bodydist x >= 30 || p2dist x <= 0 || playerid(var(2)),backedgebodydist <= 1
		trigger1 = 1 || fvar(10) := 2.3
		trigger2 = p2bodydist x <= 0
		trigger2 = 1 || fvar(10) := -2.3
		x        = fvar(10)

	[State 900, ^[]
		type       = Turn
		trigger1   = (StateType = A)
		trigger1   = p2dist X < -5
		trigger1   = P2BodyDist X < -5

;---------------------------------------------------------------------------
;nCWvJn
[Statedef 904]
	type        = S
	physics     = S
	anim        = 40
	ctrl        = 0
	sprpriority = 1

	[State 904, AC@hȃ^C]
		type     = NotHitBy
		trigger1 = 1
		trigger1 = !(MoveType = A)
		value    = SCA
		time     = 1

[State 904, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 905

;---------------------------------------------------------------------------
[Statedef 904900]
	type        = S
	physics     = S
	anim        = 40
	ctrl        = 0
	sprpriority = 1

	[State 904, AC@hȃ^C]
		type     = NotHitBy
		trigger1 = 1
		trigger1 = !(MoveType = A)
		value    = SCA
		time     = 1

[State 904, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 905

;---------------------------------------------------------------------------
[Statedef 904999]
	type        = S
	physics     = S
	anim        = 40
	ctrl        = 0
	sprpriority = 1

[state ]
type = changestate
trigger1 = time
value = 3900

	[State 904, AC@hȃ^C]
		type     = NotHitBy
		trigger1 = 1
		trigger1 = !(MoveType = A)
		value    = SCA
		time     = 1

[State 904, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 905

;---------------------------------------------------------------------------
;nCWv
[Statedef 905]
	type    = A
	physics = N
	ctrl    = 0
	anim    = 900

[state ]
type = varset
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = !time
trigger1 = roundstate = 2 && alive
sysvar(4) = (sysvar(4) | ceil(2.0**24)) - ceil(2.0**24)*(facing=1)
ignorehitpause = 1

[state ]
type = changestate
triggerall = time
triggerall =roundstate = 2 && alive
triggerall = prevstateno = 904900
triggerall = var(10) = 0
trigger1 = ctrl
value = 900

	[State 905, AC@hȃ^C]
		type     = NotHitBy
		trigger1 = Time <= 9
		trigger1 = !(MoveType = A)
		value    = SCA
		time     = 1

	[State 905, TEh̃vC]
		type     = PlaySnd
		trigger1 = Time = 1
		value    = S0,18

	[State 905, J]
		type       = ScreenBound
		trigger1   = 1
		value      = 1
		movecamera = 10 ,10

	[State 905, [ũXs[h]
		type     = Velset
		trigger1 = Time = 0
		x        = 0
		y        = -10.5

	[State 905, [ũXs[h]
		type     = VelAdd
		triggerall = !(sysvar(4) & ceil(2.0**0))
		trigger1 = Vel x = [-3,3]
		trigger1 = command = "holdfwd"
		x        = .1

	[State 905, [ũXs[h]
		type     = VelAdd
		triggerall = !(sysvar(4) & ceil(2.0**0))
		trigger1 = Vel x = [-3,3]
		trigger1 = command = "holdback"
		x        = -.1

	[State 905, [ũXs[h]
		type     = VelAdd
		triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
		triggerall = Vel x = [-3,3]
		trigger1 = facing = 1
		trigger1 = !(sysvar(4) & ceil(2.0**24))
		trigger2 = facing = -1
		trigger2 = (sysvar(4) & ceil(2.0**24))
		x        = .1

	[State 905, [ũXs[h]
		type     = VelAdd
		triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
		triggerall = Vel x = [-3,3]
		trigger1 = facing = 1
		trigger1 = (sysvar(4) & ceil(2.0**24))
		trigger2 = facing = -1
		trigger2 = !(sysvar(4) & ceil(2.0**24))
		x        = -.1

	[State 905, [ũXs[h]
		type     = VelAdd
		trigger1 = 1
		y        = .30

	[State 905, Rg[]
		type     = CtrlSet
		trigger1 = Time >= 5
		value    = 1

	[State 900, ^[]
		type       = Turn
		trigger1   = (StateType = A)
		trigger1   = P2dist X < -5
		trigger1   = P2BodyDist X < -5

	[State 905, J[]
		type           = Palfx
		trigger1       = PrevStateNo = [150,153]
		trigger1       = Time = 0
		add            = 185,185,185
		ignorehitpause = 1
		time           = 2

	[State 905, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

	[State 905, Xe[g̃`FW]
		type     = ChangeState
		trigger1 = Vel Y > 0
		trigger1 = Pos Y >= 0
		value    = 52


