;
[Statedef -3];t@EXg
;
[State -3,AILvFlagSet]
Type = VarSet
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
TriggerAll=var(59)<1
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="a"^^command="a2"
Trigger11=command="b"^^command="b2"
Trigger12=command="c"^^command="c2"
Trigger13=command="x"^^command="x2"
Trigger14=command="y"^^command="y2"
Trigger15=command="z"^^command="z2"
Trigger16=command="start"^^command="start2"
Trigger17=command="fwd"^^command="fwd2"
Trigger18=command="back"^^command="back2"
Trigger19=command="up"^^command="up2"
Trigger20=command="down"^^command="down2"
Trigger21= var(59)=0
Trigger21= NumHelper(10000+id)
Trigger21= Helper(10000+id),var(59)>0
Trigger22= 1;TriggerOɁGtƏ펞AIN
IgNoreHitPause = 1
var(59) = 10;ςĉ@AILv1`11

[State -3,[hŒ]
Type = VarSet
TriggerAll=!IsHelper
Trigger1 = var(59)>0
var(58) = 2     ;0=GGXX# 1=GGXXEX@2=GGXXAC
IgNoreHitPause = 1

[State -3,ComboDebacFlagSet]
Type = VarSet
Trigger1 = 0;var(59)<1
Trigger1 = !fvar(39)
fvar(39) = 1
IgNoreHitPause = 1

[State -3,ComboDebacFlagReset]
Type = VarSet
Trigger1 = var(59)>0
Trigger1 = fvar(39)
fvar(39) = 0
IgNoreHitPause = 1
[State -2,ComboDebacFlagReset]
Type = VarSet
Trigger1 = 0
var(50) = 128
IgNoreHitPause = 1
[State -3, AINpwp[]
type=helper
TriggerAll=RoundState<2||(RoundState=2&&ctrl)
trigger1=!NumHelper(10000+id)
trigger1=alive
trigger1=var(59)=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3];]vȂƂȂ悤
Type = ChangeState
trigger1= ishelper
trigger1= ishelper(10000+root,id)
trigger1= stateno!=10000
value=10000

[State -3, `[Cg]
type = ChangeState         ;type = nullɂOFF           
value = 190                    
TriggerAll=RoundsExisted=0 
TriggerAll=TeamMode=Turns  
Trigger1 = stateno=5900


[state -3,E];ʒ[wp[
Type = Helper
Trigger1 = 1;Var(59)>0||fvar(39)
Trigger1 = !NumHelper(50000+id)
Helpertype = Normal
Name = "Right"
Postype = right
Facing = -1
Stateno = 50000
ID = 50000+id
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1
[State -3];]vȂƂȂ悤
type = changestate
trigger1= ishelper
trigger1= ishelper(50000+root,id)
trigger1= stateno!=50000
value = 50000
[state -3,];ʒ[wp[
Type = Helper
Trigger1 = 1;Var(59)>0||fvar(39)
Trigger1 = !NumHelper(60000+id)
Helpertype = Normal
Name = "Left"
Postype = left
Facing = 1
Stateno = 60000
ID = 60000+id
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1
[State -3];]vȂƂȂ悤
type = changestate
trigger1= ishelper
trigger1= ishelper(60000+root,id)
trigger1= stateno!=60000
value = 60000

[State -3];ʒ[܂ł̋
Type = VarSet
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
fvar(17) = ifelse((EnemyNear(floor(fvar(18))),facing=1),(helper(60000+id),P2bodydist X),(helper(50000+id),P2bodydist X))
IgNoreHitPause = 1

