;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;===========================================================================
;                       AIxeݒpLq
;===========================================================================
[State -2,AI Level]
type = varset
trigger1 = var(59)=-1
;trigger2 = roundstate = 2 && ctrl

var(59) = 10;ݒ

; var(59)̐l̕ύXAIxω܂B
; x̕1`10B10ōxłB0AIȂB
; trigger2̑Óu;vAI펞NɂȂ܂B



;^bO_uON/OFFXCb`
[State -2,tdh]
type = varset
triggerall = var(59)>0
trigger1 = 1

var(50) = 1       ; 1:on / 0:off



;AIpLq
;-------------------!̋Lq͕ύXȂł!--------------------------------------
;AIpd͉xv
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(55)),const(movement.yaccel)
trigger1 = enemynear(var(55)),stateno != [5000,5210]
trigger1 = enemynear(var(55)),vel y != 0
fv = 20
value = enemynear(var(55)),const(movement.yaccel)
ignorehitpause = 1

[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(55)),gethitvar(yaccel)
trigger1 = enemynear(var(55)),stateno = [5000,5210]
fv = 20
value = enemynear(var(55)),gethitvar(yaccel);(ŌĂyaccell)
ignorehitpause = 1

;G󒆂Ȃ
[state -2, yaccel]
type = varset
trigger1 = fvar(20) != 0
trigger1 = enemynear(var(55)),vel y = 0
fv = 20
value = 0;(ŌĂyaccell)
ignorehitpause = 1

;--------------------------!܂ŕύXs!--------------------------------------------



;===========================================================================
;                                {̐ݒ
;===========================================================================
;ύXڂ
;Value = 
;̐̕l𔼊ppŏCĂB
;ύXOɂ̃t@C̃obNAbv
;ĂƂ߂܂B


;[h
[State -3, ai];2001[h
type = varset
triggerall = 1
trigger1 = palno = [1,6]
var(57) = 1

[State -3, ai];2000[h
type = varset
trigger1 = palno = [7,9]
trigger1 = 1
var(57) = 0

[State -3, ai];Mix[h
type = varset
trigger1 = palno = [10,12]
trigger1 = 1
var(57) = 2

;palno = [X,X]̐lύX邱ƂŁA
;J[̃[hύX邱Ƃł܂B
;Fpalno = [1,3]@EEEJ[P`R

;J[P`U͂ꂼA,B,C,X,Y,ZŌ肵ꍇ̃J[ŁA
;J[V`PQ͂ꂼX^[g{^Ȃ
;A,B,C,X,Y,ZŌ肵ꍇ̃J[łB

;ӁFuoriginal_zero.cnsvɂLq܂BiCg̐ݒ̂߁j
;original_zero.cnsŊJāALqTē悤ɕύX
;CgΉĕω܂B


;--------------------------{̗pݒ肱܂--------------------------------------

;牺̍ڂ͕ύXȂłB

[state 190]
type = stopsnd
trigger1 = movetype = H
channel = 3

[State 240, 4]
type = varset
triggerall = sysvar(4) != 0
trigger1 = stateno = 0
trigger2 = statetype = S
;trigger1 = 1
sysvar(4) = 0

[State 240, 4]
type = varset
trigger1 = stateno = 5101
trigger1 = anim = 5110
sysvar(4) = 0

[State 240, 4]
type = varset
trigger1 = stateno = 5101
trigger1 = anim = 5171 || anim = 5172  || anim = 5161 || anim = 5162
sysvar(4) = 1


;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
[Statedef -3]

[State -3,AINpwp[]
type=helper
trigger1 = !numhelper(10007+id) && !ishelper && alive && (roundstate=1 || roundstate=2 && ctrl)
helpertype=normal
name="AI"
ID = 10007+id
pos=0,524288
stateno=10007
keyctrl=1
ownpal = 0
pausemovetime=524288
supermovetime=524288
persistent = 0
IgnoreHitpause = 1

[State -3,]vȂƂȂ悤]
type=changestate
trigger1= ishelper
trigger1= ishelper(10007+root,id) && (stateno !=10007)
value=10007


;===========================================================================
;                              AIݒLq
;===========================================================================
;AI
[State -3,AI]
type = varset
triggerall = var(59)<=0
triggerall = roundstate = 2
trigger1 = Command = "AI0"||Command = "AI1"||Command = "AI2"||Command = "AI3"
trigger2 = Command = "AI4"||Command = "AI5"||Command = "AI6"||Command = "AI7"
trigger3 = Command = "AI8"||Command = "AI9"||Command = "AI10"||Command = "AI11"
trigger4 = Command = "AI12"||Command = "AI13"||Command = "AI14"||Command = "AI15"
trigger5 = Command = "AI16"||Command = "AI17"||Command = "AI18"||Command = "AI19"
trigger6 = Command = "AI20"||Command = "AI21"||Command = "AI22"||Command = "AI23"
trigger7 = Command = "AI24"||Command = "AI25"||Command = "AI26"||Command = "AI27"
trigger8 = Command = "AI28"||Command = "AI29"||Command = "AI30"||Command = "AI31"
trigger9 = Command = "AI32"||Command = "AI33"||Command = "AI34"||Command = "AI35"
trigger10 = Command = "AI36"||Command = "AI37"||Command = "AI38"||Command = "AI39"
trigger11 = Command = "AI40"||Command = "AI41"||Command = "AI42"||Command = "AI43"
trigger12 = Command = "AI44"||Command = "AI45"||Command = "AI46"||Command = "AI47"
trigger13 = Command = "AI48"||Command = "AI49"||Command = "AI50"||Command = "AI51"
trigger14 = numhelper(10007+id)
trigger14 = helper(10007+id),var(59)>=2
trigger15 = ishometeam && roundstate = 0 && (teamside = 2 || matchno > 1)
var(59) = -1
ignorehitpause = 1


;=====================================================================
; CpU Function
;=====================================================================
[State -3,hmr];tOZbg
type = varset
triggerall = var(59)>0
triggerall = var(2)
trigger1 = movetype = H
trigger2 = time > 90
var(2) = 0

[State -3,ch];Lp
type = varset
triggerall = var(59)>0
triggerall = enemynear(var(55)),statetype = C
trigger1 = stateno = 200 && movehit && enemynear(var(55)),movetype = H
var(45) = 1

[State -3,chr];Zbg
type = varset
triggerall = var(59)>0
triggerall = var(45)
triggerall = enemynear(var(55)),statetype = C
trigger1 = stateno = 200 && movecontact=0
var(45) = 0

[State -3,ah];ʏZ󒆃qbg
type = varset
triggerall = var(59)>0
triggerall = enemynear(var(55)),statetype = A
triggerall = stateno = 200 || stateno = 230 || (stateno = [210,215]) || (stateno = [600,640])
trigger1 = movehit && enemynear(var(55)),movetype = H
var(46) = 1

[State -3,ahr];Zbg
type = varset
triggerall = var(59)>0
triggerall = var(46)
trigger1 = stateno = [120,159]
trigger2 = stateno = [1000,5270]
trigger3 = enemynear(var(55)),stateno = [996,999]
trigger4 = enemynear(var(55)),movetype = A
trigger5 = p2stateno = 52000 && p2movetype = I && enemynear,authorname = "jin"
trigger6 = p2bodydist y >= 0
trigger7 = roundstate != 2
var(46) = 0

[state -3,tag];ގmF
type = varset
trigger1 = var(59)>0
var(55) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)

[State 180,1]
type = changestate
;trigger1 = sysvar(5) = 1
;trigger1 = time = 0
trigger1 = stateno = 5110
trigger1 = alive
;trigger1 = anim = 5120
value = 1895

[State x]
type = Explod
triggerall = numexplod(3130) = 0
triggerall = var(57) != 0
triggerall = roundstate != 0
triggerall = roundstate != 1
triggerall = roundstate != 3
trigger1 = roundstate = 2
anim = 3130
ID = 3130
postype = back
pos = 30,210
sprpriority = 6
persistent = 0
bindtime = -1
ownpal = 1

[State x]
type = RemoveExplod
trigger1 = roundstate = 4
ID = 3130

[State Snd];
type = stopSnd
trigger1 = movetype = H
trigger2 = movetype != A
channel = 2

[State 191, 1]
type = AssertSpecial
;triggerall = stateno != [3020,3022]
;triggerall = stateno != [3050,3052]
trigger1 = roundstate = 0
trigger2 = roundstate = 1
;trigger3 = roundstate = 4
flag = nobardisplay

[State -3, 3];n
type = playSnd
triggerall = Time = 1
trigger1 = stateno = 52
value = S0,16

[State -3, 5];炢
type = playSnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5000 && (anim = 5000 || anim = 5010)
trigger2 = Time = 1 && stateno = 5010 && (anim = 5020)
trigger3 = Time = 1 && stateno = 5020 && (anim = 5000 || anim = 5010)
triggerall = random <= 333
value = S0,33

[State -3, 5];炢
type = playSnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5000 && (anim = 5001 || anim = 5011)
trigger2 = Time = 1 && stateno = 5011 && (anim = 5021)
trigger3 = Time = 1 && stateno = 5020 && (anim = 5001 || anim = 5011)
triggerall = random <= 300
value = S0,33

[State -3, 5];炢
type = playSnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5000 && (anim = 5002 || anim = 5012)
trigger2 = Time = 1 && stateno = 5010 && (anim = 5022)
trigger3 = Time = 1 && stateno = 5020 && (anim = 5002 || anim = 5012)
trigger4 = Time = 1 && stateno = 5020 && (anim = 5030 || anim = 5012)
trigger5 = Time = 1 && stateno = 5070 && (anim = 5070)
triggerall = random <= 300
value = S0,34

[State -3, 5];ӂƂ
type = playSnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5020 && (anim = 5030)
trigger2 = Time = 1 && stateno = 5000 && (anim = 5030)
trigger3 = Time = 1 && stateno = 5020 && (anim = 5052 || anim = 5051)
triggerall = random <= 300
value = S0,34

[State -3, 5];炢_E
type = playSnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5101
triggerall = random <= 333
value = S0,35

[State -2]
type = AssertSpecial
trigger1 = 1
flag = NoAirGuard
ignorehitpause = 1

[State -2]
type = null;AssertSpecial
triggerall = 1
triggerall hitshakeover = 1
trigger1 = stateno = [3020,3022]
trigger2 = stateno = [3050,3052]
flag = nokoslow
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = p2statetype = S
trigger1 = 1
var(12) = 0

[State 240, 4]
type = varset
trigger1 = p2statetype = C
trigger1 = 1
var(12) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = p2statetype = A
var(12) = -150 - (-150 - floor(p2bodydist y))

[State -2]
type = Null;Helper
trigger1 = winko = 1
trigger1 = numhelper(10007) = 0
ID = 10007
name = "winflash"
postype = back
pos = 0,0
sprpriority = 2
stateno = 10007
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Null;Helper
trigger1 = winko = 1
trigger1 = numhelper(10001) = 0
;trigger1 = numhelper(11) = 1
ID = 10001
name = "sound"
postype = back
pos = 0,0
sprpriority = 2
stateno = 10001
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

;
;
;
;ߋp`
[State -3,hp]
type = ChangeState
value = 211
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -7
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x <= 30
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),statetype != A
trigger1 = p2bodydist y >= 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = p2bodydist y = [-30-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(20)),-11-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(20))]
ignorehitpause = 0