;---------------------------------------------------------------------------
;_bV
[Statedef 100]
	type        = S
	movetype    = I
	physics     = N
	anim        = 100
	ctrl        = 0
	sprpriority = -1

	[State 100, m[vbV]
		type     = PlayerPush
		trigger1 = AnimElemTime(3) >= 0
		value    = 0

	[State 100, Xe[g^Cṽ`FW]
		type = StateTypeSet
		trigger1 = AnimElemTime(3) = 0
		statetype = A

	[State 100, [ũXs[h]
		type = VelSet
		trigger1 = AnimElemTime(2) = 0
		x = const(velocity.run.fwd.x)
		persistent = 0

	[State 100, XyVȌ]
		type     = AssertSpecial
		trigger1 = 1
		flag     = NoWalk
		flag2    = NoAutoTurn

	[State 100, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2100
		pos            = -10, -60
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = -1
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2100

	[State 100, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 2
		value    = 50, 0

	[State 100, [ũXs[h]
		type     = VelSet
		trigger1 = (Anim != 47)
		x        = Const(velocity.run.fwd.x)
		
	[State 100, [ũXs[h]
		type     = VelSet
		trigger1 = (NumExplod(2500) >= 1)
		x        = 0.8

	[State 100, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

[State 100, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 103
	ctrl     = 0

[State 100, _bVor]
	type     = ChangeState
	triggerall = !(sysvar(4) & ceil(2.0**0))
	trigger1 = (Command = "a") || (Command = "b")
	trigger1 = (StateNo = 100) && (Command != "holddown")
	value    = 280

[State 100, _bV]
	type     = ChangeState
	triggerall = !(sysvar(4) & ceil(2.0**0))
	trigger1 = (Command = "c")
	trigger1 = (StateNo = 100) && (Command != "holddown")
	value    = 290

[State 100, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = P2BodyDist X < -10 + var(20)*2
	value    = 101
	ctrl     = 0


[Statedef 100280]
	type        = S
	movetype    = I
	physics     = N
	anim        = 100
	ctrl        = 0
	sprpriority = -1

	[State 100, m[vbV]
		type     = PlayerPush
		trigger1 = AnimElemTime(3) >= 0
		value    = 0

	[State 100, Xe[g^Cṽ`FW]
		type = StateTypeSet
		trigger1 = AnimElemTime(3) = 0
		statetype = A

	[State 100, [ũXs[h]
		type = VelSet
		trigger1 = AnimElemTime(2) = 0
		x = const(velocity.run.fwd.x)
		persistent = 0

	[State 100, XyVȌ]
		type     = AssertSpecial
		trigger1 = 1
		flag     = NoWalk
		flag2    = NoAutoTurn

	[State 100, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2100
		pos            = -10, -60
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = -1
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2100

	[State 100, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 2
		value    = 50, 0

	[State 100, [ũXs[h]
		type     = VelSet
		trigger1 = (Anim != 47)
		x        = Const(velocity.run.fwd.x)
		
	[State 100, [ũXs[h]
		type     = VelSet
		trigger1 = (NumExplod(2500) >= 1)
		x        = 0.8

	[State 100, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

[State 100, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 103
	ctrl     = 0

[State 100, _bVor]
	type     = ChangeState
	trigger1 = 1
	value    = 280

[State 100, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = P2BodyDist X < -10 + var(20)*2
	value    = 101
	ctrl     = 0



[Statedef 100290]
	type        = S
	movetype    = I
	physics     = N
	anim        = 100
	ctrl        = 0
	sprpriority = -1

	[State 100, m[vbV]
		type     = PlayerPush
		trigger1 = AnimElemTime(3) >= 0
		value    = 0

	[State 100, Xe[g^Cṽ`FW]
		type = StateTypeSet
		trigger1 = AnimElemTime(3) = 0
		statetype = A

	[State 100, [ũXs[h]
		type = VelSet
		trigger1 = AnimElemTime(2) = 0
		x = const(velocity.run.fwd.x)
		persistent = 0

	[State 100, XyVȌ]
		type     = AssertSpecial
		trigger1 = 1
		flag     = NoWalk
		flag2    = NoAutoTurn

	[State 100, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2100
		pos            = -10, -60
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = -1
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2100

	[State 100, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 2
		value    = 50, 0

	[State 100, [ũXs[h]
		type     = VelSet
		trigger1 = (Anim != 47)
		x        = Const(velocity.run.fwd.x)
		
	[State 100, [ũXs[h]
		type     = VelSet
		trigger1 = (NumExplod(2500) >= 1)
		x        = 0.8