;
;҂
;
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
Trigger6 = P2Name="johnny"
Trigger6 = (P2StateNo=[1020,1021])||(P2StateNo=[1070,1077])
Trigger7 = P2Name="Aya Syameimaru"
Trigger7 = P2StateNo=804||EnemyNear(floor(fvar(18))),NumHelper(917)
Trigger8 = P2Name="AIHARA NATSUMI"
Trigger8 = P2StateNo=220
Trigger9 = P2Name="Rubber Soul"
Trigger9 = P2StateNo=[400,401]
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
Triggerall = NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
Trigger3 = P2Name="testament"||P2Name="justice"
Trigger3 = P2StateNo=[205,206]
Trigger4 = P2Name="millia"||P2Name="eddie"||P2Name="potemkin"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"||P2Name="kliff"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=3200||(P2StateNo=[3500,3501])||P2StateNo=1400&&EnemyNear(floor(fvar(18))),NumHelper(1401)
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="bridget"
Trigger8 = (P2StateNo=[215,216])||P2StateNo=3003
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,245]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger14= P2StateNo=230
Trigger15= P2Name="Remilia_Scarlet"
Trigger15= P2StateNo=230||P2StateNo=240
Trigger16= P2Name="Hong Meirin"
Trigger16= P2StateNo=820
Trigger17= P2Name="Aya Syameimaru"
Trigger17= P2StateNo=[707,708]
Trigger18= P2Name="Marisa Kirisame"
Trigger18= P2StateNo=1000
Trigger19= P2Name="Sakuya Izayoi"
Trigger19= P2StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= P2Name="Yakumo Yukari"
Trigger20= P2StateNo=[2000,2020]
Trigger21= P2Name="Alice Margatroid"
Trigger21= P2StateNo=240
Trigger22= P2Name="Suika Ibuki"
Trigger22= P2StateNo=[707,708]
Trigger23= P2Name="Reimu_Hakurei"
Trigger23= P2StateNo=240
Trigger24= P2Name="siteittene"
Trigger24= P2StateNo=600
Trigger25= P2Name="Youmu_Konpaku"
Trigger25= P2StateNo=201||P2StateNo=205||P2StateNo=206||P2StateNo=252||P2StateNo=452||P2StateNo=700||P2StateNo=1001
Trigger26= P2Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= P2StateNo=300
Trigger27= P2Name="cvsyamazaki"
Trigger27= P2StateNo=300||P2StateNo=1400
Trigger28= P2Name="Ash"
Trigger28= P2StateNo=310
Trigger29= P2Name="Jedah"
Trigger29= P2StateNo=250
Trigger30= P2Name="Bulleta SXP"
Trigger30= P2StateNo=241
Trigger31= P2Name="A.B.A"
Trigger31= P2StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= P2Name="ROBO-KY MK-U"||P2Name="ROBO-KY1"||P2Name="ROBO-KY3"
Trigger32= P2StateNo=850||P2StateNo=1500
Trigger33= P2Name="Red_Arcueid"
Trigger33= P2StateNo=218
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=310||P2StateNo=1320||EnemyNear(floor(fvar(18))),NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= numenemy=2
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= P2Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= P2StateNo=310||P2StateNo=1300
Trigger38= P2Name="chipp"
Trigger38= P2StateNo=1320
Trigger39= P2Name="JAGI"
Trigger39= P2StateNo=1200||P2StateNo=220||P2StateNo=245
Trigger40= P2Name="Patchouli_Knowledge"
Trigger40= P2StateNo=200||P2StateNo=700||P2StateNo=1000
Trigger41= P2Name="Maori"
Trigger41= P2StateNo=205||(P2StateNo=[1199,1200])
Trigger42= P2Name="Wolfgang Krauser"
Trigger42= EnemyNear(floor(fvar(18))),NumprojID(1000)
Trigger43= P2Name="blackpolnareff"
Trigger43= P2StateNo=1260||P2StateNo=1265
Trigger44= P2Name="Ky=kiske"
Trigger44= P2StateNo=10240
Trigger45= P2Name="Kohaku"
Trigger45= P2StateNo=1105
Trigger46= P2Name="Yumiduka_Satsuki"
Trigger46= P2StateNo=1002
Trigger47= P2Name="Len"
Trigger47= P2StateNo=1050
Trigger48= P2Name="Arima_Miyako"
Trigger48= P2StateNo=1310
Trigger49= P2Name="Hisui"
Trigger49= P2StateNo=275
Trigger50= P2Name="Akiha_Vermilion"
Trigger50= P2StateNo=240
Trigger51= P2Name="Warachia"
Trigger51= P2StateNo=1600
Trigger52= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger52= P2Name="Shadow DIO"
Trigger52= P2StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger53= P2Name="Fiona"
Trigger53= P2StateNo=9212
Trigger54= P2Name="Daigo Hotta"
Trigger54= P2StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger55= P2Name="burai yamamoto"
Trigger55= P2StateNo=260||P2StateNo=2000||P2StateNo=3000||P2StateNo=1215
Trigger56= P2Name="SLAYER"
Trigger56= P2StateNo=1045
Trigger57= P2Name="THOUTHER"
Trigger57= P2StateNo=2200
Trigger58= P2Name="zappa"
Trigger58= P2StateNo=1300||P2StateNo=1500||P2StateNo=240||P2StateNo=500
Trigger59= P2Name="Keiji"||P2Name="Date Masamune"
Trigger59= P2StateNo=250
Trigger60= P2Name="Mouri Motonari"
Trigger60= P2StateNo=250||(P2StateNo=[1230,1231])
Trigger61= P2Name="oichi"
Trigger61= P2StateNo=300||(P2StateNo=[1350,1380])
Trigger62= P2Name="Mr.HEART"
Trigger62= P2StateNo=300||P2StateNo=440
Trigger63= NumHelper(780+id)>0
Trigger63= P2StateNo=(Helper(780+id),var(40))||P2StateNo=(Helper(780+id),var(41))
Trigger64= P2Name="Nanaya_Shiki"
Trigger64= P2StateNo=217||P2StateNo=230
Trigger65= P2Name="Tohno_Shiki"
Trigger65= P2StateNo=217
Trigger66= P2Name="Nayuki Minase"
Trigger66= P2StateNo=1020
Trigger67= P2Name="Maxime"
Trigger67= (EnemyNear(floor(fvar(18))),StateNo=[201,203])||EnemyNear(floor(fvar(18))),StateNo=210||EnemyNear(floor(fvar(18))),StateNo=223
Trigger68= P2Name="HAKUREI"
Trigger68= EnemyNear(floor(fvar(18))),StateNo=235||EnemyNear(floor(fvar(18))),StateNo=240||EnemyNear(floor(fvar(18))),StateNo=11131||EnemyNear(floor(fvar(18))),NumProjID(6301)>0
Trigger69= P2Name="Rouga_Zanma"
Trigger69= P2StateNo=241
Trigger70= P2Name="anna"||P2Name="henri"
Trigger70= P2StateNo=230
Trigger71= P2Name="another blood"
Trigger71= P2StateNo=1100&&Enemy(floor(fvar(18))),var(5)=0||Enemy(floor(fvar(18))),StateNo=1110
Trigger72= P2Name="Ren_Idagawa"
Trigger72= P2StateNo=230
fvar(38) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
Triggerall = NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=SCA,AT
Trigger2 = 1;EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName="Hh"||EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"||1
Trigger2 = P2StateNo=[800,805]
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="GM"||EnemyNear(floor(fvar(18))),AutHorName="H"||EnemyNear(floor(fvar(18))),AutHorName="jin"||EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger3 = P2StateNo=800
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger4 = P2StateNo=900
Trigger5 = P2Name="eddie"||P2Name="may"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="SLAYER"
Trigger6 = P2StateNo=1200||P2StateNo=1300
Trigger7 = P2Name="order-Sol=Badguy"||P2Name="faust"
Trigger7 = P2StateNo=1500
Trigger8 = P2Name="jam"
Trigger8 = P2StateNo=2500
Trigger9 = P2Name="sol"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="johnny"
Trigger10= EnemyNear(floor(fvar(18))),var(49)
Trigger10= P2StateNo=[1000,1099]
Trigger11= P2Name="wind"
Trigger11= P2StateNo=[7600,7601]
Trigger12= P2Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura Kasugano"
Trigger12= P2StateNo=4000
Trigger13= P2Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger13= P2StateNo=3300
Trigger14= P2Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger14= P2StateNo=3200
Trigger15= P2Name="Gouki"
Trigger15= P2StateNo=3600||P2StateNo=1700
Trigger16= P2Name="Kaori Misaka"
Trigger16= P2StateNo=20080||P2StateNo=20060
Trigger17= P2Name="Evil Ken"
Trigger17= P2StateNo=3890
Trigger18= P2Name="Kohaku"
Trigger18= P2StateNo=1300||P2StateNo=[2050,2051]
Trigger19= P2Name="Omega Goenitz"
Trigger19= P2StateNo=3150
Trigger20= P2Name="RUGAL"
Trigger20= P2StateNo=2550||P2StateNo=2500
Trigger21= P2Name="cvszangief"
Trigger21= P2StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22= P2Name="cvsyamazaki"
Trigger22= P2StateNo=1300
Trigger23= P2Name="cvsbenimaru"
Trigger23= P2StateNo=1400||P2StateNo=3200
Trigger24= P2Name="cvstodo"
Trigger24= P2StateNo=1200
Trigger25= P2Name="cvsrock"
Trigger25= P2StateNo=1500
Trigger26= P2Name="cvsvice"
Trigger26= P2StateNo=1000||P2StateNo=1300||P2StateNo=1400||P2StateNo=3100||P2StateNo=[3000,3001]
Trigger27= P2Name="Hugo"
Trigger27= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1100||P2StateNo=1110||P2StateNo=1120||P2StateNo=1200||P2StateNo=1210||P2StateNo=1220||P2StateNo=1300||P2StateNo=1310||P2StateNo=1320||P2StateNo=3000||P2StateNo=3100
Trigger28= P2Name="Alex";{bI
Trigger28= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29= P2Name="Yumiduka_Satsuki"
Trigger29= P2StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30= P2Name="Kishima_kouma"
Trigger30= P2StateNo=230||P2StateNo=1000||P2StateNo=1050||P2StateNo=2000||P2StateNo=3000||P2StateNo=3100
Trigger31= P2Name="JAGI"
Trigger31= EnemyNear(floor(fvar(18))),AutHorName="Drowin hokuto"
Trigger31= P2StateNo=1000||P2StateNo=2000
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger33= P2Name="Magaki"
Trigger33= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger34= P2Name="Nanaya_Shiki"
Trigger34= P2StateNo=1120
Trigger35= P2Name="Akiha_Vermilion"
Trigger35= P2StateNo=3000
Trigger36= P2Name="Shadow DIO"
Trigger36= P2StateNo=[2100,2101]
Trigger37= P2Name="AIHARA NATSUMI"
Trigger37= P2StateNo=380||P2StateNo=350
Trigger38= P2Name="AL AZIF"
Trigger38= P2StateNo=480||P2StateNo=350||P2StateNo=353||P2StateNo=354||P2StateNo=370||P2StateNo=380
Trigger39= P2Name="dizzy"
Trigger39= P2StateNo=3100
Trigger40= P2Name="Fiona"
Trigger40= P2StateNo=9858
Trigger41= P2Name="potemkin"
Trigger41= P2StateNo=1000||P2StateNo=1600
Trigger42= P2Name="Keiji"
Trigger42= P2StateNo=1300
Trigger43= P2Name="Mr.HEART"
Trigger43= P2StateNo=3100
Trigger44= P2Name="kira"
Trigger44= P2StateNo=3000||P2StateNo=1000||P2StateNo=1050||P2StateNo=1060||P2StateNo=800||P2StateNo=810||P2StateNo=860||(P2StateNo=[1400,1402])
Trigger45= P2Name="ROBO-KY1"
Trigger45= P2StateNo=1400
Trigger46= NumHelper(780+id)>0
Trigger46= P2StateNo=Helper(780+id),var(42)||P2StateNo=Helper(780+id),var(43)
Trigger47= P2Name="JAGI"
Trigger47= EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger47= P2StateNo=850||P2StateNo=300||P2StateNo=1700||P2StateNo=2200
fvar(38) = 3
IgNoreHitPause = 1

