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

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

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

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


;Counter
[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 4*enemynear,vel y >= -108
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,74+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -75
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 200

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 5*enemynear,vel y >= -129
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,39+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -102
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
value = 210

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 3*enemynear,vel y >= -62
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,37+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 230

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 19*enemynear,vel y >= -90
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [95,222+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
trigger6 = (StateNo = [210,229]) && (MoveContact)
trigger7 = (StateNo = [410,429]) && (MoveContact)
value = 240


[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 5*enemynear,vel y >= -73
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,69+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 400

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 8*enemynear,vel y >= -155
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,87+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
value = 410

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 430

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 9*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,126+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
trigger6 = (StateNo = [210,229]) && (MoveContact)
trigger7 = (StateNo = [410,429]) && (MoveContact)
value = 440


[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-34,97]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [23,90+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (var(35) = 1) && (StateNo = 600 || StateNo = 630) && (MoveContact)
value = 600

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-116,111]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,29+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = 600 || StateNo = 630) && (MoveContact)
trigger3 = (var(35) = 1) && (StateNo = 640) && (MoveContact)
value = 610

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-56,90]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (var(35) = 1) && (StateNo = 600 || StateNo = 630) && (MoveContact)
value = 630

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-87,57]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,60+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = 600 || StateNo = 630) && (MoveContact)
trigger3 = (var(35) = 1) && (StateNo = 610) && (MoveContact)
value = 640



[State -1, ]
type = ChangeState
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
triggerall = (StateNo != 100)
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,19]
triggerall = (StateNo != 101)
triggerall = (StateNo != 106)

trigger1 = (StateType != A)
trigger1 = (Ctrl)
trigger1 = (P2BodyDist X < 8)
trigger1 = (P2StateType != A)
trigger1 = (P2MoveType != H)
value = 800

[State -1, ]
type = ChangeState
triggerall = p2bodydist y + 13*enemynear,vel y >= -87
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,94+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,499]) && (MoveContact)
value = 1000

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-33,171]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,63+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,699]) && (MoveContact)
trigger3 = (StateNo = 1011) && (Time > 10)
value = 1020

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-2,168]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-83,-38+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,699]) && (MoveContact)
trigger3 = (StateNo = 1011) && (Time > 10)
value = 1030

[State -1, ]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2bodydist y + enemynear,vel y >= -103
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,77+1*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = (Power > 2999)
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,499]) && (MoveContact)
value = 3200



[State -1, ]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,62+7*(vel x+enemynear,vel x)]
triggerall = (Power > 999)
trigger1 = (StateType != A) && (Ctrl)
value = 3300

[State -1, 3]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2bodydist y + 6*enemynear,vel y >= -155
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,43+6*(vel x+enemynear,vel x)]
triggerall = (Power > 1999)
trigger1 = (StateType != A) && (Ctrl)
value = 3500


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


;Chance
[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 4*enemynear,vel y >= -108
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,74+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -75
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 200

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 5*enemynear,vel y >= -129
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,39+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -102
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
value = 210

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 3*enemynear,vel y >= -62
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -4
triggerall = p2bodydist x = [0,37+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 230

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 19*enemynear,vel y >= -90
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [95,222+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
trigger6 = (StateNo = [210,229]) && (MoveContact)
trigger7 = (StateNo = [410,429]) && (MoveContact)
value = 240


[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 5*enemynear,vel y >= -73
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,69+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 400

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 8*enemynear,vel y >= -155
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [12,87+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
value = 410

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,58+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 430

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 9*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,126+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
trigger6 = (StateNo = [210,229]) && (MoveContact)
trigger7 = (StateNo = [410,429]) && (MoveContact)
value = 440


[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-34,97]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [23,90+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (var(35) = 1) && (StateNo = 600 || StateNo = 630) && (MoveContact)
value = 600

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-116,111]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,29+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = 600 || StateNo = 630) && (MoveContact)
trigger3 = (var(35) = 1) && (StateNo = 640) && (MoveContact)
value = 610

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-56,90]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,66+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (var(35) = 1) && (StateNo = 600 || StateNo = 630) && (MoveContact)
value = 630