;p`
[State -3,lp]
type = ChangeState
value = 200
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -5
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x = [-10,45]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),statetype = S && enemynear(var(55)),const(size.head.pos.y)+10 <= -60 || var(45)=1 && enemynear(var(55)),statetype != A
trigger1 = p2bodydist y >= 0
trigger2 = enemynear(var(55)),statetype = A
trigger2 = p2bodydist y = [-65-floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)),-40-floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20))]
ignorehitpause = 0

;aw
[State -3,gz]
type = ChangeState
value = 3000
triggerall = var(59)>0
triggerall = var(57)!=2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -7
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x = [-10,40]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;aw2
[State -3,gz2]
type = ChangeState
value = 3410
triggerall = var(59)>0
triggerall = var(57)=2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -7
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x = [-10,40]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;ӂ΂2001
[State -3,f2001]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -15
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x = [-10,30]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;Ⴊ݋LbN
[State -3,chk]
type = ChangeState
value = 440
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -7
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x = [0,31]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;
[State -3,throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -1
triggerall = enemynear(var(55)),ctrl = 0
triggerall = p2bodydist x = [-15,5]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;ӂ΂2000
[State -3,f2000]
type = ChangeState
value = 649
triggerall = var(59)>0
triggerall = var(57)=0 || var(57)=2
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -10
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x = [0,90]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;LbN
[State -3,lk]
type = ChangeState
value = 230
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -5
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x = [31,88]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;ajEE
[State -3,zes]
type = ChangeState
value = 1001
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,910]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(55)),animtime <= -15
triggerall = enemynear(var(55)),ctrl = 0
triggerall = enemynear(var(55)),numproj = 0
triggerall = p2bodydist x = [31,100]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;WvLbN
[State -3,jhk]
type = ChangeState
value = 640
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(var(55)),statetype != A && vel y >= 0) || enemynear(var(55)),statetype = A
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = stateno != 106
triggerall = enemynear(var(55)),animtime <= -4
triggerall = enemynear(var(55)),ctrl = 0
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [120,149])
triggerall = p2bodydist x = [-40+floor(4*(enemynear(var(55)),vel x)+floor(4*vel x)),40+floor(4*(enemynear(var(55)),vel x)+floor(4*vel x))]
triggerall = p2bodydist y = [-10-floor(4*(enemynear(var(55)),vel y)+(4*(4+1)/2)*fvar(20)-floor(4*vel y)-(4*(4+1)/2)*0.47),45-floor(4*(enemynear(var(55)),vel y)+(4*(4+1)/2)*fvar(20)-floor(4*vel y)-(4*(4+1)/2)*0.47)]
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;󒆐΂U
[State -3,af]
type = ChangeState
value = 651
triggerall = var(59)>0
triggerall = var(57)=0 || var(57)=2
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(var(55)),statetype != A && vel y >= 0) || enemynear(var(55)),statetype = A
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = stateno != 106
triggerall = enemynear(var(55)),animtime <= -4
triggerall = enemynear(var(55)),ctrl = 0
triggerall = !enemynear(var(55)),numproj
triggerall = p2bodydist x = [0+floor(4*(enemynear(var(55)),vel x)+floor(4*vel x)),80+floor(4*(enemynear(var(55)),vel x)+floor(4*vel x))]
triggerall = p2bodydist y = [-30-floor(4*(enemynear(var(55)),vel y)+(4*(4+1)/2)*fvar(20)-floor(4*vel y)-(4*(4+1)/2)*0.47),40-floor(4*(enemynear(var(55)),vel y)+(4*(4+1)/2)*fvar(20)-floor(4*vel y)-(4*(4+1)/2)*0.47)]
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;
;؂ւ
;
;Wvij
[state -3,j]
type = ChangeState
value = 41
triggerall = var(59)>7
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger1 = enemynear(var(55)),movetype = A
trigger1 = enemynear(var(55)),hitdefattr = SCA, NT, ST, HT
trigger1 = p2bodydist x <= 90
trigger2 = enemynear(var(55)),stateno != [0,999]
trigger2 = enemynear(var(55)),hitdefattr = SCA,AT
trigger2 = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger2 = enemynear(var(55)),time >=50 || (var(59)>9)
trigger2 = p2bodydist x <= 30
ignorehitpause = 0

;Wvij2
[State -3,j2]
type = ChangeState
value = 41
triggerall = var(59)>5
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [10,12]) || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
triggerall = enemynear(var(55)),time >= 10*(9-var(59)) || (prevstateno = [150,155]) || (prevstateno = [5000,5270])
trigger1 = enemynear(var(55)),hitdefattr = SCA,AT
trigger1 = p2dist x > 0
trigger1 = !p2dist y && !enemynear(var(55)),vel y
trigger2 = enemynear(var(55)),statetype != L
trigger2 = enemynear(var(55)),movetype = A
trigger2 = enemynear(var(55)),movetype != H
trigger2 = enemynear(var(55)),stateno > 199
trigger2 = (enemynear(var(55)),stateno != [5100,5270]) || enemynear(var(55)),ctrl
trigger2 = enemynear(var(55)),pos y >= 0 && !enemynear(var(55)),vel y && enemynear(var(55)),hitdefattr = SCA,AT
trigger2 = enemynear(var(55)),time < 12 || enemynear(var(55)),hitdefattr = SCA,HT || enemynear(var(55)),vel x > 2
ignorehitpause = 0

;Wvij
[state -3,sj]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*30 || var(59)>8
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),hitdefattr = SCA,AT
triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,149])
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >=50 || (var(59)>9)
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;WviJE^[j
[State -3,sj c]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = var(59)+random < 150*(1+0*(enemynear(var(55)),hitdefattr=SCA,HA||(enemynear(var(55)),stateno=[3000,3999]))+1*(prevstateno=52||(prevstateno=[150,155])||(prevstateno=[5000,5270])))
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = C
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno > 199
triggerall = (enemynear(var(55)),stateno != [5100,5270]) || enemynear(var(55)),ctrl
triggerall = ctrl || (stateno = [10,12]) || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
triggerall = enemynear(var(55)),animtime < -30 || (var(59)=[1,9]) && enemynear(var(55)),animtime = [-30,-30+2*(9-var(59))]
triggerall = (enemynear(var(55)),time >= 9*(10-var(59)) || var(59)>9) && enemynear(var(55)),pos y >= 0 && !enemynear(var(55)),vel y
triggerall = p2dist x > 0
trigger1 = p2bodydist x+floor(3*(enemynear(var(55)),vel x))*(enemynear(var(55)),facing)*ifelse((enemynear(var(55)),pos x-pos x)>=0,1,-1)*(enemynear(var(55)),statetype=A) = [80,5*(28+10-var(59))]
trigger2 = (enemynear(var(55)),backedgebodydist <= 35-enemynear(var(55)),const(size.ground.back) || enemynear(var(55)),frontedgebodydist <= 35-enemynear(var(55)),const(size.ground.front)) && p2bodydist x = [85,5*(30+10-var(59))]
ignorehitpause = 0

;nCWviJE^[j
[State -3,hj c]
type = ChangeState
value = 44
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = var(59)+random < 150*(1+0*(enemynear(var(55)),hitdefattr=SCA,HA||(enemynear(var(55)),stateno=[3000,3999]))+1*(prevstateno=52||(prevstateno=[150,155])||(prevstateno=[5000,5270])))
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno > 199
triggerall = (enemynear(var(55)),stateno != [5100,5270]) || enemynear(var(55)),ctrl
triggerall = ctrl || (stateno = [10,12]) || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
triggerall = enemynear(var(55)),animtime < -33 || (var(59)=[1,9]) && enemynear(var(55)),animtime = [-33,-33+2*(9-var(59))]
triggerall = (enemynear(var(55)),time >= 9*(10-var(59)) || var(59)>9) && enemynear(var(55)),pos y >= 0 && !enemynear(var(55)),vel y
trigger1 = p2bodydist x+floor(3*(enemynear(var(55)),vel x))*(enemynear(var(55)),facing)*ifelse((enemynear(var(55)),pos x-pos x)>=0,1,-1)*(enemynear(var(55)),statetype=A) > 140
trigger2 = (enemynear(var(55)),backedgebodydist <= 35-enemynear(var(55)),const(size.ground.back) || enemynear(var(55)),frontedgebodydist <= 35-enemynear(var(55)),const(size.ground.front)) && p2bodydist x > 140
ignorehitpause = 0

;Ő2001
[State -3,hm2001]
type = ChangeState
value = 3050
triggerall = var(59)>5
triggerall = var(57)=1 || var(57)=2
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 1000
triggerall = (100*life/const(data.life)) > 75 && random <= var(59)*45 || (100*life/const(data.life)) <= 75 && random <= var(59)*75
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = enemynear(var(55)),animtime <= -33 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59)>8
trigger1 = p2bodydist x = [120+floor(33*(enemynear(var(55)),vel x)),600+floor(33*(enemynear(var(55)),vel x))]
trigger1 = p2bodydist y = [-120-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),0-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
trigger2 = p2bodydist x = [120+floor(33*(enemynear(var(55)),vel x)),600+floor(33*(enemynear(var(55)),vel x))]
trigger2 = p2bodydist y = [-120-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),0-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger3 = inguarddist
trigger3 = enemynear(var(55)),time >= 50 || var(59)>8
trigger3 = p2bodydist x = [-10+floor(33*(enemynear(var(55)),vel x)),600+floor(33*(enemynear(var(55)),vel x))]
trigger3 = p2bodydist y = [-120-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),0-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger4 = inguarddist
trigger4 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
trigger4 = p2bodydist x = [-10+floor(33*(enemynear(var(55)),vel x)),600+floor(33*(enemynear(var(55)),vel x))]
trigger4 = p2bodydist y = [-120-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),0-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
ignorehitpause = 0

;Ő2001(΋)
[State -3,hm2001ta]
type = ChangeState
value = 3050
triggerall = var(59)>5
triggerall = var(57)=1 || var(57)=2
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 1000
triggerall = random <= var(59)*80
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = p2bodydist x = [-50+floor(33*(enemynear(var(55)),vel x)),70+floor(33*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-160-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),-60-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;Ő2001(^bOp)
[State -3,hm2001t]
type = ChangeState
value = 3050
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = TeamMode = simul
triggerall = power >= 1000
triggerall = numpartner
triggerall = partner,alive
triggerall = random <= var(59)*80
triggerall = statetype != A
triggerall = partner,movetype = H
triggerall = partner,statetype != L 
triggerall = partner,stateno != 5120
triggerall = partner,stateno != 5201
triggerall = (partner,stateno = [150,155]) || (partner,stateno = [5000,5099])
triggerall = !numtarget
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = facing = 1 && partner,pos x - pos x > 0 && !(enemy,pos x - partner,pos x < 0) || facing = -1 && partner,pos x - pos x < 0 && !(enemy,pos x - partner,pos x > 0)
trigger1 = abs(partner,pos x - pos x) >= 50
trigger1 = p2bodydist x = [0,600]
trigger2 = numenemy = 2
trigger2 = enemynear(var(55)),alive && enemynear(var(55)),facing = facing
trigger2 = !(enemynear(1),pos x - pos x < 0 && facing = 1) && !(enemynear(1),pos x - pos x > 0 && facing = -1)
trigger2 = abs(partner,pos x - pos x) >= 50
trigger2 = p2bodydist x = [0,600]
ignorehitpause = 0