[State -3];K[hs\p(ȊO)
Type = VarSet
Triggerall = NumEnemy
Trigger1= P2Name="Nanaya_Shiki"
Trigger1= P2StateNo=3050
Trigger2= P2Name="Nrvnqsr_Chaos"
Trigger2= P2StateNo=[3000,3052]
Trigger3= P2Name="Fiona"||P2Name="Saki"
Trigger3= (P2StateNo=[9230,9232])||(P2StateNo=[9425,9429])
Trigger4= P2Name="Maori"
Trigger4= (P2StateNo=[225,226])||(P2StateNo=[425,426])
Trigger5= P2Name="Tohno_Shiki"
Trigger5= P2StateNo=230||(P2StateNo=[3000,3050])
fvar(38) = 3
IgNoreHitPause = 1

[State -3];tOZbg
Type = VarSet
TriggerAll=NumEnemy
;Trigger1 = EnemyNear(floor(fvar(18))),ctrl||EnemyNear(floor(fvar(18))),MoveType=H
Trigger1 = fvar(34)=1
fvar(34) = 0
IgNoreHitPause = 1

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = 0;P2StateNo=105
Trigger2 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = P2StateNo=1800
Trigger3 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_normal"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = P2StateNo=1400
Trigger5 = P2Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger5 = P2StateNo=[3960,3971]
Trigger6 = P2Name="Konoha"
Trigger6 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger7 = P2Name="jam"
Trigger7 = P2StateNo=[1310,1311]
Trigger8 = P2Name="eddie"
Trigger8 = P2StateNo=1101
Trigger9 = P2Name="TOKI-(NERICYA)"
Trigger9 = (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger10= P2Name="OGRE"
Trigger10= P2StateNo=[980,991]
Trigger11= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger11= P2StateNo=1253
Trigger12= P2Name="General"
Trigger12= P2StateNo=[1000,1012]
Trigger13= P2Name="Omega Goenitz"
Trigger13= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger14= P2Name="Reimu_Hakurei"
Trigger14= P2StateNo=3021||P2StateNo=3026
Trigger15= 0;P2Name="SHIN"
Trigger15= 0;P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
Trigger16= P2Name="Marisa Kirisame"
Trigger16= (P2StateNo=901)||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])||P2StateNo=910
Trigger17= P2Name="Reimu_Hakurei"
Trigger17= P2StateNo=3020||EnemyNear(floor(fvar(18))),Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger18= P2Name="Remilia_Scarlet"
Trigger18= P2StateNo=119||P2StateNo=1001&&EnemyNear(floor(fvar(18))),MoveContact||P2StateNo=1012&&EnemyNear(floor(fvar(18))),MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger19= P2Name="Youmu_Konpaku"
Trigger19= P2StateNo=3100||P2StateNo=710
Trigger20= P2Name="kliff"
Trigger20= P2StateNo=1500
Trigger21= P2Name="Jedah"
Trigger21= P2StateNo=500||P2StateNo=810||EnemyNear(floor(fvar(18))),Time<14&&(P2StateNo=1300||P2StateNo=2300)
Trigger22= P2Name="Izayoi Sakuya Brando"
Trigger22= P2StateNo=2380||P2StateNo=881||P2StateNo=4200&&EnemyNear(floor(fvar(18))),Time<31||P2StateNo=1999&&EnemyNear(floor(fvar(18))),Time<21
Trigger23= P2Name="IGNIZ"
Trigger23= P2StateNo=[2100,2101]
Trigger24= P2Name="ZERO"
Trigger24= P2StateNo=[3020,3021]
Trigger25= P2Name="ORIGINAL ZERO"
Trigger25= P2StateNo=[3100,3110]
Trigger26= P2Name="Patchouli"
Trigger26= P2StateNo=901||(P2StateNo=[1020,1021])||P2StateNo=1160|P2StateNo=910
Trigger27= P2Name="Aya Syameimaru"
Trigger27= P2StateNo=1201||P2StateNo=1400||P2StateNo=1500
Trigger28= P2Name="Youmu_Konpaku"
Trigger28= P2StateNo=3100||P2StateNo=710
Trigger29= P2Name="Suika Ibuki"
Trigger29= P2StateNo=[1300,1321]
Trigger30= P2Name ="Hulk"
Trigger30= P2StateNo=66||(P2StateNo=[940,942])
Trigger31= P2Name="Sakuya Izayoi"
Trigger31= P2StateNo=750
Trigger32= P2Name="Yakumo Yukari"
Trigger32= (P2StateNo=[3000,3002])||(P2StateNo=[3010,3012])
Trigger33= P2Name="Evil Dan"
Trigger33= (P2StateNo=[3960,3962])||(P2StateNo=[3970,3972])||(P2StateNo=[3980,3982])||(P2StateNo=[3990,3992])
Trigger34= P2Name="Strider_Hiryu"
Trigger34= (P2StateNo=[3040,3041])||(P2StateNo=[7800,7801])||((P2StateNo=[7610,7620])&&(EnemyNear(floor(fvar(18))),Time=[1,10]))
Trigger35= P2Name="White_Len"||P2Name="White_Len(CPU)"
Trigger35= P2StateNo=1400||P2StateNo=1410||P2StateNo=1450
Trigger36= P2Name="Nanaya_Shiki"
Trigger36= P2StateNo=3000||P2StateNo=3050
Trigger37= P2Name="New Nakoruru"
Trigger37=(P2StateNo=[60,61])||(P2StateNo=[65,67])||(P2StateNo=[3020,3070])||(P2StateNo=[3113,3140])||(P2StateNo=[3210,3240])
Trigger38= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger38= P2Name="Shadow DIO"
Trigger38= P2StateNo=105||(P2StateNo=1200&&(EnemyNear(var(57)),Time=[1,30]))
Trigger39= P2Name="Buront"
Trigger39= P2StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420
Trigger40= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger40= P2StateNo=700&&(EnemyNear(floor(fvar(18))),Anim=700&&AnimElemTime(7)<0||EnemyNear(floor(fvar(18))),Anim!=700)
Trigger41= P2Name="THOUTHER"
Trigger41= P2StateNo=2200&&EnemyNear(floor(fvar(18))),time<=120||P2StateNo=2150||(P2StateNo=[2100,2101])
Trigger42= EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger42= P2StateNo=5201
Trigger43= EnemyNear(floor(fvar(18))),AutHorName="kikurage"
Trigger43= P2Name="Shadow Dio"
Trigger43= (P2StateNo=[3000,3001])||(P2StateNo=3100&&(EnemyNear(var(57)),Time=[1,20]))
Trigger44= EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger44= (P2StateNo=[3000,3050])
Trigger45= EnemyNear(floor(fvar(18))),Name="SLAYER"
Trigger45= EnemyNear(floor(fvar(18))),var(35)>0
Trigger46= EnemyNear(floor(fvar(18))),Name="jam"