	[State 100, GtFNg]
		type           = Explod
		trigger1       = Time = 0
		anim           = 2400
		pos            = -30, 0
		postype        = P1
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2400

[State 100, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 103
	ctrl     = 0

[State 100, _bV]
	type     = ChangeState
	trigger1 = 1
	value    = 290

[State 100, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = P2BodyDist X < -10 + var(20)*2
	value    = 101
	ctrl     = 0

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

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

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

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

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

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

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

[State 130, Hi to Lo]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = playerid(var(2)),movetype = A
trigger1 = var(0) = 1
value = 131

[state AI]
type = Changestate
trigger1 = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
;trigger1 = playerid(var(2)),movetype != A
value = 140


;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

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

[State 131, Lo to Hi]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = playerid(var(2)),movetype = A
trigger1 = var(0) = 0
value = 130

[state AI]
type = Changestate
trigger1 = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
;trigger1 = playerid(var(2)),movetype != A
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

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

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

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

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

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

[State 132, 6]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = sysvar(0)
trigger1 = inguarddist || helper(10100),var(0)
value = 130

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

[State 132, Stop Guarding]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = !InGuardDist
trigger1 = !helper(10100),var(0)
trigger1 = !((p2movetype = A) && (p2dist X = [-150,0]))
value = 140


;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

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

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

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

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

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI];
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = statetype != A
trigger1 = var(0) = 1
statetype = C
physics = C

[state AI];
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = statetype != A
trigger1 = var(0) = 0
statetype = S
physics = S

[state AI];
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = statetype = A
physics = A


;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

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

[State 150, 2]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = HitShakeOver
value = 151 + 2*(playerid(var(2)),statetype!=A)

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(0) = 1
statetype = C
physics = C

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(0) = 0
statetype = S
physics = S

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

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

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

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

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

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(0) = 1
statetype = C
physics = C

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(0) = 0
statetype = S
physics = S

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

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

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

[State 152, 3]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = HitShakeOver
value = 151 + 2*(playerid(var(2)),statetype!=A)

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(0) = 1
statetype = C
physics = C

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(0) = 0
statetype = S
physics = S

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

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

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

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

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

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(0) = 1
statetype = C
physics = C

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(0) = 0
statetype = S
physics = S

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

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

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

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

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

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

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

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

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

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

[State 155, 6]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = sysvar(0)
trigger1 = inguarddist || helper(10100),var(0)
value = 130