;Ő2001(^bOp _u)
[State -3,hm2001td]
type = ChangeState
value = 3050
triggerall = var(59)>0
triggerall = var(50)=1
triggerall = var(57)=1 || var(57)=2
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = TeamMode = simul
triggerall = power >= 1000
triggerall = numpartner
triggerall = partner,alive
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
;ɔ
trigger1 = p3name = "ZERO"
trigger1 = partner,authorname = "GONZO-"
trigger1 = (partner,stateno = [3020,3021]) || (partner,stateno = [3050,3051])
trigger1 = partner,time = [0,3]
trigger1 = random <= var(59)*25
trigger2 = p3name = "Original Zero"
trigger2 = partner,authorname = "Rin & Bat"
trigger2 = (partner,stateno = [3020,3021]) || (partner,stateno = [3050,3051])
trigger2 = partner,time = [0,3]
trigger2 = random <= var(59)*25
trigger3 = p3name = "Original Zerob UM" || p3name = "Original Zero UM"
trigger3 = partner,authorname = "Rin & Bat"
trigger3 = (partner,stateno = [3020,3021]) || (partner,stateno = [3050,3051]) || (partner,stateno = [3320,3321]) || (partner,stateno = [3350,3351])
trigger3 = partner,time = [0,3]
trigger3 = random <= var(59)*25
trigger4 = p3name = "IGNIZ"
trigger4 = partner,authorname = "GONZO-"
trigger4 = partner,stateno = [2100,2101]
trigger4 = partner,time = [0,3]
trigger4 = random <= var(59)*25
trigger5 = p3name = "Yukari_Yakumo"
trigger5 = partner,authorname = "Kurogane"
trigger5 = partner,stateno = 3100
trigger5 = partner,time = [0,3]
trigger5 = random <= var(59)*30
;Ɣ̃^[I
trigger6 = p3name = "ZERO"
trigger6 = partner,authorname = "GONZO-"
trigger6 = (partner,stateno = 3021 && partner,time > 90) || (partner,stateno = 3051 && partner,time > 90)
trigger6 = random <= var(59)*80
trigger7 = p3name = "Original Zero"
trigger7 = partner,authorname = "Rin & Bat"
trigger7 = (partner,stateno = 3021 && partner,time > 90) || (partner,stateno = 3051 && partner,time > 90)
trigger7 = random <= var(59)*80
trigger8 = p3name = "Original Zerob UM" || p3name = "Original Zero UM"
trigger8 = partner,authorname = "Rin & Bat"
trigger8 = (partner,stateno = 3021 && partner,time > 90) || (partner,stateno = 3051 && partner,time > 90) || (partner,stateno = 3321 && partner,time > 50) || (partner,stateno = 3351 && partner,time > 50)
trigger8 = random <= var(59)*80
trigger9 = p3name = "IGNIZ"
trigger9 = partner,authorname = "GONZO-"
trigger9 = partner,stateno = [2100,2101]
trigger9 = partner,animelemtime (41) > 0
trigger9 = random <= var(59)*80
trigger10= p3name = "Yukari_Yakumo"
trigger10= partner,authorname = "Kurogane"
trigger10= partner,stateno = 3100 && partner,time > 110
trigger10= random <= var(59)*80
ignorehitpause = 0

;Ő2000
[State -3,hm2000]
type = ChangeState
value = 3020
triggerall = var(59)>5
triggerall = var(57)=0
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = (100*life/const(data.life)) > 50 && random <= var(59)*60 || (100*life/const(data.life)) <= 50 && random <= var(59)*80
triggerall = p2life > 0
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = enemynear(var(55)),animtime <= -33 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59)>8
trigger1 = p2bodydist x = [120+floor(33*(enemynear(var(55)),vel x)),600+floor(33*(enemynear(var(55)),vel x))]
trigger1 = p2bodydist y = [-120-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),0-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
trigger2 = p2bodydist x = [120+floor(33*(enemynear(var(55)),vel x)),600+floor(33*(enemynear(var(55)),vel x))]
trigger2 = p2bodydist y = [-120-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),0-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger3 = inguarddist
trigger3 = enemynear(var(55)),time >= 50 || var(59)>8
trigger3 = p2bodydist x = [-60+floor(33*(enemynear(var(55)),vel x)),600+floor(33*(enemynear(var(55)),vel x))]
trigger3 = p2bodydist y = [-90-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),0-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger4 = inguarddist
trigger4 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
trigger4 = p2bodydist x = [-60+floor(33*(enemynear(var(55)),vel x)),600+floor(33*(enemynear(var(55)),vel x))]
trigger4 = p2bodydist y = [-90-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),0-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
ignorehitpause = 0

;Ő2000(΋)
[State -3,hm2000ta]
type = ChangeState
value = 3020
triggerall = var(59)>0
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 1000
triggerall = var(57)=0 && random <= var(59)*80 || var(57)=2 && random <= var(59)*30
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = p2bodydist x = [-60+floor(33*(enemynear(var(55)),vel x)),40+floor(33*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-140-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),-60-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;Ő2000(^bOp)
[State -3,hm2000t]
type = ChangeState
value = 3020
triggerall = var(59)>0
triggerall = var(57)=0
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = TeamMode = simul
triggerall = power >= 1000
triggerall = numpartner
triggerall = partner,alive
triggerall = random <= var(59)*80
triggerall = statetype != A
triggerall = partner,movetype = H
triggerall = partner,statetype != L 
triggerall = partner,stateno != 5120
triggerall = partner,stateno != 5201
triggerall = (partner,stateno = [150,155]) || partner,stateno = [5000,5099]
triggerall = !numtarget
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = facing = 1 && partner,pos x - pos x > 0 && !(Enemy,pos x - partner,pos x < 0) || facing = -1 && partner,pos x - pos x < 0 && !(Enemy,pos x - partner,pos x > 0)
trigger1 = abs(partner,pos x - pos x) >= 50
trigger1 = p2bodydist x = [0,320]
trigger2 = numenemy = 2
trigger2 = enemynear(var(55)),alive && enemynear(var(55)),facing = facing
trigger2 = !(enemynear(1),pos x - pos x < 0 && Facing = 1) && !(EnemyNear(1),pos x - pos x > 0 && Facing = -1)
trigger2 = abs(partner,pos x - pos x) >= 50
trigger2 = p2bodydist x = [0,320]
ignorehitpause = 0

;Ő2000(^bOp _u)
[State -3,hm2000td]
type = ChangeState
value = 3020
triggerall = var(59)>0
triggerall = var(50)=1
triggerall = var(57)=0
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = TeamMode = simul
triggerall = power >= 1000
triggerall = numpartner
triggerall = partner,alive
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
;ɔ
trigger1 = p3name = "ZERO"
trigger1 = partner,authorname = "GONZO-"
trigger1 = (partner,stateno = [3020,3021]) || (partner,stateno = [3050,3051])
trigger1 = partner,time = [0,3]
trigger1 = random <= var(59)*25
trigger2 = p3name = "Original Zero"
trigger2 = partner,authorname = "Rin & Bat"
trigger2 = (partner,stateno = [3020,3021]) || (partner,stateno = [3050,3051])
trigger2 = partner,time = [0,3]
trigger2 = random <= var(59)*25
trigger3 = p3name = "Original Zerob UM" || p3name = "Original Zero UM"
trigger3 = partner,authorname = "Rin & Bat"
trigger3 = (partner,stateno = [3020,3021]) || (partner,stateno = [3050,3051]) || (partner,stateno = [3320,3321]) || (partner,stateno = [3350,3351])
trigger3 = partner,time = [0,3]
trigger3 = random <= var(59)*25
trigger4 = p3name = "IGNIZ"
trigger4 = partner,authorname = "GONZO-"
trigger4 = partner,stateno = [2100,2101]
trigger4 = partner,time = [0,3]
trigger4 = random <= var(59)*25
trigger5 = p3name = "Yukari_Yakumo"
trigger5 = partner,authorname = "Kurogane"
trigger5 = partner,stateno = 3100
trigger5 = partner,time = [0,3]
trigger5 = random <= var(59)*30
;Ɣ̃^[I
trigger6 = p3name = "ZERO"
trigger6 = partner,authorname = "GONZO-"
trigger6 = (partner,stateno = 3021 && partner,time > 90) || (partner,stateno = 3051 && partner,time > 90)
trigger6 = random <= var(59)*80
trigger7 = p3name = "Original Zero"
trigger7 = partner,authorname = "Rin & Bat"
trigger7 = (partner,stateno = 3021 && partner,time > 90) || (partner,stateno = 3051 && partner,time > 90)
trigger7 = random <= var(59)*80
trigger8 = p3name = "Original Zerob UM" || p3name = "Original Zero UM"
trigger8 = partner,authorname = "Rin & Bat"
trigger8 = (partner,stateno = 3021 && partner,time > 90) || (partner,stateno = 3051 && partner,time > 90) || (partner,stateno = 3321 && partner,time > 50) || (partner,stateno = 3351 && partner,time > 50)
trigger8 = random <= var(59)*80
trigger9 = p3name = "IGNIZ"
trigger9 = partner,authorname = "GONZO-"
trigger9 = partner,stateno = [2100,2101]
trigger9 = partner,animelemtime (41) > 0
trigger9 = random <= var(59)*80
trigger10= p3name = "Yukari_Yakumo"
trigger10= partner,authorname = "Kurogane"
trigger10= partner,stateno = 3100 && partner,time > 110
trigger10= random <= var(59)*80
ignorehitpause = 0

;aw
[State -3,gz]
type = ChangeState
value = 3000
triggerall = var(59)>0
triggerall = var(57) != 2
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = random <= var(59)*25
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [-10+floor(7*(enemynear(var(55)),vel x)),20+floor(7*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y >= 0
triggerall = enemynear(var(55)),animtime <= -7 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;aw2
[State -3,gz2]
type = ChangeState
value = 3410
triggerall = var(59)>0
triggerall = var(57)=2
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = random <= var(59)*25
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [-10+floor(7*(enemynear(var(55)),vel x)),20+floor(7*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y >= 0
triggerall = enemynear(var(55)),animtime <= -7 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;w
[State -3,sk]
type = ChangeState 
value = 2010
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*80
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [95,115]
triggerall = enemynear(var(55)),animtime <= -50 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;w(n)
[State -3,sk]
type = ChangeState 
value = 2010
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*75
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [0,22]
triggerall = enemynear(var(55)),stateno != [105,110]
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = p2bodydist x = [95+floor(50*(enemynear(var(55)),vel x)),115+floor(50*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [0-floor(50*(enemynear(var(55)),vel y)+(50*(50+1)/2)*fvar(20)),70-floor(50*(enemynear(var(55)),vel y)+(50*(50+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;w(Δѓ)
[State -3,sk]
type = ChangeState 
value = 2010
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*40
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = p2bodydist x = [100,115]
triggerall = enemynear(var(55)),vel x <= 0
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),numhelper > 0
trigger1 = enemynear(var(55)),hitdefattr = SCA,Np,Sp,Hp,NA
trigger2 = enemynear(var(55)),numproj > 0
ignorehitpause = 0