Trigger46= EnemyNear(floor(fvar(18))),var(34)>0
Trigger47= P2Name="Rouga_Zanma"
Trigger47= P2StateNo=2100&&EnemyNear(floor(fvar(18))),Animtime<-16
Trigger48= P2Name="Kanna"
Trigger48= (P2StateNo=[6000,6001])||(P2StateNo=[6010,6011])||P2StateNo=6100||(P2StateNo=[7000,7006])
Trigger49= P2Name="Mai Kawasumi"
Trigger49= (P2StateNo=6100||P2StateNo=6110||P2StateNo=6120)&&EnemyNear(floor(fvar(18))),AnimElemTime(3)<10||P2StateNo=7300&&EnemyNear(floor(fvar(18))),time<50
Trigger50= P2Name="UNKNOWN"
Trigger50= P2StateNo=100||P2StateNo=1100&&EnemyNear(floor(fvar(18))),time<33
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="cvsken"
Trigger1 = P2StateNo=1100
Trigger1 = EnemyNear(floor(fvar(18))),Time<6
Trigger2 = P2StateNo=1800
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger3 = P2StateNo=3000||P2StateNo=3100||P2StateNo=3300
Trigger3 = EnemyNear(floor(fvar(18))),Time<ifelse(!EnemyNear(floor(fvar(18))),var(5),53,ifelse(EnemyNear(floor(fvar(18))),var(5)=1,59,64))
Trigger4 = P2StateNo=3200
Trigger4 = EnemyNear(floor(fvar(18))),Time<64
Trigger5 = P2StateNo=3400
Trigger5 = EnemyNear(floor(fvar(18))),Time<73
Trigger6 = P2StateNo=3401||P2StateNo=3405
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="johnny"
Trigger1 = P2StateNo=3000
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<2
Trigger2 = P2StateNo=3200
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger3 = P2StateNo=3500
Trigger3 = EnemyNear(floor(fvar(18))),AnimElemTime(11)<0
Trigger4 = P2StateNo=1500
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="SHIN"
Trigger1 = P2StateNo=2400
Trigger2 = P2StateNo=2050
Trigger3 = P2StateNo=2000
Trigger3 = EnemyNear(floor(fvar(18))),Time<97
Trigger4 = P2StateNo=1400
Trigger4 = EnemyNear(floor(fvar(18))),Time<15
Trigger5 = P2StateNo=1100
Trigger5 = EnemyNear(floor(fvar(18))),var(5)<2
Trigger5 = EnemyNear(floor(fvar(18))),Time<(9+(EnemyNear(floor(fvar(18))),var(58)>0)*11)
Trigger6 = EnemyNear(floor(fvar(18))),var(58)>1
Trigger6 = StateNo=290||P2StateNo=1400||P2StateNo=1500||P2StateNo=1100||P2StateNo=2000||Anim!=[1500,1502]
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="BRIDGET"
Trigger1 = (P2StateNo=1200||P2StateNo=1250)
Trigger1 = EnemyNear(floor(fvar(18))),Time<16
Trigger2 = P2StateNo=1590
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(12)<4
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="sol"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger1 = P2StateNo=1200
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(2)<0
Trigger2 = P2StateNo=1300
Trigger3 = P2StateNo=1100
Trigger4 = P2StateNo=1150
Trigger5 = P2StateNo=1110
Trigger6 = P2StateNo=1160
Trigger7 = P2StateNo=2100
Trigger8 = P2StateNo=2110
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger9 = P2StateNo=3000
Trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(27)<1
Trigger10= P2StateNo=3100
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ky=kiske"
Trigger1 = EnemyNear(floor(fvar(18))),Time<9
Trigger1 = (P2StateNo=1300||P2StateNo=1360||P2StateNo=1375)
Trigger2 = EnemyNear(floor(fvar(18))),Time<15
Trigger2 = P2StateNo=1350
Trigger3 = EnemyNear(floor(fvar(18))),Time<11
Trigger3 = (P2StateNo=1370||P2StateNo=1320)
Trigger4 = EnemyNear(floor(fvar(18))),Time<56
Trigger4 = (P2StateNo=3000||P2StateNo=3100||P2StateNo=3300||P2StateNo=3350||P2StateNo=3600)
Trigger5 = EnemyNear(floor(fvar(18))),Time<44
Trigger5 = (P2StateNo=3200||P2StateNo=3800||P2StateNo=3400)
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ash"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger1 = (P2StateNo=[1100,1101])
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger2 = (P2StateNo=[1150,1151])
Trigger3 = EnemyNear(floor(fvar(18))),Time<31
Trigger3 = P2StateNo=2000
Trigger4 = EnemyNear(floor(fvar(18))),Time<37
Trigger4 = P2StateNo=2100
Trigger5 = P2StateNo=3000
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemtime(13)<0
Trigger6 = P2StateNo=3100
Trigger7 = EnemyNear(floor(fvar(18))),Time<31
Trigger7 = P2StateNo=3300
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ryu"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger1 = ((P2StateNo=[1100,1110])||P2StateNo=3040||P2StateNo=3120)
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemtime(7)<0
Trigger2 = (P2StateNo=3000||P2StateNo=3100||P2StateNo=3160)
Trigger3 = EnemyNear(floor(fvar(18))),AnimElemtime(10)<0
Trigger3 = P2StateNo=3140
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemtime(15)<0
Trigger4 = P2StateNo=3180
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger5 = P2StateNo=3020
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Aoko Aozaki"
Trigger1 = EnemyNear(floor(fvar(18))),Time<74
Trigger1 = P2StateNo=1100
Trigger2 = Anim=1120||Anim=1121&&EnemyNear(floor(fvar(18))),Time<146
Trigger2 = P2StateNo=1120
Trigger3 = EnemyNear(floor(fvar(18))),Time<124
Trigger3 = P2StateNo=1200
Trigger4 = EnemyNear(floor(fvar(18))),Time<6
Trigger4 = P2StateNo=1022
Trigger5 = EnemyNear(floor(fvar(18))),Time<8
Trigger5 = P2StateNo=1037||P2StateNo=1042||P2StateNo=1062||P2StateNo=1072||P2StateNo=1082||P2StateNo=1092
Trigger6 = P2StateNo=105
Trigger6 = EnemyNear(floor(fvar(18))),Time>7
Trigger7 = P2StateNo=801||P2StateNo=806||P2StateNo=811
fvar(34) = 1
IgNoreHitPause = 1