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


;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER


[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))
Trigger1 = playerid(var(2)),movetype = A && playerid(var(2)),movehit
trigger2 = playerid(var(2)),movetype = A
trigger2 = life < lifemax *0.33
trigger3 = life < lifemax *0.25
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = !(playerid(var(2)),authorname = "kagetsu yuki" && playerid(var(2)),name = "Succubus")
Triggerall = playerid(var(2)),movetype=A && !playerid(var(2)),movehit
triggerall = 1 || fvar(10) := ifelse(var(2) = enemy(0),id,10200,10201)
triggerall = 1 || fvar(10) := ifelse(numenemy>1,fvar(10),10200)
trigger1 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(0)
trigger1 = helper(ceil(fvar(10))),var(1) > 0
trigger1 = helper(ceil(fvar(10))),var(1)-playerid(var(2)),time>=0
trigger2 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(2)
trigger2 = helper(ceil(fvar(10))),var(3) > 0
trigger2 = helper(ceil(fvar(10))),var(3)-playerid(var(2)),time>=0
trigger3 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(4)
trigger3 = helper(ceil(fvar(10))),var(5) > 0
trigger3 = helper(ceil(fvar(10))),var(5)-playerid(var(2)),time>=0
trigger4 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(6)
trigger4 = helper(ceil(fvar(10))),var(7) > 0
trigger4 = helper(ceil(fvar(10))),var(7)-playerid(var(2)),time>=0
trigger5 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(8)
trigger5 = helper(ceil(fvar(10))),var(9) > 0
trigger5 = helper(ceil(fvar(10))),var(9)-playerid(var(2)),time>=0
trigger6 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(10)
trigger6 = helper(ceil(fvar(10))),var(11) > 0
trigger6 = helper(ceil(fvar(10))),var(11)-playerid(var(2)),time>=0
trigger7 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(12)
trigger7 = helper(ceil(fvar(10))),var(13) > 0
trigger7 = helper(ceil(fvar(10))),var(13)-playerid(var(2)),time>=0
trigger8 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(14)
trigger8 = helper(ceil(fvar(10))),var(15) > 0
trigger8 = helper(ceil(fvar(10))),var(15)-playerid(var(2)),time>=0
trigger9 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(16)
trigger9 = helper(ceil(fvar(10))),var(17) > 0
trigger9 = helper(ceil(fvar(10))),var(17)-playerid(var(2)),time>=0
trigger10 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(18)
trigger10 = helper(ceil(fvar(10))),var(19) > 0
trigger10 = helper(ceil(fvar(10))),var(19)-playerid(var(2)),time>=0
trigger11 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(20)
trigger11 = helper(ceil(fvar(10))),var(21) > 0
trigger11 = helper(ceil(fvar(10))),var(21)-playerid(var(2)),time>=0
trigger12 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(22)
trigger12 = helper(ceil(fvar(10))),var(23) > 0
trigger12 = helper(ceil(fvar(10))),var(23)-playerid(var(2)),time>=0
trigger13 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(24)
trigger13 = helper(ceil(fvar(10))),var(25) > 0
trigger13 = helper(ceil(fvar(10))),var(25)-playerid(var(2)),time>=0
trigger14 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(26)
trigger14 = helper(ceil(fvar(10))),var(27) > 0
trigger14 = helper(ceil(fvar(10))),var(27)-playerid(var(2)),time>=0
trigger15 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(28)
trigger15 = helper(ceil(fvar(10))),var(29) > 0
trigger15 = helper(ceil(fvar(10))),var(29)-playerid(var(2)),time>=0
trigger16 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(30)
trigger16 = helper(ceil(fvar(10))),var(31) > 0
trigger16 = helper(ceil(fvar(10))),var(31)-playerid(var(2)),time>=0
trigger17 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(32)
trigger17 = helper(ceil(fvar(10))),var(33) > 0
trigger17 = helper(ceil(fvar(10))),var(33)-playerid(var(2)),time>=0
trigger18 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(34)
trigger18 = helper(ceil(fvar(10))),var(35) > 0
trigger18 = helper(ceil(fvar(10))),var(35)-playerid(var(2)),time>=0
trigger19 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(36)
trigger19 = helper(ceil(fvar(10))),var(37) > 0
trigger19 = helper(ceil(fvar(10))),var(37)-playerid(var(2)),time>=0
trigger20 = playerid(var(2)),anim=helper(ceil(fvar(10))),var(38)
trigger20 = helper(ceil(fvar(10))),var(39) > 0
trigger20 = helper(ceil(fvar(10))),var(39)-playerid(var(2)),time>=0
trigger21 = playerid(var(2)),hitdefattr = SCA,AA,AP,AT
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0;ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
triggerall = !(sysvar(4) & ceil(2.0**0))
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
triggerall = time = 4
trigger1 = !(sysvar(4) & ceil(2.0**0))
trigger1 = Command = "holddown"
trigger2 = (sysvar(4) & ceil(2.0**0))
trigger2 = p2dist y <= 0 && playerid(var(2)),statetype = A
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
triggerall = time = 4
trigger1 = !(sysvar(4) & ceil(2.0**0))
trigger1 = Command = "holdfwd"
trigger2 = (sysvar(4) & ceil(2.0**0))
trigger2 = p2bodydist x < 0
x = 1

[State 5210, 2] ;Go back
type = VelAdd
triggerall = Time = 4
trigger1 = !((sysvar(4) & ceil(2.0**0)))
trigger1 = Command = "holdback"
trigger2 = (sysvar(4) & ceil(2.0**0))
trigger2 = p2dist x >= 0
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1



;---------------------------------------------------------------------------
[Statedef 5900]
	type = S

	[State 5900, 3] ;Intro for round 1
		type     = ChangeState
		trigger1 = 1
		value    = 9999

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












;---------------------------------------------------------------------------
;gvwbhobh_1i
[Statedef 1121]
	type        = S
	movetype    = A
	physics     = S
	velset      = 0,0
	ctrl        = 0
	anim        = 1121
	sprpriority = -2

	[State 1121, |WV]
		type     = PosSet
		trigger1 = 1
		y        = 0

	[State 1121, {CX]
		type     = PlaySnd
		trigger1 = AnimElem = 3
		Volume   = 250
		value    = s10,0

	[State 1121, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 6
		Volume   = 250
		value    = s0,0

	[State 1121, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 7
		value    = s5,2

	[State 1121, tOZbg]
		type     = VarSet
		trigger1 = Time = 1
		var(5)   = 1

	[State 1121, obNOEh̃J[]
		type           = Envcolor
		trigger1       = AnimElem = 7
		time           = 1
		value          = 255,255,255
		under          = 0
		persistent     = 0
		ignoreHitPause = 1

	[State 1121, qbgXp[N]
		type           = Explod
		trigger1       = AnimElem = 7
		anim           = 2020
		pos            = 60, -80
		postype        = P1
		facing         = IfElse(MoveHit,IfElse(Random<500,1,-1),-1)
		vfacing        = IfElse(Random<500,1,-1)
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2020