;gN
[State -3,mk]
type = ChangeState
value = 2000
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger1 = enemynear(var(55)),statetype = A
trigger1 = p2bodydist x = [-5+floor(44*(enemynear(var(55)),vel x)),20+floor(44*(enemynear(var(55)),vel x))]
trigger1 = p2bodydist y = [0-floor(44*(enemynear(var(55)),vel y)+(44*(44+1)/2)*fvar(20)),80-floor(44*(enemynear(var(55)),vel y)+(44*(44+1)/2)*fvar(20))]
trigger1 = random <= var(59)*40
trigger2 = enemynear(var(55)),statetype != A
trigger2 = enemynear(var(55)),movetype = A
trigger2 = enemynear(var(55)),hitdefattr = SC, NT, ST, HT
trigger2 = p2bodydist x <= 50
trigger2 = random <= var(59)*50
trigger3 = enemynear(var(55)),statetype != A
trigger3 = enemynear(var(55)),movetype = A
trigger3 = p2bodydist x = [-10+floor(44*(enemynear(var(55)),vel x)),30+floor(44*(enemynear(var(55)),vel x))]
trigger3 = enemynear(var(55)),animtime <= -44 || var(59)<6
trigger3 = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger3 = enemynear(var(55)),time >= 50 || var(59)>8
trigger3 = random <= var(59)*75
ignorehitpause = 0

;ajE
[State -3,zef]
type = ChangeState
value = 1010
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*45
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [-10+floor(13*(enemynear(var(55)),vel x)),30+floor(13*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-30-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20)),0-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20))]
triggerall = enemynear(var(55)),animtime <= -13 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;ajE
[State -3,hzef]
type = ChangeState
value = 3500
triggerall = var(59)>0
triggerall = var(57)=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = (100*life/const(data.life)) > 50 && random <= var(59)*50 || (100*life/const(data.life)) <= 50 && random <= var(59)*75
triggerall = p2life > 0
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [-5+floor(15*(enemynear(var(55)),vel x)),30+floor(15*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-60-floor(15*(enemynear(var(55)),vel y)+(15*(15+1)/2)*fvar(20)),0-floor(15*(enemynear(var(55)),vel y)+(15*(15+1)/2)*fvar(20))]
triggerall = enemynear(var(55)),animtime <= -15 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;ajE(΋)
[State -3,hzef]
type = ChangeState
value = 3500
triggerall = var(59)>0
triggerall = var(57)=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*60
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = p2bodydist x = [0+floor(17*(enemynear(var(55)),vel x)),40+floor(17*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-80-floor(17*(enemynear(var(55)),vel y)+(17*(17+1)/2)*fvar(20)),-40-floor(17*(enemynear(var(55)),vel y)+(17*(17+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;ajEĔe
[State -3,zes2]
type = ChangeState
value = 1020
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*55
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = inguarddist
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [-5+floor(13*(enemynear(var(55)),vel x)),30+floor(13*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-50-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20)),0-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20))]
triggerall = enemynear(var(55)),animtime <= -13 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;ajEĔe(΋)
[State -3,zes]
type = ChangeState
value = 1020
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*70
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = p2bodydist x = [0+floor(16*(enemynear(var(55)),vel x)),40+floor(16*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-90-floor(16*(enemynear(var(55)),vel y)+(16*(16+1)/2)*fvar(20)),-50-floor(16*(enemynear(var(55)),vel y)+(16*(16+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;ajEE
[State -3,zes]
type = ChangeState
value = 1001
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*40
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [60+floor(13*(enemynear(var(55)),vel x)),75+floor(13*(enemynear(var(55)),vel x))]
triggerall = enemynear(var(55)),animtime <= -13 || var(59)<6
triggerall = enemynear(var(55)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(55)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
ignorehitpause = 0

;ajE(Δѓ)
[State -3,zes]
type = ChangeState 
value = 1000
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*40
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = p2bodydist x = [100,210]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),numproj > 0
ignorehitpause = 0

;ajE(΋)
[State -3,zes]
type = ChangeState 
value = 1000
triggerall = var(59)>0
triggerall = var(58) = 0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*60
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = p2bodydist x = [0+floor(13*(enemynear(var(55)),vel x)),15+floor(13*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-60-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20)),-30-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;ӂ΂2001(΋)
[State -3,f2001]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= (var(59))*75
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = p2bodydist x = [0+floor(15*(enemynear(var(55)),vel x)),30+floor(15*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-50-floor(15*(enemynear(var(55)),vel y)+(15*(15+1)/2)*fvar(20)),-18-floor(15*(enemynear(var(55)),vel y)+(15*(15+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;LbN(΋)
[State -3,ehk]
type = ChangeState
value = 240
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = p2bodydist x >30
triggerall = p2bodydist x = [30+floor(10*(enemynear(var(55)),vel x)),50+floor(10*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-80-floor(10*(enemynear(var(55)),vel y)+(10*(10+1)/2)*fvar(20)),-60-floor(10*(enemynear(var(55)),vel y)+(10*(10+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;ߋp`(n_)
[State -3,hp]
type = ChangeState
value = 211
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*50
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = p2bodydist x = [-10,20]
triggerall = p2bodydist y = [0-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(20)),40-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || stateno = 101 || (stateno = [120,149])
ignorehitpause = 0

;Ⴊ݋LbN(n_)
[State -3,chk]
type = ChangeState
value = 440
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= var(59)*50
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = p2bodydist x = [-5,30]
triggerall = p2bodydist y = [0-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(20)),45-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(20))]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || stateno = 101 || (stateno = [120,149])
ignorehitpause = 0

;ً}O
[State -3,kkm]
type = ChangeState
value = 900
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = !enemynear(var(55)),hitdefattr = SCA,AT
triggerall = prevstateno != [900,910]
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),movetype = A
trigger1 = enemynear(var(55)),animtime <= -31
trigger1 = inguarddist
trigger1 = p2bodydist x = [-10,80]
trigger1 = random <= var(59)*40
trigger2 = enemynear(var(55)),ctrl=0
trigger2 = enemynear(var(55)),animtime <= -31
trigger2 = enemynear(var(55)),numproj
trigger2 = p2bodydist x = [50,100]
trigger2 = random <= var(59)*25
ignorehitpause = 0

;ً}O(߂΍)
[State -3,kkm2]
type = ChangeState
value = 900
triggerall = var(59)>3
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = !enemynear(var(55)),hitdefattr = SCA,AT
triggerall = enemynear(var(55)),stateno = [0,999]
triggerall = enemynear(var(55)),stateno != [5100,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || stateno = 101 || (stateno = [120,149])
triggerall = p2dist x > 0
triggerall = p2bodydist x <= -15
triggerall = p2dist y < -15*(2+8-ifelse(var(59)>8,8,var(59)))
trigger1 = (enemynear(var(55)),movetype = I || enemynear(var(55)),movetype = A && enemynear(var(55)),time >= 10*(10-var(59))) && enemynear(var(55)),vel x*ifelse(enemynear(var(55)),facing*(pos x - enemynear(var(55)),pos x)>=0,1,-1) > 0
ignorehitpause = 0

;ً}
[State -3,kku]
type = ChangeState
value = 910
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = life > 0
triggerall = p2life > 0
triggerall = random <= (var(59))*1
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = !enemynear(var(55)),hitdefattr = SCA,AT
triggerall = prevstateno != [900,910]
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = backedgebodydist >= 60
triggerall = p2bodydist y >= 0
trigger1 = !inguarddist
trigger1 = p2bodydist x = [60,90]
trigger2 = enemynear(var(55)),statetype != A
trigger2 = enemynear(var(55)),animtime > -31
trigger2 = inguarddist
trigger2 = p2bodydist x = [-10,100]
ignorehitpause = 0

;
;K[h 
;
;K[h
[State -3,g]
type = ChangeState
value = 120
triggerall = var(59)>0
triggerall = alive
triggerall = roundstate = 2
triggerall = stateno != [105,109]
triggerall = stateno != [120,155]
triggerall = ctrl || stateno = 0 || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = inguarddist
trigger1 = random <= (var(59))*60 || (var(59))>9
trigger2 = inguarddist
trigger2 = p2bodydist x > 90 || enemynear(var(55)),time > 50
trigger2 = random <= (var(59))*120
trigger3 = var(59)>9
trigger3 = inguarddist
trigger3 = enemynear(var(55)),numhelper > 0 || enemynear(var(55)),numproj > 0
trigger4 = var(59)>9
trigger4 = enemynear(var(55)),movetype = A
trigger4 = !enemynear(var(55)),hitdefattr = SCA, NT, ST, HT
trigger4 = numenemy >= 2
trigger4 = p2bodydist x < 0
trigger4 = p2dist x > 0 || p2dist x < 0
trigger5 = var(59)>9
trigger5 = inguarddist
trigger5 = numenemy > 1
trigger5 = enemy(0),numhelper+enemy(1),numhelper > 0 || enemy(0),numproj+enemy(1),numproj > 0
ignorehitpause = 0

;K[hLZً}O
[State -3,gc900]
type = ChangeState
value = 900
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = power >= 500
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = stateno = [150,151]
triggerall = enemynear(var(55)),stateno != [0,110]
triggerall = enemynear(var(55)),animtime <= -31
triggerall = p2bodydist x = [-15,60]
triggerall = p2bodydist y >= 0
trigger1 = backedgebodydist > 30 && random<=var(59)*50 || backedgebodydist <= 30 && random<=var(59)*100
ignorehitpause = 0

;K[hLZU
[State -3,gc]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(57)=0
triggerall = roundstate = 2
triggerall = (100*life/const(data.life)) <= 50
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [0,22]
triggerall = enemynear(var(55)),ctrl = 0
triggerall = p2bodydist x = [-10,60]
triggerall = p2bodydist y >= -40
triggerall = enemynear(var(55)),animtime <= -10
trigger1 = (stateno = 150 || stateno = 151)
trigger1 = random<=var(59)*50 || var(59)>9
ignorehitpause = 0

;K[hLZU2
[State -3,gc2]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),ctrl = 0
triggerall = p2bodydist x = [-10,40]
triggerall = p2bodydist y >= -50
triggerall = enemynear(var(55)),animtime <= -15
trigger1 = (stateno = 150 || stateno = 151)
trigger1 = random<=var(59)*50 || var(59)>9
ignorehitpause = 0

;g
[State -3]
type = ChangeState
value = 5201
triggerall = var(59)>0
triggerall = alive
triggerall = roundstate = 2
triggerall = random <= (var(59))*80 || var(59)>9
triggerall = canrecover
triggerall = vel y > 0
triggerall = pos y >= 0
trigger1 = stateno = 5050
ignorehitpause = 0

;
;NU 
;
;XgCJ[NUbh
[State -3,sk]
type = ChangeState
value = 3120
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = numhelper(3120) = 0
triggerall = random <= (var(59))*80
triggerall = statetype != A
triggerall = prevstateno != [3100,3210]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = (enemynear(var(55)),stateno = [5100,5110]) || (enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime <= -30)
trigger1 = p2bodydist x = [60,110]
trigger2 = enemynear(var(55)),statetype = A && enemynear(var(55)),stateno = [5030,5210]
trigger2 = p2bodydist x = [30,100]
trigger2 = p2bodydist y >= -30
ignorehitpause = 0

;XgCJ[
[State -3,sr]
type = ChangeState
value = 3100
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = numhelper(3000) = 0
triggerall = random <= (var(59))*80
triggerall = statetype != A
triggerall = prevstateno != [3100,3210]
triggerall = (enemynear(var(55)),statetype != A && enemynear(var(55)),stateno = [5100,5110]) || (enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime <= -30)
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = p2bodydist x = [-10,400]
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
ignorehitpause = 0

;XgCJ[OK
[State -3,sg]
type = ChangeState
value = 3116
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = numhelper(3110) = 0
triggerall = random <= (var(59))*80
triggerall = statetype != A
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [90,320]
triggerall = p2bodydist y >= 0
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -15
ignorehitpause = 0