[State -3];薳GorS̓gorZ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = P2StateNo=900
Trigger2 = P2Name="testament"
Trigger2 = P2StateNo=1300
Trigger3 = P2Name="dio"
Trigger3 = P2StateNo=1200||P2StateNo=1400||P2StateNo=800
Trigger4 = P2Name="Dragon Claw"
Trigger4 = (P2StateNo=[1300,1301])||(P2StateNo=[1310,1311])||(P2StateNo=[1320,1321])
Trigger5 = P2Name="cvstodo"
Trigger5 = P2StateNo=3100
Trigger6 = P2Name="Remy"
Trigger6 = P2StateNo=3200
Trigger7 = P2Name="joseph"
Trigger7 = P2StateNo=1020
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10004||P2StateNo=10006||P2StateNo=10008
Trigger9 = P2Name="Dhalsim with clones"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger10= P2StateNo=1300
Trigger11= P2Name="Izayoi Sakuya Brando"
Trigger11= P2StateNo=1820
Trigger12= P2Name="Ash"
Trigger12= P2StateNo=700||P2StateNo=710
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger13= P2StateNo=720||P2StateNo=710
Trigger14= P2Name="IGNIZ"
Trigger14= P2StateNo=900||P2StateNo=910
Trigger15= P2Name="goenitz"
Trigger15= P2StateNo=900||P2StateNo=920
Trigger16= P2Name="BRIDGET"
Trigger16= P2StateNo=3200
Trigger16= EnemyNear(floor(fvar(18))),AnimElemTime(5)<1
Trigger17= P2Name="jotaro"
Trigger17= P2StateNo=300
Trigger18= P2Name="SHIN"
Trigger18= EnemyNear,var(51)
Trigger19= P2Name="Tin's Leona"
Trigger19= P2StateNo=500||P2StateNo=510||P2StateNo=3999
Trigger20= P2Name="Ralf Jones"
Trigger20= P2StateNo=810||P2StateNo=815
Trigger21= EnemyNear(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger21= P2Name="Shadow DIO"
Trigger21= P2StateNo=270
Trigger22= EnemyNear(floor(fvar(18))),AutHorName="kikurage"
Trigger22= P2Name="Shadow Dio"
Trigger22= P2StateNo=10000
Trigger23= P2Name="may"
Trigger23= P2StateNo=1400
Trigger24= P2Name="axl"
Trigger24= (P2StateNo=[1200,1205])||P2StateNo=1300
Trigger25= P2Name="Mr.HEART"
Trigger25= P2StateNo=1100
Trigger26= P2Name="Sayuri Kurata"
Trigger26= P2StateNo=1300
Trigger27= P2Name="Maxime"
Trigger27= EnemyNear(floor(fvar(18))),StateNo=213||EnemyNear(floor(fvar(18))),StateNo=209
Trigger28= P2Name="AIHARA NATSUMI"
Trigger28= P2StateNo=380
Trigger29= P2Name="blackpolnareff"
Trigger29= P2StateNo=1300
Trigger30= EnemyNear(floor(fvar(18))),Name="another blood"
Trigger30= EnemyNear(floor(fvar(18))),StateNo=1300||EnemyNear(floor(fvar(18))),StateNo=1310||EnemyNear(floor(fvar(18))),StateNo=1320
Trigger31= P2Name="UNKNOWN"
Trigger31= P2StateNo=[6200,6220]
fvar(38) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="justice"
Trigger1 = P2StateNo=1100
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1400
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3 = P2StateNo=900
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=900||P2StateNo=950
Trigger5 = P2Name="cvsgeese"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="cvsrock"
Trigger6 = P2StateNo=1300
Trigger7 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger7 = P2StateNo=1400
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10001
Trigger9 = P2Name="Abe"
Trigger9 = P2StateNo=1100
Trigger10= P2Name="Oswald"||P2Name="Oniwarud"
Trigger10= P2StateNo=1500
Trigger11= P2Name="cvsingrid"
Trigger11= P2StateNo=1300
Trigger12= P2Name="dio"
Trigger12= P2StateNo=1400
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger13= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger13= P2StateNo=900
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger14= P2StateNo=[900,902]
Trigger15= P2Name="Konoha"
Trigger15= P2StateNo=1700
fvar(38) = -2
IgNoreHitPause = 1