	[State 1121, TuqbgXp[N]
		type           = Explod
		trigger1       = AnimElem = 7
		anim           = 2605
		pos            = 60, -80
		postype        = P1
		facing         = -1
		vfacing        = 1
		scale          = 0.5,0.25
		sprpriority    = 4
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2605

	[State 1121, ʂ̃VFCN]
		type     = EnvShake
		trigger1 = AnimElem = 7
		time     = 5
		freq     = 50
		ampl     = -2

	[State 1121, _[W]
		type      = TargetLifeAdd
		trigger1  = AnimElem = 7
		trigger1  = !Var(7)
		value     = -Ceil(40*Const(Data.Attack)/100)
		kill      = 1

	[State 1121, _[W]
		type      = TargetLifeAdd
		trigger1  = AnimElem = 7
		trigger1  = Var(7)
		value     = -Ceil(40*Const(Data.Attack)/100*1.2)
		kill      = 1

	[State 1121, Gl~[̃|WV]
		type     = TargetBind
		trigger1 = Time = 1 && Numtarget(1120)
		pos      = 51,0

	[State 1121, qbg]
		type     = HitAdd
		trigger1 = Time = 25
		value    = 1

	[State 1121, Q[W̃CN[X]
		type           = VarAdd
		triggerall     = Time = 25
		trigger1       = !Var(7)
		trigger1       = !Var(18)
		var(17)        = 5+(Random % 3)
		ignorehitpause = 1
		persistent     = 0

[State 1121, Xe[g̃`FW]
	type     = ChangeState
	triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) <= 1
	trigger1 = helper(99999),var(21) > 0
	trigger1 = AnimTime = 0
	value    = 1122
	ctrl     = 0

[State 1121, Xe[g̃`FW]
	type     = ChangeState
	triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) <= 1
	trigger1 = helper(99999),var(21) = 0
	trigger1 = AnimTime = 0
	value    = 1124
	ctrl     = 0

[State 1121, Xe[g̃`FW]
	type     = ChangeState
	triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
	trigger1 = numtarget
	trigger1 = target,statetype = A
	trigger1 = AnimTime = 0
	value    = 1124 + (var(3) := 50) * 0
	ctrl     = 0

[State 1121, Xe[g̃`FW]
	type     = ChangeState
	triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
	trigger1 = AnimTime = 0
	value    = 1122
	ctrl     = 0

;---------------------------------------------------------------------------
;gvwbhobh_2i
[Statedef 1122]
	type        = S
	movetype    = A
	physics     = S
	velset      = 0,0
	ctrl        = 0
	anim        = 1122
	sprpriority = -2

	[State 1122, ^[QbgXe[g̃`FW]
		type           = TargetState
		trigger1       = Time > 0 && Numtarget(1120)
		value          = 1125
		ignorehitpause = 0
		persistent     = 0

	[State 1122, |WV]
		type     = PosSet
		trigger1 = 1
		y        = 0

	[State 1122, {CX]
		type     = PlaySnd
		trigger1 = AnimElem = 3
		Volume   = 250
		value    = s10,1

	[State 1122, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 6
		Volume   = 250
		value    = s0,0

	[State 1122, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 7
		value    = s5,2

	[State 1122, tOZbg]
		type     = VarSet
		trigger1 = Time = 1
		var(5)   = 2

	[State 1122, obNOEh̃J[]
		type           = Envcolor
		trigger1       = AnimElem = 7
		time           = 1
		value          = 255,255,255
		under          = 0
		persistent     = 0
		ignoreHitPause = 1

	[State 1122, qbgXp[N]
		type           = Explod
		trigger1       = AnimElem = 7
		anim           = 2020
		pos            = 60, -80
		postype        = P1
		facing         = IfElse(MoveHit,IfElse(Random<500,1,-1),-1)
		vfacing        = IfElse(Random<500,1,-1)
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2020

	[State 1122, TuqbgXp[N]
		type           = Explod
		trigger1       = AnimElem = 7
		anim           = 2605
		pos            = 60, -80
		postype        = P1
		facing         = -1
		vfacing        = 1
		scale          = 0.5,0.25
		sprpriority    = 4
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2605

	[State 1122, ʂ̃VFCN]
		type     = EnvShake
		trigger1 = AnimElem = 7
		time     = 5
		freq     = 50
		ampl     = -2

	[State 1122, _[W]
		type      = TargetLifeAdd
		trigger1  = AnimElem = 7
		trigger1  = !Var(7)
		value     = -Ceil(40*Const(Data.Attack)/100)
		kill      = 1