;Step Back
[State -3,sb]
type = ChangeState
value = 105
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*80
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = L
triggerall = enemynear(var(55)),stateno = 5120
triggerall = p2bodydist x <= 90
triggerall = backedgebodydist > 60
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),animtime = -13
ignorehitpause = 0

;ӂ΂2000
[State -3,f2000]
type = ChangeState
value = 649
triggerall = var(59)>0
triggerall = var(57)=0
triggerall = roundstate = 2
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -7
trigger1 = p2bodydist x = [0,90]
trigger1 = p2bodydist y >= 0
ignorehitpause = 0

;ӂ΂2001
[State -3,f2001]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -12
trigger1 = p2bodydist x = [-20,40]
trigger1 = p2bodydist y >= 0
ignorehitpause = 0

;gN
[State -3,mk]
type = ChangeState
value = 2000
triggerall = var(59)>0
triggerall = var(57)=0  || var(57)=2
triggerall = roundstate = 2
triggerall = random <= (var(59))*25
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -3
trigger1 = p2bodydist x = [-20,40]
trigger1 = p2bodydist y >= 0
ignorehitpause = 0

;Ⴊ݋LbN
[State -3,chk]
type = ChangeState
value = 440
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -4
trigger1 = p2bodydist x = [-10,35]
trigger1 = p2bodydist y >= 0
ignorehitpause = 0

;LbN
[State -3,lk]
type = ChangeState
value = 230
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -1
trigger1 = p2bodydist x = [-10,85]
trigger1 = p2bodydist y >= 0
ignorehitpause = 0

;o[
[State -3,tokushu]
type = ChangeState
value = 700
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -18
trigger1 = p2bodydist x = [-5,40]
trigger1 = p2bodydist y >= 0
ignorehitpause = 0

;Wv
[State -3,sj]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist && !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22])
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -23
trigger1 = p2bodydist x <= 70
trigger1 = p2bodydist y >= 0
ignorehitpause = 0

;WvLbN
[State -3,jhk]
type = ChangeState
value = 640
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = ctrl || (stateno = [120,149])
triggerall = pos y+floor(-floor(4*vel y)-(4*(4)/2)*0.52) <= 0
trigger1 = enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime = -1;enemynear(var(55)),animtime <= 0
trigger1 = p2bodydist x <= 50
trigger1 = vel y <= 0
ignorehitpause = 0

;
;R{1
;
;ߋp`
[State -3,hp]
type = ChangeState
value = 211
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = (enemynear(var(55)),stateno != [120,159])
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),statetype != A
trigger1 = enemynear(var(55)),movetype = I || (enemynear(var(55)),movetype = A && enemynear(var(55)),stateno != [3000,3999])
trigger1 = enemynear(var(55)),movetype != H
trigger1 = p2bodydist x = [-10,30]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(59))*1
trigger2 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger2 = enemynear(var(55)),statetype != A
trigger2 = enemynear(var(55)),movetype = I
trigger2 = enemynear(var(55)),movetype != H
trigger2 = enemynear(var(55)),animtime <= -7
trigger2 = enemynear(var(55)),stateno = [200,649]
trigger2 = p2bodydist x = [-10,30]
trigger2 = p2bodydist y >= 0
trigger2 = random <= (var(59))*100
trigger3 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger3 = enemynear(var(55)),statetype != A && enemynear(var(55)),movetype = H
trigger3 = p2bodydist x = [-15,15]
trigger3 = p2bodydist y >= 0
trigger3 = random <= (var(59))*100
trigger4 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger4 = enemynear(var(55)),statetype = A && enemynear(var(55)),movetype != H
trigger4 = !enemynear(var(55)),ctrl
trigger4 = enemynear(var(55)),movetype = I
trigger4 = enemynear(var(55)),animtime <= -7
trigger4 = p2bodydist x = [-15,30]
trigger4 = p2bodydist y = [-40,-11]
trigger4 = random <= (var(59))*100
trigger5 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger5 = enemynear(var(55)),statetype = A && enemynear(var(55)),movetype = H
trigger5 = enemynear(var(55)),stateno = [3105,3106]
trigger5 = p2bodydist x = [-20,30]
trigger5 = p2bodydist y = [-40-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(20)),-11-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(20))]
trigger5 = random <= (var(59))*100
trigger6 = var(46)=1
trigger6 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger6 = enemynear(var(55)),statetype = A
trigger6 = p2bodydist x = [-15,30]
trigger6 = p2bodydist y = [-40,-11]
trigger6 = random <= (var(59))*100
ignorehitpause = 0

;ߋLbN
[State -3,hk]
type = ChangeState
value = 241
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = (enemynear(var(55)),stateno != [120,159])
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist y >= 0
trigger1 = enemynear(var(55)),movetype = I
trigger1 = enemynear(var(55)),movetype != H
trigger1 = enemynear(var(55)),animtime <= -7
trigger1 = enemynear(var(55)),stateno = [200,649]
trigger1 = p2bodydist x = [0,30]
trigger2 = enemynear(var(55)),movetype = H
trigger2 = p2bodydist x = [0,20]
ignorehitpause = 0

;p`
[State -3,lp]
type = ChangeState
value = 200
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),statetype = S && enemynear(var(55)),const(size.head.pos.y)+10 <= -60 || var(45)=1 && enemynear(var(55)),statetype != A
trigger1 = enemynear(var(55)),movetype = I || (enemynear(var(55)),movetype = A && enemynear(var(55)),stateno != [3000,3999])
trigger1 = enemynear(var(55)),stateno != [120,159]
trigger1 = !enemynear(var(55)),numproj
trigger1 = p2bodydist x = [-10,45]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(59))*4
trigger2 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger2 = enemynear(var(55)),statetype = S && enemynear(var(55)),const(size.head.pos.y)+10 <= -60 || var(45)=1 && enemynear(var(55)),statetype != A
trigger2 = enemynear(var(55)),movetype = I
trigger2 = enemynear(var(55)),animtime <= -5
trigger2 = enemynear(var(55)),stateno = [200,649]
trigger2 = !enemynear(var(55)),numproj
trigger2 = p2bodydist x = [-10,45]
trigger2 = p2bodydist y >= 0
trigger2 = random <= (var(59))*100
trigger3 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger3 = enemynear(var(55)),statetype = S && enemynear(var(55)),const(size.head.pos.y)+10 <= -60 || var(45)=1 && enemynear(var(55)),statetype != A
trigger3 = enemynear(var(55)),movetype = H
trigger3 = p2bodydist x = [0,40]
trigger3 = p2bodydist y >= 0
trigger3 = random <= (var(59))*100
trigger4 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger4 = enemynear(var(55)),statetype = A && enemynear(var(55)),movetype != H
trigger4 = !enemynear(var(55)),ctrl
trigger4 = enemynear(var(55)),movetype = I
trigger4 = enemynear(var(55)),animtime <= -5
trigger4 = !enemynear(var(55)),numproj
trigger4 = p2bodydist x = [-5,45]
trigger4 = p2bodydist y = [-50,-35]
trigger4 = random <= (var(59))*100
trigger5 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger5 = enemynear(var(55)),statetype = A && enemynear(var(55)),movetype = H
trigger5 = enemynear(var(55)),stateno = [3105,3106]
trigger5 = p2bodydist x = [-10,45]
trigger5 = p2bodydist y = [-55-floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)),-35-floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger5 = random <= (var(59))*100
trigger6 = var(46)=1
trigger6 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger6 = enemynear(var(55)),statetype = A
trigger6 = p2bodydist x = [-5,45]
trigger6 = p2bodydist y = [-50,-35]
trigger6 = random <= (var(59))*100
ignorehitpause = 0

;LbN
[State -3,lk]
type = ChangeState
value = 230
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),statetype != A
trigger1 = enemynear(var(55)),movetype = I || (enemynear(var(55)),movetype = A && enemynear(var(55)),stateno != [3000,3999])
trigger1 = enemynear(var(55)),stateno != [120,159]
trigger1 = p2bodydist x = [31,80]
trigger1 = p2bodydist y >= 0
trigger1 = random <= (var(59))*3
trigger2 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger2 = enemynear(var(55)),statetype != A
trigger2 = enemynear(var(55)),movetype = I
trigger2 = enemynear(var(55)),animtime <= -5
trigger2 = enemynear(var(55)),stateno = [200,649]
trigger2 = p2bodydist x = [0,80]
trigger2 = p2bodydist y >= 0
trigger2 = random <= (var(59))*100
trigger3 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger3 = enemynear(var(55)),statetype != A && enemynear(var(55)),movetype = H
trigger3 = prevstateno != 230
trigger3 = p2bodydist x = [31,50]
trigger3 = p2bodydist y >= 0
trigger3 = random <= (var(59))*100
trigger4 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger4 = enemynear(var(55)),statetype != A
trigger4 = enemynear(var(55)),stateno = [120,155]
trigger4 = p2bodydist x = [31,60]
trigger4 = p2bodydist y >= 0
trigger4 = random <= (var(59))*18
trigger5 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger5 = enemynear(var(55)),statetype = A && enemynear(var(55)),movetype != H
trigger5 = !enemynear(var(55)),ctrl
trigger5 = enemynear(var(55)),movetype = I
trigger5 = enemynear(var(55)),animtime <= -5
trigger5 = p2bodydist x = [0,50]
trigger5 = p2bodydist y = [-35,-11]
trigger5 = random <= (var(59))*100
trigger6 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger6 = enemynear(var(55)),statetype = A && enemynear(var(55)),movetype = H
trigger6 = enemynear(var(55)),stateno = [3105,3106]
trigger6 = p2bodydist x = [-10,80]
trigger6 = p2bodydist y = [-35-floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)),-11-floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger6 = random <= (var(59))*100
trigger7 = var(46)=1
trigger7 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
trigger7 = enemynear(var(55)),statetype = A
trigger7 = p2bodydist x = [0,80]
trigger7 = p2bodydist y = [-35,-11]
trigger7 = random <= (var(59))*100
ignorehitpause = 0

;Ő2001
[State -3,hm2001]
type = ChangeState
value = 3050
triggerall = var(59)>5
triggerall = var(57)=1 || var(57)=2
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = H
triggerall = enemynear(var(55)),stateno = [3105,3106]
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
triggerall = enemynear(var(55)),vel y >= 0
trigger1 = var(57)=1
trigger1 = p2bodydist x = [-30+floor(33*(enemynear(var(55)),vel x)),80+floor(33*(enemynear(var(55)),vel x))]
trigger1 = p2bodydist y = [-50-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),-11-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger2 = var(57)=1
trigger2 = p2bodydist x = [81,320]
trigger2 = p2bodydist y = [-31-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),-11-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
ignorehitpause = 0

;Ő2000
[State -3,hm2000]
type = ChangeState
value = 3020
triggerall = var(59)>5
triggerall = var(57)=0
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = H
triggerall = enemynear(var(55)),stateno = [3105,3106]
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = p2bodydist x = [81,320]
triggerall = p2bodydist y = [-31-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),-11-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
triggerall = enemynear(var(55)),vel y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || (stateno = [120,149])
ignorehitpause = 0

;
;R{2`3
;
;o[2
[State -3,tokushu2]
type = ChangeState
value = 701
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = p2bodydist x = [-10+floor(16*(enemynear(var(55)),vel x)),18+floor(16*(enemynear(var(55)),vel x))]
trigger1 = (stateno = 211 || stateno = 241) && movehit && enemynear(var(55)),movetype = H
trigger2 = (stateno = 211 || stateno = 241 || stateno = 440) && moveguarded
ignorehitpause = 0