[State -3];薳G蓖gii
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1400
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1450
Trigger3 = P2Name="Date Masamune"
Trigger3 = P2StateNo=1400
fvar(38) = -3
IgNoreHitPause = 1

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1500
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="Cannon Musume"
Trigger2 = P2StateNo=1500
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3 = P2StateNo=920
Trigger4 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4 = P2StateNo=1500
Trigger5 = P2Name="Abe"
Trigger5 = P2StateNo=1110
Trigger6 = P2Name="cvsingrid"
Trigger6 = P2StateNo=1350
Trigger7 = EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger7 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger7 = P2StateNo=910
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger8 = P2StateNo=[910,912]
fvar(38) = -4
IgNoreHitPause = 1

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2StateNo=750||(P2StateNo=5090&&EnemyNear(floor(fvar(18))),vel y<=0)
Trigger2 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = P2StateNo=1600
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=920
Trigger5 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger5 = P2StateNo=[920,922]
Trigger6 = P2Name="Kohaku"
Trigger6 = (P2StateNo=[2200,2260])||(P2StateNo=[1200,1260])
Trigger7 = NumHelper(780+id)>0
Trigger7 = Helper(780+id),var(50)!=0
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="ukege"
Trigger8 = P2StateNo=2013||(P2StateNo=2011&&EnemyNear(floor(fvar(18))),vel y<=0)
fvar(38) = -5
IgNoreHitPause = 1

[State -3];ʘg
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = EnemyNear(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger1 = EnemyNear(floor(fvar(18))),Time<3
Trigger1 = (P2StateNo=[200,640])
fvar(38) = -6
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(23)=0&&fvar(34)=1
Trigger1 = 1
fvar(34) = 0
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(20)=0&&fvar(38)=2||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType!=A
fvar(38) = 1
IgNoreHitPause = 1
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=NumHelper(60000+id)>0
TriggerAll=Helper(60000+id),var(21)=0&&fvar(38)=1||Helper(60000+id),var(22)=0&&fvar(38)=3||Helper(60000+id),var(24)=0&&fvar(38)<0
Trigger1 = P2StateType=A
fvar(38) = 2
IgNoreHitPause = 1
[State -3];ʲ߰ϰx
Type = Varadd
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
Triggerall = NumEnemy
Trigger1 = P2Name="Giant_Mech-HISUI"
Trigger2 = P2Name="CheetahMen"
Trigger3 = P2Name="LEOPALDON_GGI"
Trigger4 = P2Name="Mega_weapon"
Trigger5 = P2Name="G-akiha"
Trigger6 = P2Name="Apocalypse"
Trigger7 = P2Name="Mech Rugal"
Trigger8 = P2Name="Abyss"
fvar(34)=2
IgNoreHitPause = 1
;fv34=1=薳GTime
;fv38=1=i(K[h\Ȃ炱)
;fv38=2=i
;fv38=3=K[hs\()
;fv38=4=˂p


[State -3];Nオ萧mF
Type = ChangeState
value = 5120
TriggerAll=fvar(39)
TriggerAll=StateType!=A
Trigger1 = Alive
Trigger1 = Time>0
Trigger1 = StateNo=5110


[State -3];Gԗp
Type = VarSet
TriggerAll=StateNo=5210
TriggerAll=fvar(26)=0
Trigger1=RoundState=2
fvar(26) = 13
IgNoreHitPause = 1

[State -3,ComboFlagSet];Gԗp
Type = VarAdd
Trigger1 = fvar(26)>0
fvar(26) = -1
IgNoreHitPause = 1