	[State 1122, _[W]
		type      = TargetLifeAdd
		trigger1  = AnimElem = 7
		trigger1  = Var(7)
		value     = -Ceil(40*Const(Data.Attack)/100*1.2)
		kill      = 1

	[State 1122, Gl~[̃|WV]
		type     = TargetBind
		trigger1 = Time = 1 && Numtarget(1120)
		pos      = 51,0

	[State 1122, qbg]
		type     = HitAdd
		trigger1 = Time = 25
		value    = 1

	[State 1122, Q[W̃CN[X]
		type           = VarAdd
		triggerall     = Time = 25
		trigger1       = !Var(7)
		trigger1       = !Var(18)
		var(17)        = 5+(Random % 3)
		ignorehitpause = 1
		persistent     = 0

[State 1122, Xe[g̃`FW]
	type     = ChangeState
	triggerall = !(sysvar(4) & ceil(2.0**0))
	trigger1 = helper(99999),var(21) > 0
	trigger1 = AnimTime = 0
	value    = 1123
	ctrl     = 0

[State 1122, Xe[g̃`FW]
	type     = ChangeState
	triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) <= 1
	trigger1 = helper(99999),var(21) = 0
	trigger1 = AnimTime = 0
	value    = 1124
	ctrl     = 0

[State 1122, Xe[g̃`FW]
	type     = ChangeState
	triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
	triggerall = AnimTime = 0
	trigger1 = helper(10100),var(59) <= 4
	trigger1 = random > 250 + helper(10100),var(59) * 100
	value    = 1123
	ctrl     = 0

[State 1122, Xe[g̃`FW]
	type     = ChangeState
	triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
	trigger1 = AnimTime = 0
	value    = 1124
	ctrl     = 0



;---------------------------------------------------------------------------
;LVBAbg120%_
[Statedef 3200]
	type     = S
	movetype = A
	physics  = S
	velset   = 0,0
	ctrl     = 0
	anim     = 1200

	[State 3200, LVBAbgwp[Ăяo]
		type          = Helper
		triggerall    = !NumHelper(1201) && MoveType != H
		trigger1      = StateNo = 3200
		name          = "push"
		stateno       = 1201
		ID            = 1201
		size.xscale   = 1
		size.yscale   = 1
		postype       = P1
		pos           = 0,0
		ownpal        = 1
		supermovetime = 99999
		pausemovetime = 99999

	[State 3200, L̃CY]
		type     = Width
		trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
		value    = 10,0

	[State 3200, |WV]
		type     = PosSet
		trigger1 = (StateType != A)
		y        = 0

	[State 3200, [ũXs[h]
		type     = VelSet
		trigger1 = (StateType != A)
		x        = 0
		y        = 0

	[State 3200, {CX]
		type     = PlaySnd
		trigger1 = AnimElem = 4
		value    = S10,1

	[State 3200, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 4
		value    = 1200,0

	[State 3200, [ũXs[h]
		type     = VelSet
		trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
		x        = 5.8

	[State 3200, [ũXs[h]
		type     = VelSet
		trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(12) < 0
		x        = 1.4

	[State 3200, qbgftBjV]
		type               = HitDef
		trigger1           = Time = 0
		attr               = S, HP
		getpower           = 0
		givepower          = 80,80
		guardflag          = M
		hitflag            = MAF
		priority           = 1,Hit
		damage             = 10+Ceil(FVar(30)*100),0
		pausetime          = 25,24
		guard.pausetime    = 15,12
		ground.type        = High
		ground.slidetime   = 22
		ground.hittime     = 24
		air.hittime        = 24
		ground.velocity    = -10.5,-3.5
		air.velocity       = -10.5,-3.5
		guard.velocity     = -5.5
		sparkno            = -1
		guard.sparkno      = -1
		hitsound           = s1200,1
		guardsound         = s0,10
		p2facing           = 1
		fall               = 1
		fall.recover       = 0
		fall.envshake.time = 15
		fall.envshake.freq = 80
		fall.envshake.ampl = -4
		fall.xvelocity     = -3.0
		air.fall           = 1
		yaccel             = .50
		fall.recovertime   = Ceil(100-(FVar(22)*10))
		ID                 = 3200

	[State 3200, obNOEh̃J[]
		type           = Envcolor
		trigger1       = MoveHit
		trigger1       = P2MoveType = H
		time           = 1
		value          = 255,255,255
		under          = 0
		persistent     = 0
		ignoreHitPause = 1

	[State 3200, GtFNg]
		type           = Explod
		trigger1       = AnimElem = 2
		anim           = 1251
		pos            = 0, 0
		postype        = p1
		scale          = 0.5,0.5
		sprpriority    = 5
		ownpal         = 1
		bindtime       = 8
		supermovetime  = 0
		pausemovetime  = 0
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 0
		trans          = Add1
		ID             = 1251