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-87,57]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,60+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = 600 || StateNo = 630) && (MoveContact)
trigger3 = (var(35) = 1) && (StateNo = 610) && (MoveContact)
value = 640



[State -1, ]
type = ChangeState
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
triggerall = (StateNo != 100)
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -1
triggerall = p2bodydist x = [0,19]
triggerall = (StateNo != 101)
triggerall = (StateNo != 106)

trigger1 = (StateType != A)
trigger1 = (Ctrl)
trigger1 = (P2BodyDist X < 8)
trigger1 = (P2StateType != A)
trigger1 = (P2MoveType != H)
value = 800

[State -1, ]
type = ChangeState
triggerall = p2bodydist y + 13*enemynear,vel y >= -87
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,94+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,499]) && (MoveContact)
value = 1000

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-33,171]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,63+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,699]) && (MoveContact)
trigger3 = (StateNo = 1011) && (Time > 10)
value = 1020

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-2,168]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [-83,-38+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,699]) && (MoveContact)
trigger3 = (StateNo = 1011) && (Time > 10)
value = 1030

[State -1, ]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2bodydist y + enemynear,vel y >= -103
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -1
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -2
triggerall = p2bodydist x = [0,77+1*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = (Power > 2999)
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,499]) && (MoveContact)
value = 3200



[State -1, ]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,62+7*(vel x+enemynear,vel x)]
triggerall = (Power > 999)
trigger1 = (StateType != A) && (Ctrl)
value = 3300

[State -1, 3]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2bodydist y + 6*enemynear,vel y >= -155
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,43+6*(vel x+enemynear,vel x)]
triggerall = (Power > 1999)
trigger1 = (StateType != A) && (Ctrl)
value = 3500


;Combo
[State -1, ]
type = ChangeState

triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-108,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,74+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -75
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 200

[State -1, ]
type = ChangeState

triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-129,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,39+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -102
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
value = 210

[State -1, ]
type = ChangeState

triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-62,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,37+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 230

[State -1, ]
type = ChangeState

triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-90,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [95,222+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
trigger6 = (StateNo = [210,229]) && (MoveContact)
trigger7 = (StateNo = [410,429]) && (MoveContact)
value = 240


[State -1, ]
type = ChangeState

triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-73,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,69+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 400

[State -1, ]
type = ChangeState

triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-155,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [12,87+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
value = 410

[State -1, ]
type = ChangeState

triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-29,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,58+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 430

[State -1, ]
type = ChangeState

triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,126+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
trigger6 = (StateNo = [210,229]) && (MoveContact)
trigger7 = (StateNo = [410,429]) && (MoveContact)
value = 440


[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-34,97]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [23,90+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (var(35) = 1) && (StateNo = 600 || StateNo = 630) && (MoveContact)
value = 600

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-116,111]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,29+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = 600 || StateNo = 630) && (MoveContact)
trigger3 = (var(35) = 1) && (StateNo = 640) && (MoveContact)
value = 610

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-56,90]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,66+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (var(35) = 1) && (StateNo = 600 || StateNo = 630) && (MoveContact)
value = 630

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-87,57]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,60+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = 600 || StateNo = 630) && (MoveContact)
trigger3 = (var(35) = 1) && (StateNo = 610) && (MoveContact)
value = 640



[State -1, ]
type = ChangeState
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-87,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,94+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,499]) && (MoveContact)
value = 1000

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-33,171]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,63+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,699]) && (MoveContact)
trigger3 = (StateNo = 1011) && (Time > 10)
value = 1020

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-2,168]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [-83,-38+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,699]) && (MoveContact)
trigger3 = (StateNo = 1011) && (Time > 10)
value = 1030

[State -1, ]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2statetype != A || p2bodydist y + enemynear,vel y + enemynear,gethitvar(yaccel) = [-103,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 1
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=2)*49)*var(59)
triggerall = p2bodydist x = [0,77+1*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = (Power > 2999)
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,499]) && (MoveContact)
value = 3200



[State -1, 3]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-155,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,43+6*(vel x+enemynear,vel x)]
triggerall = (Power > 1999)
trigger1 = (StateType != A) && (Ctrl)
value = 3500