;aw
[State -3,gz]
type = ChangeState
value = 3000
triggerall = var(59)>0
triggerall = var(57) != 2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = random <= (var(59))*30 || (power >= 3000 && random <= (var(59))*100) || (var(59)>8 && p2life <= 200 && random <= (var(59))*100)
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = H
triggerall = p2bodydist x = [-5+floor(7*(enemynear(var(55)),vel x)),35+floor(7*(enemynear(var(55)),vel x))]
trigger1 = (stateno = 210 || stateno = 211 || stateno = 241 || stateno = 701) && movehit
ignorehitpause = 0

;aw2
[State -3,gz2]
type = ChangeState
value = 3410
triggerall = var(59)>0
triggerall = var(57)=2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = random <= (var(59))*30 || (power >= 3000 && random <= (var(59))*100) || (var(59)>8 && p2life <= 200 && random <= (var(59))*100)
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = H
triggerall = p2bodydist x = [-5+floor(7*(enemynear(var(55)),vel x)),35+floor(7*(enemynear(var(55)),vel x))]
trigger1 = (stateno = 210 || stateno = 211 || stateno = 241 || stateno = 701) && movehit
ignorehitpause = 0

;Ő2001
[State -3,hm2001]
type = ChangeState
value = 3050
triggerall = var(59)>5
triggerall = var(57)=1 || var(57)=2
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
trigger1 = stateno = 200 && movecontact
trigger1 = p2bodydist y = [-210-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),-60-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger1 = (power >= 3000 && random <= (var(59))*100) || (var(59)>8 && p2life <= 200 && random <= (var(59))*100)
trigger2 = stateno = 211 && movecontact
trigger2 = p2bodydist y = [-320,-60]
trigger2 = random <= (var(59))*50 || (power >= 3000 && random <= (var(59))*100) || (var(59)>8 && p2life <= 200 && random <= (var(59))*100)
trigger3 = stateno = 240 && movehit && enemynear(var(55)),movetype != H
trigger3 = p2bodydist y = [-210-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20)),-60-floor(33*(enemynear(var(55)),vel y)+(33*(33+1)/2)*fvar(20))]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;Ő2000
[State -3,hm2000]
type = ChangeState
value = 3020
triggerall = var(59)>5
triggerall = var(57)=0
triggerall = numhelper(2101) = 0
triggerall = roundstate = 2
triggerall = (power >= 1000 && random <= (var(59))*50) || (power >= 3000 && random <= (var(59))*100) || (var(59)>8 && p2life <= 200 && random <= (var(59))*100)
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = p2bodydist y = [-320,-70]
trigger1 = stateno = 211 && movecontact
trigger2 = stateno = 240 && movehit && enemynear(var(55)),movetype != H
ignorehitpause = 0

;ajEE
[State -3,zes]
type = ChangeState
value = 1001
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = p2bodydist x = [-10,110]
trigger1 = (stateno = 210 || stateno = 211 || stateno = 241 || stateno = 701) && movehit && enemynear(var(55)),statetype != A && enemynear(var(55)),movetype = H
trigger1 = random <= (var(59))*100
trigger2 = (stateno = 210 || stateno = 211 || stateno = 240 || stateno = 241 || stateno = 440 || stateno = 650 || stateno = 701) && moveguarded && enemynear(var(55)),statetype != A
trigger2 = random <= (var(59))*30
trigger3 = (stateno = 200 || stateno = 210 || stateno = 211 || stateno = 230 || stateno = 241 || stateno = 440 || stateno = 701) && movehit && enemynear(var(55)),statetype = A && enemynear(var(55)),movetype = H
trigger3 = p2bodydist y = [-60-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20)),-1-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20))]
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;w
[State -3,sk]
type = ChangeState 
value = 2010
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = p2bodydist x = [100+floor(50*(enemynear(var(55)),vel x)),120+floor(50*(enemynear(var(55)),vel x))]
trigger1 = (stateno = 649 || stateno = 701) && moveguarded
ignorehitpause = 0

;gN
[State -3,mk]
type = ChangeState
value = 2000
triggerall = var(59)>0
triggerall = var(57)=0 || var(57)=2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = p2bodydist x = [-10,50]
trigger1 = (stateno = 211 || stateno = 241 || stateno = 440 || stateno = 650 || stateno = 701) && moveguarded
trigger1 = random <= (var(59))*50
trigger2 = (stateno = 211 || stateno = 241 || stateno = 440 || stateno = 650 || stateno = 701) && moveguarded && enemynear(var(55)),movetype = A
trigger2 = random <= (var(59))*50
trigger3 = (stateno = 200 || stateno = 211 || stateno = 230 || stateno = 240 || stateno = 241 || stateno = 440 || stateno = 650 || stateno = 701) && movehit && enemynear(var(55)),movetype != H
trigger3 = random <= (var(59))*100
ignorehitpause = 0

;ajEĔe
[State -3,zes]
type = ChangeState
value = 1020
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = p2bodydist x = [-10+floor(13*(enemynear(var(55)),vel x)),30+floor(13*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-90-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20)),-11-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20))]
trigger1 = (stateno = 200 || stateno = 210 || stateno = 211 || stateno = 230 || stateno = 241 || stateno = 701) && movecontact
trigger2 = stateno = 240 && movehit && enemynear(var(55)),movetype != H
ignorehitpause = 0

;ajE
[State -3,hzef]
type = ChangeState
value = 3500
triggerall = var(59)>0
triggerall = var(57)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = p2bodydist x = [-10+floor(13*(enemynear(var(55)),vel x)),30+floor(13*(enemynear(var(55)),vel x))]
triggerall = p2bodydist y = [-90-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20)),-11-floor(13*(enemynear(var(55)),vel y)+(13*(13+1)/2)*fvar(20))]
trigger1 = (stateno = 200 || stateno = 210 || stateno = 211 || stateno = 230 || stateno = 241 || stateno = 701) && movecontact
trigger2 = stateno = 240 && movehit && enemynear(var(55)),movetype != H
ignorehitpause = 0

;
;
;
;
[State -3,throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = stateno != [99,101]
triggerall = prevstateno != [99,101]
triggerall = enemynear(var(55)),stateno != [40,60]
triggerall = enemynear(var(55)),prevstateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = ctrl || (stateno = [21,22])
triggerall = p2bodydist x = [-15,5]
trigger1 = enemynear(var(55)),stateno = [0,999]
trigger1 = enemynear(var(55)),stateno != [120,159]
trigger1 = random <= var(59)*40
trigger2 = (enemynear(var(55)),stateno=[120,159])
trigger2 = random <= var(59)*100
ignorehitpause = 0

;gN
[State -3,mk]
type = ChangeState
value = 2000
triggerall = var(59)>0
triggerall = var(57)=0 || var(57)=2
triggerall = roundstate = 2
triggerall = random <= var(59)*8
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = (enemynear(var(55)),movetype = I && enemynear(var(55)),stateno = [0,999])  || (enemynear(var(55)),movetype = A && enemynear(var(55)),stateno != [3000,3999])
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [40,60]
triggerall = enemynear(var(55)),stateno != [120,159]
triggerall = enemynear(var(55)),stateno != [5000,5270]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = p2bodydist x = [-15,20]
triggerall = p2bodydist y >= 0
trigger1 = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || stateno = 101 || (stateno = [120,149])
ignorehitpause = 0

;_bV
[State -3,d]
type = ChangeState
value = 99
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno != [99,101]
triggerall = prevstateno != [99,101]
triggerall = !inguarddist
triggerall = ctrl || stateno = 22
triggerall = frontedgebodydist >= 30
trigger1 = p2bodydist x >= 240
trigger1 = random <= (var(59))*25
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= (var(59))*15
trigger3 = p2bodydist x = [50,120]
trigger3 = random <= (var(59))*11
trigger4 = enemynear(var(55)),statetype != L
trigger4 = enemynear(var(55)),movetype = H
trigger4 = enemynear(var(55)),stateno != [5050,5210]
trigger4 = random <= (var(59))*50
trigger5 = enemynear(var(55)),statetype != L
trigger5 = !enemynear(var(55)),numproj
trigger5 = enemynear(var(55)),stateno != [5050,5210]
trigger5 = p2bodydist x = [20,60]
trigger5 = random <= (var(59))*2
trigger6 = stateno != [20,22]
trigger6 = p2bodydist x >= 30
trigger6 = (enemynear(var(55)),stateno=[120,155])
trigger6 = random <= (var(59))*10
ignorehitpause = 0

;Oi
[State -3,Walkm]
type = ChangeState
value = 21
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = ctrl || (stateno = 22 && time >= 6)
triggerall = frontedgebodydist > 0
trigger1 = p2bodydist x = [240,270]
trigger1 = random <= var(59)*40
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= var(59)*25
trigger3 = enemynear(var(55)),statetype != L
trigger3 = enemynear(var(55)),stateno != [5110,5120]
trigger3 = p2bodydist x = [0,120]
trigger3 = random <= var(59)*15
trigger4 = enemynear(var(55)),stateno = [120,155]
trigger4 = p2bodydist x <= 60
trigger4 = random <= var(59)*50
trigger5 = enemynear(var(55)),statetype = L
trigger5 = p2bodydist x = [41,120]
trigger5 = random <= var(59)*40
trigger6 = enemynear(var(55)),statetype != L
trigger6 = enemynear(var(55)),movetype = H
trigger6 = enemynear(var(55)),stateno = [5000,5029]
trigger6 = random <= var(59)*100
ignorehitpause = 0

;
[State -3,Walku]
type = ChangeState
value = 22
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = ctrl || (stateno = 21 && time >= 6)
trigger1 = p2bodydist x = [240,270]
trigger1 = random <= var(59)*3
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= var(59)*2
trigger3 = p2bodydist x = [-5,120]
trigger3 = random <= var(59)*3
trigger4 = enemynear(var(55)),statetype = L
trigger4 = p2bodydist x <= 40
trigger4 = random <= var(59)*100
ignorehitpause = 0

;obNXebv
[State -3,Back Step]
type = ChangeState
value = 105
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = stateno != [99,102]
triggerall = prevstateno != [99,102]
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl
triggerall = backedgebodydist > 80
trigger1 = p2bodydist x = [0,90]
trigger1 = random <= var(59)*2
trigger2 = p2bodydist x = [91,130]
trigger2 = random <= var(59)*1
trigger3 = prevstateno = [3100,3120]
trigger3 = p2bodydist x = [-15,60]
trigger3 = random <= var(59)*50
ignorehitpause = 0

;ӂ΂2000
[State -3,f2000]
type = ChangeState
value = 649
triggerall = var(59)>0
triggerall = var(57)=0 || var(57)=2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [120,159]
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),statetype != A
trigger1 = enemynear(var(55)),animtime <= -10
trigger1 = enemynear(var(55)),stateno = [200,649]
trigger1 = p2bodydist x = [31,100]
trigger1 = random <= (var(59))*100
trigger2 = p2bodydist x = [50+floor(10*(enemynear(var(55)),vel x)),70+floor(10*(enemynear(var(55)),vel x))]
trigger2 = p2bodydist y = [-30-floor(10*(enemynear(var(55)),vel y)+(10*(10+1)/2)*fvar(20)),-11-floor(10*(enemynear(var(55)),vel y)+(10*(10+1)/2)*fvar(20))]
trigger2 = random <= (var(59))*1
ignorehitpause = 0