	[State 3200, qbgXp[N1]
		type           = Explod
		trigger1       = MoveHit
		anim           = 2020
		pos            = 60, -80
		postype        = P1
		facing         = IfElse(MoveHit,IfElse(Random<500,1,-1),-1)
		vfacing        = IfElse(Random<500,1,-1)
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2020

	[State 3200, TuqbgXp[N1]
		type           = Explod
		trigger1       = MoveHit
		anim           = 2605
		pos            = 60, -80
		postype        = P1
		facing         = -1
		vfacing        = 1
		scale          = 0.75,0.5
		sprpriority    = 4
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2605

	[State 3200, K[hXp[N]
		type           = Explod
		trigger1       = MoveGuarded
		anim           = 2030
		pos            = 0, (EnemyNear,Const(size.mid.pos.y))
		postype        = P2
		facing         = IfElse(MoveHit,IfElse(Random<500,1,-1),-1)
		vfacing        = IfElse(Random<500,1,-1)
		scale          = 0.5,0.5
		sprpriority    = 5
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2030

	[State 3200, ^[QbgXe[g̃`FW]
		type           = TargetState
		trigger1       = MoveHit
		trigger1       = Time > 0 && Numtarget(3200)
		value          = 3230
		ignorehitpause = 0
		persistent     = 0

	[State 3200, ItZbeBO]
		type           = HitOverRide
		triggerall     = AnimElemTime(5) >= 0
		triggerall     = AnimElemTime(8) < 3
		triggerall     = P2Dist X > -5
		trigger1       = MoveHit = 0
		time           = 0
		numhits        = 0
		attr           = SC,AA,AP
		stateno        = 3250
		ignorehitpause = 1

[State 3200, Xe[g̃`FW]
	type     = ChangeState
	triggerall = !(sysvar(4) & ceil(2.0**0))
	trigger1 = MoveContact
	trigger1 = AnimElemTime(9) = 0
	trigger1 = helper(99999),var(7) > 0
	value    = 3211
	ctrl     = 0

[State 3200, Xe[g̃`FW]
	type     = ChangeState
	triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
	trigger1 = MoveContact
	trigger1 = AnimElemTime(9) = 0
	value    = 3211
	ctrl     = 0

[State 3200, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 0
	ctrl     = 1

;---------------------------------------------------------------------------
;LVBAbg120%_
[Statedef 3210]
	type     = S
	movetype = A
	physics  = S
	velset   = 0,0
	ctrl     = 0
	anim     = 1210

	[State 3210, LVBAbgwp[Ăяo]
		type          = Helper
		triggerall    = !NumHelper(1201) && MoveType != H
		trigger1      = StateNo = 3210
		name          = "push"
		stateno       = 1201
		ID            = 1201
		size.xscale   = 1
		size.yscale   = 1
		postype       = P1
		pos           = 0,0
		ownpal        = 1
		supermovetime = 99999
		pausemovetime = 99999

	[State 3210, L̃CY]
		type     = Width
		trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
		value    = 10,0

	[State 3210, |WV]
		type     = PosSet
		trigger1 = (StateType != A)
		y        = 0

	[State 3210, [ũXs[h]
		type     = VelSet
		trigger1 = (StateType != A)
		x        = 0
		y        = 0

	[State 3210, {CX]
		type     = PlaySnd
		trigger1 = AnimElem = 4
		value    = S10,1

	[State 3210, TEh̃vC]
		type     = PlaySnd
		trigger1 = AnimElem = 4
		value    = 1200,0

	[State 3210, [ũXs[h]
		type     = VelSet
		trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(6) < 0
		x        = 5.8

	[State 3210, [ũXs[h]
		type     = VelSet
		trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
		x        = 1.4

	[State 3210, qbgftBjV]
		type               = HitDef
		trigger1           = Time = 0
		attr               = S, HP
		getpower           = 0
		givepower          = 80,80
		guardflag          = HA
		hitflag            = MAF
		priority           = 1,Hit
		damage             = 10+Ceil(FVar(30)*100),0
		pausetime          = 0,0
		guard.pausetime    = 15,12
		ground.type        = High
		ground.slidetime   = 22
		ground.hittime     = 24
		air.hittime        = 24
		ground.velocity    = -10.5,0
		air.velocity       = -10.5,-3.5
		guard.velocity     = -5.5
		sparkno            = -1
		guard.sparkno      = -1
		hitsound           = s1200,1
		guardsound         = s0,10
		p2facing           = 1
		fall               = 0
		fall.recover       = 0
		fall.envshake.time = 15
		fall.envshake.freq = 80
		fall.envshake.ampl = -4
		fall.xvelocity     = -3.0
		air.fall           = 1
		yaccel             = .50
		fall.recovertime   = Ceil(100-(FVar(22)*10))
		ID                 = 3210