[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(4) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999+1
IgNoreHitPause = 1
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
TriggerAll=TeamSide=2
Trigger1 = !fvar(4)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(4) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999+1
IgNoreHitPause = 1
[State -3];莞ԗp nvar
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
TriggerAll=RoundState=2
Trigger1 = P2StateNo!=[231,233]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(4) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-((enemynear(floor(fvar(18))),authorname="586")&&enemynear(floor(fvar(18))),StateType!=A&&(enemynear(floor(fvar(18))),StateNo!=[120,159]))
IgNoreHitPause = 1


[State -3,1];gc莞ԗp
Type = null;VarSet
;TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(420)
Trigger1 = Target,StateNo=421
Trigger1 = fvar(4):=39+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
Trigger2 = NumTarget(1002)
Trigger2 = Target,StateNo=1006
Trigger2 = fvar(4):=62+Target,StateType=C
Trigger3 = StateNo=1001&&Animtime=-1
Trigger3 = fvar(4):=12+Target,StateType=C
Trigger4 = 0;PrevStateNo=1001&&StateNo=960
Trigger4 = fvar(4):=12+Target,StateType=C
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = varadd
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=RoundState=2
Trigger1 = NumTarget(420)
Trigger1 = Target,StateNo=[422,423]
Trigger1 = Target,PrevStateNo=[422,423]
fvar(4) = -1
IgNoreHitPause = 1



[State -3,1];gc莞ԗp
Type = VarSet
Trigger1 = StateNo=[3000,3099]
Trigger1 = P2Stateno=3011
fvar(4) = 999
IgNoreHitPause = 1

[State -3,1];gc莞ԗp
Type = VarSet
TriggerAll=EnemyNear(floor(fvar(18))),Time=1
TriggerAll=RoundState=2
TriggerAll=P2MoveType=H
TriggerAll=TeamSide=2
Trigger1 = !fvar(4)
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(4) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)-2
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
TriggerAll=!EnemyNear,Time
TriggerAll=RoundState=2
TriggerAll=MoveGuarded=1
Trigger1 = 1
fvar(4) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp
Type = VarAdd
Trigger1 = fvar(4)>0
;Trigger1 = P2MoveType=H
fvar(4) = -1
IgNoreHitPause = 1


[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(4) = 0
IgNoreHitPause = 1

;
;ėpލs
;

;
;fvar(29) R{p
;

[State -2,JEgZbg]
type = varset
Trigger1 = StateNo=1702&&MoveHit;=1&&!var(21)
fvar(29)=4

[State -2,JEgZbg]
type = varset
Trigger1 = StateNo=1130&&MoveHit&&var(58)=2
fvar(29)=5

[State -2,JEgZbg]
type = varset
TriggerAll= StateNo=1110&&MoveHit=1&&var(58)=2
Trigger1 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger1 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>160
Trigger2 = P2BodyDist X>43
Trigger3 = P2BodyDist Y<-165
fvar(29)=6

[State -2,JEgZbg]
type = varset
TriggerAll = (fvar(29)=[1,9])||(fvar(29)=[26,29])
Trigger1 = MoveType=H||P2MoveType=A
Trigger2 = P2MoveType!=H
Trigger3 = fvar(29)=1
Trigger3 = StateNo=615
Trigger4 = fvar(29)=2
Trigger4 = StateType!=A&&fvar(29)=2
Trigger5 = fvar(29)=4
Trigger5 = (StateNo=[200,640])||StateNo=1800&&fvar(17)>35
Trigger6 = fvar(29)=3
Trigger6 = StateType!=A&&StateNo!=241
fvar(29)=0

[State -2,JEgZbg]
type = varset
TriggerAll = fvar(29)=30
Trigger1 = StateNo!=615
fvar(29)=31

[State -2,JEgZbg]
type = varset
TriggerAll = fvar(29)=[30,31]
Trigger1 = (StateNo=[120,159])&&PrevStateNo=615&&fvar(29)!=31
Trigger2 = StateNo!=35&&StateNo!=41&&StateType!=A||StateNo=99
fvar(29)=0

[State -2,JEg];󓊂_
Type = VarSet
Trigger1 = StateNo=35||StateNo=41&&P2MoveType!=H
fvar(29) = 25

[State -2,JEgZbg]
type = varset
TriggerAll = fvar(29)=25
Trigger1 = StateNo!=35&&StateNo!=41&&StateType!=A||P2StateType!=A
fvar(29)=0

[State -2,JEg];gs
Type = VarSet
Trigger1 = StateNo=[5200,5210]
fvar(29) = 40

[State -2,JEg];ΐlpē
Type = VarSet
TriggerAll=var(59)>6&&Random<=150+(ceil(var(50)/12))*50
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,65]
Trigger1 = (StateNo=400)||StateNo=415||(StateNo=[200,220])&&StateNo!=205
Trigger1 = MoveGuarded=1
Trigger2 = StateNo=52&&!time
Trigger2 = fvar(35)<3||(P2StateNo=[120,159])&&fvar(4)<5
fvar(29) = 100


[State -2,JEgZbg]
type = varset
TriggerAll = fvar(29)=100
Trigger1 = (P2StateNo=[35,41])||P2StateType=A
Trigger2 = P2BodyDist X*fvar(8)>85
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])
fvar(29)=0

[State -2,JEg]
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=(StateNo=[200,450])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo=[800,805]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
fvar(29) = 200

[State -2,JEgZbg]
type = varset
TriggerAll = fvar(29)=200
Trigger1 = (StateNo=[105,115])&&AnimTime=0||P2StateType=A&&P2StateNo!=105
Trigger2 = P2BodyDist X*fvar(8)>35&&P2StateNo!=105&&StateNo!=105
Trigger3 = P2MoveType=H&&(P2StateNo!=[120,159])||MoveType=H&&(StateNo!=[120,159])
fvar(29)=0
;
;
;
[State -1,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=Life>200
TriggerAll=var(40)=0
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(anim = 197,20,61)

[State -1,h]
Type = ChangeState
value = 197
TriggerAll=var(59)>=7
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=PrevStateNo!=[195,197]
TriggerAll=Life<201
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40
;
;\
;Time=1 Random StateNo
;
[State -1,ITIGEKI];ꌂKE\΍
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(40)=1
Trigger1 = StateType!=A
Trigger1 = ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195,197]
Trigger5 = Time>ifelse(anim = 197,20,61)