;ӂ΂2001
[State -3,f2]
type = ChangeState
value = 650
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [-10,30]
trigger1 = random <= (var(59))*3
trigger2 = enemynear(var(55)),movetype = I
trigger2 = enemynear(var(55)),animtime <= -15
trigger2 = enemynear(var(55)),stateno = [200,649]
trigger2 = random <= (var(59))*100
trigger3 = enemynear(var(55)),stateno = [120,155]
trigger3 = random <= (var(59))*5
ignorehitpause = 0

;p`
[State -3,lp]
type = ChangeState
value = 200
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H || var(46)=1
triggerall = enemynear(var(55)),stateno != [996,999]
triggerall = enemynear(var(55)),stateno != 5120
triggerall = enemynear(var(55)),stateno != 5201
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,101])
trigger1 = enemynear(var(55)),statetype = S && enemynear(var(55)),const(size.head.pos.y)+10 <= -60 || enemynear(var(55)),statetype = A
trigger1 = enemynear(var(55)),movetype = I || (enemynear(var(55)),movetype = A && enemynear(var(55)),stateno != [3000,3999]) || var(46)=1
trigger1 = enemynear(var(55)),vel x > -3
trigger1 = p2bodydist x+floor(5*(enemynear(var(55)),vel x))*(enemynear(var(55)),facing)*ifelse((enemynear(var(55)),pos x-pos x)>=0,1,-1)*(enemynear(var(55)),statetype = A) = [31,50]
trigger1 = p2dist y+floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)) = [-40,0]
trigger1 = random <= var(59)*7
trigger2 = enemynear(var(55)),statetype = S && enemynear(var(55)),const(size.head.pos.y)+10 <= -60 || enemynear(var(55)),statetype = A
trigger2 = enemynear(var(55)),movetype = I || (enemynear(var(55)),movetype = A && enemynear(var(55)),stateno != [3000,3999]) || var(46)=1
trigger2 = enemynear(var(55)),vel x > -3
trigger2 = p2dist y+floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)) = [-40,0]
trigger2 = p2bodydist x = [31,50]
trigger2 = enemynear(var(55)),backedgebodydist  < 30-enemynear(var(55)),const(size.ground.back) || enemynear(var(55)),frontedgebodydist < 30-enemynear(var(55)),const(size.ground.front)
trigger2 = random <= var(59)*11
trigger3 = enemynear(var(55)),statetype = A
trigger3 = enemynear(var(55)),movetype = I
trigger3 = p2bodydist x = [25+floor(5*(enemynear(var(55)),vel x)),40+floor(5*(enemynear(var(55)),vel x))]
trigger3 = p2bodydist y = [-50-floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)),-40-floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger3 = random <= (var(59))*15
ignorehitpause = 0

;Ⴊ݋LbN
[State -3,chk]
type = ChangeState
value = 440
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = prevstateno != 440
triggerall = (enemynear(var(55)),stateno!=[120,159])
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),statetype != A
trigger1 = p2bodydist x = [11,31]
trigger1 = random <= (var(59))*1
trigger2 = enemynear(var(55)),statetype != A
trigger2 = enemynear(var(55)),movetype = I
trigger2 = enemynear(var(55)),animtime <= -7
trigger2 = enemynear(var(55)),stateno = [200,649]
trigger2 = p2bodydist x = [0,31]
trigger2 = random <= (var(59))*100
ignorehitpause = 0

;o[
[State -3,tokushu]
type = ChangeState
value = 700
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [5120,5201]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = enemynear(var(55)),statetype = C
trigger1 = enemynear(var(55)),movetype = I
trigger1 = p2bodydist x = [0,40]
trigger1 = random <= (var(59))*1
trigger2 = TeamMode = simul
trigger2 = partner(var(55)),movetype = A
trigger2 = enemynear(var(55)),stateno = [120,159]
trigger2 = p2bodydist x = [-10,35]
trigger2 = random <= (var(59))*30
ignorehitpause = 0

;w
[State -3,sk]
type = ChangeState 
value = 2010
triggerall = var(59)>0
triggerall = var(57)=0 || var(57)=2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
triggerall = p2bodydist x = [100,115]
triggerall = enemynear(var(55)),vel x = 0
trigger1 = (100*life/const(data.life)) >= 75
trigger1 = enemynear(var(55)),movetype = I
trigger1 = random <= (var(59))*7
trigger2 = enemynear(var(55)),movetype = A
trigger2 = enemynear(var(55)),stateno = 1000
trigger2 = enemynear(var(55)),time = [0,3]
trigger2 = random <= (var(59))*30
ignorehitpause = 0

;XgCJ[NUbh
[State -3,sk]
type = ChangeState
value = 3120
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = numhelper(3120) = 0
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = prevstateno != [3100,3210]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = p2bodydist x = [110,160]
trigger1 = random <= (var(59))*2
trigger2 = p2bodydist x = [161,220]
trigger2 = random <= (var(59))*3
trigger3 = p2bodydist x = [221,320]
trigger3 = random <= (var(59))*5
ignorehitpause = 0

;XgCJ[
[State -3,sr]
type = ChangeState
value = 3100
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = numhelper(3000) = 0
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = prevstateno != [3100,3210]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = p2bodydist x = [120,180]
trigger1 = random <= (var(59))*2
trigger2 = p2bodydist x = [181,250]
trigger2 = random <= (var(59))*5
trigger3 = TeamMode = simul
trigger3 = partner,movetype = A
trigger3 = enemynear(var(55)),stateno = [120,159]
trigger3 = p2bodydist x = [120,320]
trigger3 = random <= (var(59))*50
ignorehitpause = 0

;XgCJ[OK
[State -3,sg]
type = ChangeState
value = 3116
triggerall = var(59)>0
triggerall = var(57)=1 || var(57)=2
triggerall = roundstate = 2
triggerall = numhelper(3110) = 0
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = prevstateno != [3100,3210]
triggerall = !((p2stateno = [5400,5410]) && p2movetype = I && enemynear(var(55)),authorname = "GM")
triggerall = !(p2stateno = 52000 && p2movetype = I && enemynear(var(55)),authorname = "jin")
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = p2bodydist x = [100,150]
trigger1 = random <= (var(59))*1
trigger2 = p2bodydist x = [160,240]
trigger2 = random <= (var(59))*3
trigger3 = p2bodydist x = [241,320]
trigger3 = random <= (var(59))*6
ignorehitpause = 0

;OWv
[State -3,sJ]
type = ChangeState
value = 42
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100]) || stateno = 101 || (stateno = [120,149]) && !enemynear(var(55)),numproj
trigger1 = enemynear(var(55)),statetype != A
trigger1 = enemynear(var(55)),movetype = I
trigger1 = enemynear(var(55)),movetype != H
trigger1 = !inguarddist
trigger1 = p2bodydist x = [-10,70]
trigger1 = random <= (var(59))*1
trigger2 = enemynear(var(55)),statetype = C
trigger2 = enemynear(var(55)),movetype = A
trigger2 = enemynear(var(55)),hitdefattr = SCA, NA
trigger2 = p2bodydist x = [-10,40]
trigger2 = random <= (var(59))*3
trigger3 = enemynear(var(55)),movetype != H
trigger3 = !inguarddist
trigger3 = p2bodydist x = [30,90]
trigger3 = random <= (var(59))*2
trigger4 = enemynear(var(55)),statetype != A
trigger4 = enemynear(var(55)),stateno = [120,155]
trigger4 = !inguarddist
trigger4 = p2bodydist x = [0,40]
trigger4 = random <= var(59)*3
trigger5 = enemynear(var(55)),statetype = C
trigger5 = enemynear(var(55)),movetype = A
trigger5 = enemynear(var(55)),animtime = -21
trigger5 = enemynear(var(55)),time >= 9
trigger5 = p2bodydist x = [0,70]
trigger5 = random <= (var(59))*12
ignorehitpause = 0

;Wv
[State -3,ssJ]
type = ChangeState
value = 43
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype = I
triggerall = enemynear(var(55)),movetype != H
triggerall = enemynear(var(55)),stateno != [4000,5270]
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22])
triggerall = p2bodydist x >30
triggerall = p2bodydist y >= 0
trigger1 = p2bodydist x = [30,50]
trigger1 = random <= (var(59))*1
trigger2 = p2bodydist x = [51,70]
trigger2 = random <= (var(59))*7
trigger3 = p2bodydist x = [71,110]
trigger3 = random <= (var(59))*2
ignorehitpause = 0

;󒆐΂U
[State -3,af]
type = ChangeState
value = 651
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = stateno = 50 && vel x = 0
triggerall = stateno != [105,109]
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;OnCWv
[State -3,mJump]
type = ChangeState
value = 44
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = !inguarddist
triggerall = ctrl || (stateno = [21,22]) || (stateno = [99,100])
trigger1 = p2bodydist x = [150,220]
trigger1 = random <= var(59)*1
trigger2 = p2bodydist x >= 160
trigger2 = enemynear(var(55)),numproj
trigger2 = random <= var(59)*5
ignorehitpause = 0

;Wv
[State -3,sJump]
type = ChangeState
value = 41
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*1
triggerall = statetype != A
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = prevstateno != [40,52]
triggerall = !inguarddist
triggerall = !enemynear(var(55)),numproj
triggerall = ctrl || (stateno = [21,22])
trigger1 = p2bodydist x = [80,100]
trigger1 = enemynear(var(55)),statetype = C
trigger1 = backedgebodydist > 5
trigger2 = p2bodydist x = [90,120]
ignorehitpause = 0

;WvLbN
[State -3,jhk]
type = ChangeState
value = 640
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype = A
triggerall = (enemynear(var(55)),statetype != A && vel y >= -2) || enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = pos y+floor(-floor(4*vel y)-(4*(4)/2)*0.52) <= 0
triggerall = p2bodydist x = [-30+floor(4*(enemynear(var(55)),vel x)+4*(vel x)),40+floor(4*(enemynear(var(55)),vel x)+4*(vel x))]
triggerall = p2bodydist y = [-4-floor(4*(enemynear(var(55)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55),30-floor(4*(enemynear(var(55)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55)]
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;WvLbN2
[State -3,jhk2]
type = ChangeState
value = 640
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = ctrl || stateno = 50 || (stateno = [120,149])
triggerall = vel x != 0
triggerall = pos y+floor(4*vel y)+(4*(4+1)/2)*.58 <= 0
triggerall = pos y+floor(6*vel y)+(6*(6+1)/2)*.58 > 0-5*(9-ifelse(var(59)>9,9,var(59))) || (enemynear(var(55)),pos y < 0 || enemynear(var(55)),vel y) && (vel y > -1.5)  || vel x < 0
triggerall = (enemynear(var(55)),stateno = [5120,5129]) && enemynear(var(55)),animtime >= -16
triggerall = enemynear(var(55)),ctrl || enemynear(var(55)),anim < 200 || enemynear(var(55)),time < 8*(10-var(59)) || enemynear(var(55)),movetype != A
trigger1 = p2bodydist x+floor(5*(enemynear(var(55)),vel x)*(enemynear(var(55)),statetype=A))*(enemynear(var(55)),facing)*ifelse((enemynear(var(55)),pos x-pos x)>=0,1,-1)-floor(5*vel x) = [-50,30]
trigger1 = p2dist y+floor(6*(enemynear(var(55)),vel y)+(6*(6+1)/2)*fvar(20)-floor(6*vel y)-(6*(6+1)/2)*.58)=[-5,-(enemynear(var(55)),const(size.mid.pos.y)-20)-45]
trigger1 = random <= (var(59))*20
trigger2 = (enemynear(var(55)),backedgebodydist <= 35-enemynear(var(55)),const(size.ground.back) || enemynear(var(55)),frontedgebodydist <= 35-enemynear(var(55)),const(size.ground.front)) && p2bodydist x = [-50,75+floor(6*vel x)]
trigger2 = p2dist y+floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)-floor(5*vel y)-(5*(5+1)/2)*.58)=[-5,-(enemynear(var(55)),const(size.mid.pos.y)-20)-45]
trigger2 = random <= (var(59))*20
trigger3 = vel x >= 0 && p2dist y+floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)-floor(5*vel y)-(5*(5+1)/2)*.58)=[-5,40]
trigger3 = p2bodydist x+floor(6*(enemynear(var(55)),vel x)*(enemynear(var(55)),statetype=A))*(enemynear(var(55)),facing)*ifelse((enemynear(var(55)),pos x-pos x)>=0,1,-1)-floor(6*vel x) = [20,40]
trigger3 = random <= (var(59))*45
trigger4 = vel x >= 0 && p2dist y+floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)-floor(5*vel y)-(5*(5+1)/2)*.58)=[-5,40]
trigger4 = (enemynear(var(55)),backedgebodydist <= 35-enemynear(var(55)),const(size.ground.back) || enemynear(var(55)),frontedgebodydist <= 35-enemynear(var(55)),const(size.ground.front)) && p2bodydist x = [20,40+floor(6*vel x)]
trigger4 = random <= (var(59))*60
ignorehitpause = 0