	[State 3210, obNOEh̃J[]
		type           = Envcolor
		trigger1       = MoveHit
		trigger1       = P2MoveType = H
		time           = 1
		value          = 255,255,255
		under          = 0
		persistent     = 0
		ignoreHitPause = 1

	[State 3210, GtFNg]
		type           = Explod
		trigger1       = AnimElem = 4
		anim           = 1261
		pos            = 0, 0
		postype        = p1
		scale          = 0.5,0.5
		sprpriority    = 5
		ownpal         = 1
		bindtime       = 7
		supermovetime  = 0
		pausemovetime  = 0
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 0
		trans          = Add
		ID             = 1261

	[State 3210, qbgXp[N1]
		type           = Explod
		trigger1       = MoveHit
		anim           = 2020
		pos            = 60, -80
		postype        = P1
		facing         = IfElse(MoveHit,IfElse(Random<500,1,-1),-1)
		vfacing        = IfElse(Random<500,1,-1)
		scale          = 0.5,0.5
		sprpriority    = 4
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2020

	[State 3210, TuqbgXp[N1]
		type           = Explod
		trigger1       = MoveHit
		anim           = 2605
		pos            = 60, -80
		postype        = P1
		facing         = -1
		vfacing        = 1
		scale          = 0.75,0.5
		sprpriority    = 4
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2605

	[State 3210, K[hXp[N1]
		type           = Explod
		trigger1       = MoveGuarded
		anim           = 2030
		pos            = 0, (EnemyNear,Const(size.mid.pos.y))
		postype        = P2
		facing         = IfElse(MoveHit,IfElse(Random<500,1,-1),-1)
		vfacing        = IfElse(Random<500,1,-1)
		scale          = 0.5,0.5
		sprpriority    = 5
		ownpal         = 1
		ontop          = 1
		bindtime       = 1
		supermovetime  = 99999
		pausemovetime  = 99999
		persistent     = 0
		vel            = 0,0
		removeongethit = 1
		ignorehitpause = 1
		trans          = Add
		ID             = 2030

	[State 3220, |[Y]
		type           = Pause
		trigger1       = Numtarget(3210)
		trigger1       = MoveHit = 1
		time           = 25
		movetime       = 0
		ignorehitpause = 1

	[State 3220, Gl~[̃|WV]
		type           = TargetBind
		trigger1       = enemy,statetype=A
		trigger1       = Numtarget(3210)
		trigger1       = MoveHit = 1
		pos            = 15,-30
		time           = 1
		ignorehitpause = 1 
		persistent     = 1

	[State 3210, ^[QbgXe[g̃`FW]
		type           = TargetState
		trigger1       = MoveHit
		trigger1       = Time > 0 && Numtarget(3210)
		value          = ifelse(enemy,statetype!=A,3231,3233)
		ignorehitpause = 0
		persistent     = 0

	[State 3210, ItZbeBO]
		type           = HitOverRide
		triggerall     = AnimElemTime(4) >= 0
		triggerall     = AnimElemTime(7) < 0
		triggerall     = P2Dist X > -5
		trigger1       = MoveHit = 0
		time           = 0
		numhits        = 0
		attr           = SC,AA,AP
		stateno        = 3260
		ignorehitpause = 1

[State 3210, Xe[g̃`FW]
	type     = ChangeState
	triggerall = !(sysvar(4) & ceil(2.0**0))
	trigger1 = MoveContact
	trigger1 = AnimElemTime(7) = 0
	trigger1 = helper(99999),var(8) > 0
	value    = 3221
	ctrl     = 0

[State 3210, Xe[g̃`FW]
	type     = ChangeState
	triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
	trigger1 = MoveContact
	trigger1 = AnimElemTime(7) = 0
	value    = 3221
	ctrl     = 0

[State 3210, Xe[g̃`FW]
	type     = ChangeState
	trigger1 = AnimTime = 0
	value    = 0
	ctrl     = 1




[statedef 10301000]
type = U
movetype = U
physics = U

[state ]
type = changestate
trigger1 = 1
value = 1000

[statedef 10301010]
type = U
movetype = U
physics = U

[state ]
type = changestate
trigger1 = 1
value = 1010

[statedef 10301020]
type = U
movetype = U
physics = U

[state ]
type = changestate
trigger1 = 1
value = 1020

[Statedef 620900]
type = U
movetype = U
physics = U

[state ]
type = changestate
trigger1 = 1
value = 900