;Throw
[State -1, ]
type = ChangeState
triggerall = (var(0) < 6)
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(34) <= 0) && (var(35) <= 0)
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,62+7*(vel x+enemynear,vel x)]
triggerall = (Power > 999)
trigger1 = (StateType != A) && (Ctrl)
value = 3300

[State -1, ]
type = ChangeState
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
triggerall = (StateNo != 100)
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,19]
triggerall = (StateNo != 101)
triggerall = (StateNo != 106)

trigger1 = (StateType != A)
trigger1 = (Ctrl)
trigger1 = (P2BodyDist X < 8)
trigger1 = (P2StateType != A)
trigger1 = (P2MoveType != H)
value = 800


;Fight
[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 4*enemynear,vel y >= -108
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,74+4*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -75
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 200

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 5*enemynear,vel y >= -129
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*var(59)
triggerall = p2bodydist x = [0,39+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -102
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
value = 210

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 3*enemynear,vel y >= -62
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,37+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 230

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 19*enemynear,vel y >= -90
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [95,222+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
trigger6 = (StateNo = [210,229]) && (MoveContact)
trigger7 = (StateNo = [410,429]) && (MoveContact)
value = 240


[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 5*enemynear,vel y >= -73
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,69+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 400

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 8*enemynear,vel y >= -155
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)|| p2statetype = A && random <= 26*var(59)
triggerall = p2bodydist x = [12,87+8*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
value = 410

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 4*enemynear,vel y >= -29
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 35*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,58+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact) && (AnimElemTime(3) > 0)
trigger3 = (StateNo = 230) && (MoveContact) && (AnimElemTime(3) > 0)
trigger4 = (StateNo = 400) && (MoveContact) && (AnimElemTime(3) > 0)
trigger5 = (StateNo = 430) && (MoveContact) && (AnimElemTime(3) > 0)
value = 430

[State -1, ]
type = ChangeState

triggerall = p2bodydist y + 9*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)|| p2statetype = A && random <= 34*var(59)
triggerall = p2bodydist x = [0,126+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
trigger6 = (StateNo = [210,229]) && (MoveContact)
trigger7 = (StateNo = [410,429]) && (MoveContact)
value = 440


[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-34,97]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [23,90+5*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (var(35) = 1) && (StateNo = 600 || StateNo = 630) && (MoveContact)
value = 600

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-116,111]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,29+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = 600 || StateNo = 630) && (MoveContact)
trigger3 = (var(35) = 1) && (StateNo = 640) && (MoveContact)
value = 610

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-56,90]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = p2bodydist x = [0,66+4*(vel x+enemynear,vel x)]
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (var(35) = 1) && (StateNo = 600 || StateNo = 630) && (MoveContact)
value = 630

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-87,57]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 36*var(59)
triggerall = p2bodydist x = [0,60+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = 600 || StateNo = 630) && (MoveContact)
trigger3 = (var(35) = 1) && (StateNo = 610) && (MoveContact)
value = 640



[State -1, ]
type = ChangeState
triggerall = p2bodydist y + 13*enemynear,vel y >= -87
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,94+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -51
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = [200,499]) && (MoveContact)
value = 1000

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 9*(vel y - enemynear,vel y) = [-33,171]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,63+9*(vel x+enemynear,vel x)]
triggerall = pos Y+9*vel y+const(movement.yaccel)*9*10*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,699]) && (MoveContact)
trigger3 = (StateNo = 1011) && (Time > 10)
value = 1020

[State -1, ]
type = ChangeState
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-2,168]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [-83,-38+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = (var(0) < 6)
trigger1 = (StateType = A) && (Ctrl)
trigger2 = (StateNo = [600,699]) && (MoveContact)
trigger3 = (StateNo = 1011) && (Time > 10)
value = 1030


;Move and other
[State -1, ]
type = ChangeState
triggerall = (StateNo != 100)
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != [100,102]
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
value = 100

[State -1, ]
type = ChangeState
triggerall = (StateNo != 105)
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = (var(0) < 6)
trigger1 = (Statetype != A) && (Ctrl)
value = 105