;󒆐΂U
[State -3,af]
type = ChangeState
value = 651
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype = A
triggerall = (enemynear(var(55)),statetype != A && vel y >= -2) || enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),statetype != L
triggerall = stateno != [105,106]
triggerall = !inguarddist
triggerall = p2bodydist x = [0+floor(4*(enemynear(var(55)),vel x)+4*(vel x)),80+floor(4*(enemynear(var(55)),vel x)+4*(vel x))]
triggerall = p2bodydist y = [-20-floor(4*(enemynear(var(55)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55),30-floor(4*(enemynear(var(55)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55)]
triggerall = pos y+floor(-floor(4*vel y)-(4*(4)/2)*0.52) <= 0
trigger1 = ctrl || (stateno = [120,149])
ignorehitpause = 0

;󒆐΂U2
[State -3,af2]
type = ChangeState
value = 651
triggerall = var(59)>0
triggerall = var(57)!=1
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = enemynear(var(55)),movetype != H
triggerall = ctrl || stateno = 50 || (stateno = [120,149])
triggerall = vel x != 0
triggerall = pos y+floor(4*vel y)+(4*(4+1)/2)*.58 <= 0
triggerall = pos y+floor(6*vel y)+(6*(6+1)/2)*.58 > 0-5*(9-ifelse(var(59)>9,9,var(59))) || (enemynear(var(55)),pos y < 0 || enemynear(var(55)),vel y) && (vel y > -1.5)  || vel x < 0
triggerall = (enemynear(var(55)),stateno = [5120,5129]) && enemynear(var(55)),animtime >= -16
triggerall = enemynear(var(55)),ctrl || enemynear(var(55)),anim < 200 || enemynear(var(55)),time < 8*(10-var(59)) || enemynear(var(55)),movetype != A
trigger1 = p2bodydist x+floor(5*(enemynear(var(55)),vel x)*(enemynear(var(55)),statetype=A))*(enemynear(var(55)),facing)*ifelse((enemynear(var(55)),pos x-pos x)>=0,1,-1)-floor(5*vel x) = [-50,80]
trigger1 = p2dist y+floor(6*(enemynear(var(55)),vel y)+(6*(6+1)/2)*fvar(20)-floor(6*vel y)-(6*(6+1)/2)*.58)=[-5,-(enemynear(var(55)),const(size.mid.pos.y)-20)-45]
trigger1 = random <= (var(59))*20
trigger2 = (enemynear(var(55)),backedgebodydist <= 35-enemynear(var(55)),const(size.ground.back) || enemynear(var(55)),frontedgebodydist <= 35-enemynear(var(55)),const(size.ground.front)) && p2bodydist x = [-50,80+floor(6*vel x)]
trigger2 = p2dist y+floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)-floor(5*vel y)-(5*(5+1)/2)*.58)=[-5,-(enemynear(var(55)),const(size.mid.pos.y)-20)-45]
trigger2 = random <= (var(59))*20
trigger3 = vel x >= 0 && p2dist y+floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)-floor(5*vel y)-(5*(5+1)/2)*.58)=[-5,40]
trigger3 = p2bodydist x+floor(6*(enemynear(var(55)),vel x)*(enemynear(var(55)),statetype=A))*(enemynear(var(55)),facing)*ifelse((enemynear(var(55)),pos x-pos x)>=0,1,-1)-floor(6*vel x) = [20,75]
trigger3 = random <= (var(59))*45
trigger4 = vel x >= 0 && p2dist y+floor(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(20)-floor(5*vel y)-(5*(5+1)/2)*.58)=[-5,40]
trigger4 = (enemynear(var(55)),backedgebodydist <= 35-enemynear(var(55)),const(size.ground.back) || enemynear(var(55)),frontedgebodydist <= 35-enemynear(var(55)),const(size.ground.front)) && p2bodydist x = [20,75+floor(6*vel x)]
trigger4 = random <= (var(59))*60
ignorehitpause = 0

;
[State -3]
type = ChangeState
value = 195
triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),movetype != A
triggerall = ctrl || (stateno = [21,22])
triggerall = numproj = 0
trigger1 = var(59) = 1
trigger1 = random < 100
trigger2 = var(59) = 2
trigger2 = random < 50
trigger3 = var(59) = 3
trigger3 = random < 40
ignorehitpause = 0


;
;AIN&K[hwp[
;
[Statedef 10007]
type = A
ctrl = 0
anim = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State 10007,0];Ă
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 10007,1];G
type = nothitby
value = SCA
trigger1 = 1

[State 10007,2];Ȃ
type = PlayerPush
trigger1 = 1
value = 0

[State 10007,3];ی
type=selfstate
trigger1=!ishelper
value=0

[State 10007,4];vC[F
type = varset
triggerall=var(59)!=1
triggerall=time>0
trigger1=command="a"&&root,command="a"
trigger2=command="b"&&root,command="b"
trigger3=command="c"&&root,command="c"
trigger4=command="x"&&root,command="x"
trigger5=command="y"&&root,command="y"
trigger6=command="z"&&root,command="z"
trigger7=command="start"&&root,command="start"
trigger8=command="fwd"&&root,command="fwd"
trigger9=command="back"&&root,command="back"
trigger10=command="up"&&root,command="up"
trigger11=command="down"&&root,command="down"
var(59)=-1

[State 10007,5];CPUF
type = varset
triggerall=var(59)!=-1
triggerall=time > 0
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

[State 10007,6];AIN
type = varset
triggerall = var(59)=1
trigger1 = roundstate=2 && root,ctrl
var(59) = 2

[State 10007,7]
type = varset
triggerall = roundstate = 2
trigger1 = numenemy <= 1
trigger2 = numenemy >= 2
trigger2 = (enemy(0),life <= 0 || enemy(1),life <= 0) && enemynear(0),life > 0
trigger3 = numenemy >= 2
trigger3 = enemy(0),life > 0 && enemy(1),life > 0
trigger3 = abs(root,pos x - enemynear(0),pos x) <= abs(root,pos x - enemynear(1),pos x)
var(20) = 0
IgnoreHitPause = 1

[State 10007,8]
type = varset
triggerall = roundstate = 2
triggerall = numenemy >= 2
trigger1 = enemynear(0),life <= 0
trigger2 = (enemy(0),life <= 0 || enemy(1),life <= 0) && enemynear(0),life <= 0
trigger3 = enemy(0),life > 0 && enemy(1),life > 0
trigger3 = abs(root,pos x - enemynear(0),pos x) > abs(root,pos x - enemynear(1),pos x)
var(20) = 1
IgnoreHitPause = 1

;
;wɐݒu
;
[state 10007]
type = turn
trigger1 = facing*ifelse((enemynear(var(20)),pos x-pos x)>=0,1,-1) < 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 10007]
type = varset
trigger1 = enemynear(var(20)),facing*ifelse((enemynear(var(20)),pos x-root,pos x)>=0,1,-1)<=0
trigger2 = !enemynear(var(20)),hitdefattr = A,NA,SA,HA
var(21) = 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 10007]
type = varset
trigger1 = enemynear(var(20)),facing*ifelse((enemynear(var(20)),pos x-root,pos x)>=0,1,-1)>0
trigger1 = enemynear(var(20)),hitdefattr = A,NA,SA,HA
var(21) = 1
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 10007]
type = posset
trigger1 = 1
x = root,pos x+ifelse((enemynear(var(20)),pos y<0&&var(21)=1),(enemynear(var(20)),const(size.attack.dist)),(enemynear(var(20)),const(size.proj.attack.dist)))*(enemynear(var(20)),facing)
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

;
;G̔ѓ̐v
;
[State 10007]
type = varset
triggerall = roundstate = 2 && numenemy <= 1
trigger1 = !var(22) || var(22) > enemynear(var(20)),numhelper+1
var(22) = enemynear(var(20)),numhelper+1
ignorehitpause = 1

[State 10007]
type = varset
trigger1 = roundstate = 2 && numenemy >= 2
trigger1 = !var(22) || var(22) > (enemy(0),numhelper+enemy(1),numhelper+1)
var(22) = (enemy(0),numhelper+enemy(1),numhelper+1)
ignorehitpause = 1

[State 10007]
type = varset
triggerall = roundstate = 2 && var(22) > 0
trigger1 = numenemy <= 1
var(23) = (enemynear(var(20)),numhelper+1) - var(22)
ignorehitpause = 1

[State 10007]
type = varset
triggerall = roundstate = 2 && var(22) > 0
trigger1 = numenemy >= 2
var(23) = (enemy(0),numhelper+enemy(1),numhelper+1)-var(22)
ignorehitpause = 1

[State 10007]
type = varset
triggerall = roundstate = 2 && numenemy <= 1
trigger1 = !var(24) || var(24) > (enemynear(var(20)),numproj+1)
var(24) = enemynear(var(20)),numproj+1
ignorehitpause = 1

[State 10007]
type = varset
trigger1 = roundstate = 2 && numenemy >= 2
trigger1 = !var(24) || var(24) > (enemy(0),numproj+enemy(1),numproj+1)
var(24) = (enemy(0),numproj+enemy(1),numproj+1)
ignorehitpause = 1

[State 10007]
type = varset
triggerall = roundstate = 2
trigger1 = numenemy <= 1
var(25) = (enemynear(var(20)),numproj+1) - var(24)
ignorehitpause = 1

[State 10007]
type = varset
triggerall = roundstate = 2
trigger1 = numenemy >= 2
var(25) = (enemy(0),numproj+enemy(1),numproj+1) - var(24)
ignorehitpause = 1

[State 10007];I
type = destroyself
trigger1 = ishelper && roundstate > 3



[State dist]
Trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "enemy dist X= %f pos y = %f var(13) = %d var(10) = %d"
params = p2bodydist x,pos y,var(13),var(10)
ignorehitpause = 1