;
;p΍
;

[State -1,Jump];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=var(59)>9&&Random<var(59)*100
TriggerAll=StateType!=A
TriggerAll=fvar(38)=-5
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-300
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,50]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10


[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=fvar(29)=200
TriggerAll=NumHelper(780+id)>0
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2BodyDist X*fvar(8)<25
Trigger2 = EnemyNear(floor(fvar(18))),var(55)=200
Trigger2 = EnemyNear(floor(fvar(18))),StateNo=105
;
;΋
;
[State -1,S_FP];+P
type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>45||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(!teammode=simul)&&(EnemyNear(floor(fvar(18))),NumProj=0)
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-200,-100]
TriggerAll=Random<var(59)*30
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-5-(backedgebodydist<20)*45,63]
Trigger1 = 1

[State -1,hJ[];5k
type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>24||Helper(50000+id),var(11)=-200
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A&&P2StateNo<2000
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(48))>(30+floor(random/100)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*30
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-32,144]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3.5)*7=[-140,-40]
Trigger1 = 1

[State -1,junp];󓊂pjunp
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-80,41,35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[10,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>4||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||StateNo=52||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>=-220
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>4
TriggerAll=P2StateType=A
TriggerAll=(Helper(780+id),var(48))>(35+floor(random/50)-12*(var(59)-8))||var(59)=11
TriggerAll=Random<var(59)*44
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6<=-10
Trigger2 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*6)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7<=-10
Trigger3 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8<=-10
Trigger4 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)=[-35-(backedgebodydist<20)*45,45]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9<=-10

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3,gs];TCNo[Xg
Type = null;ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>4
TriggerAll=NumHelper(780+id)>0
TriggerAll=RoundState=2
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=!var(32)
TriggerAll=!fvar(28)
TriggerAll=Power<PowerMax/6
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=P2MoveType=A
TriggerAll=InGuardDist||(Helper(780+id),var(58))||fvar(38)=3
TriggerAll=P2StateNo>199
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[130,159])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-18||var(59)<7
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]


[State -3];b^M
Type = ChangeState
value = 1700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[0,43]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo<1000
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>50||Helper(50000+id),var(11)=-200
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger1 = var(58)=1
Trigger2 = (StateNo=[200,450])&&StateNo!=240
Trigger2 = (movecontact||movereversed)
;Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||var(58)=1&&EnemyNear(floor(fvar(18))),AnimTime<-5
Trigger3 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
;Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||var(58)=1&&EnemyNear(floor(fvar(18))),AnimTime<-5
Trigger4 = Helper(780+id),sysvar(0)
Trigger4 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
;Trigger4 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||var(58)=1&&EnemyNear(floor(fvar(18))),AnimTime<-5

[State -3];
Type = ChangeState
value = ifelse((helper(50000+id),fvar(30)=[3,4]),805,800)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo!=40
TriggerAll=(ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -1,faf];iׂ
type = ChangeState
value = 2000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=power>499
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])||(StateNo=[120,140])&&(anim=[120,140])
TriggerAll=P2StateType=C
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-21
TriggerAll=P2BodyDist X*fvar(8)-vel x*4-(EnemyNear(floor(fvar(18))),vel x*21)*(1-(Facing=Enemynear,Facing)*2)=[80,190]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*100
Trigger1 = Helper(50000+id),var(20)!=1
Trigger1 = fvar(29):=2000

[State -3,T];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)=[-55,55-12*(var(58)=2)]
TriggerAll=P2BodyDist Y*fvar(9)=[-39,49]
TriggerAll=!fvar(35)
triggerall = !helper(780+id),var(8)
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[141,159]
TriggerAll=P2StateNo!=105
TriggerAll=(ctrl||fvar(28))
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[130,159])

[State -1,5d];D
type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>44||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])||((StateNo=[200,234])&&StateNo!=205&&StateNo!=225||(StateNo=[400,430]))&&(movecontact||movereversed)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52&&P2StateNo<2000
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-26
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2BodyDist X*fvar(8)-vel x*6-(EnemyNear(floor(fvar(18))),vel x*26)*(1-(Facing=Enemynear,Facing)*2)=[-32,63]
TriggerAll=!P2BodyDist Y*fvar(9)&&P2StateType!=A
Trigger1 = (Helper(780+id),var(59)-EnemyNear(floor(fvar(18))),Time)=1
Trigger1 = Helper(780+id),var(59)>3

[State -3];b^M
Type = ChangeState
value = 1500+200*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,43]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>65||Helper(50000+id),var(11)=-200
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,140])
Trigger1 = var(58)=1
Trigger2 = (StateNo=[200,450])&&StateNo!=240
Trigger2 = (movecontact||movereversed)
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||var(58)=1&&EnemyNear(floor(fvar(18))),AnimTime<-5
Trigger3 = Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
Trigger3 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||var(58)=1&&EnemyNear(floor(fvar(18))),AnimTime<-5
Trigger4 = Helper(780+id),sysvar(0)
Trigger4 = (StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger4 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>5||var(58)=1&&EnemyNear(floor(fvar(18))),AnimTime<-5

[State -3,am];▽`
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo=[200,999])||(P2StateNo>999&&!((PrevStateNo=[200,450])&&(StateNo=[120,159])))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)+enemy,Animtime>0||Helper(50000+id),var(11)=-200
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&(movecontact||movereversed)&&StateNo!=240||(StateNo=[120,140])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-14||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-5,135]
TriggerAll=!P2BodyDist Y&&P2StateType!=A
Trigger1=!NumHelper(1301)&&!NumHelper(1302)&&!NumHelper(1304)
Trigger2=NumHelper(1301)
Trigger2=Helper(1301),P2Dist X!=[0,155]
Trigger3=NumHelper(1302)
Trigger3=Helper(1302),StateNo!=1320||Helper(1302),P2Dist X!=[0,45]
Trigger4=NumHelper(1304)
Trigger4=(Helper(1304),StateNo!=[1340,1341])

[State -3,am];▽`
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=A
TriggerAll=(P2StateNo=[200,999])||(P2StateNo>999&&!((PrevStateNo=[200,450])&&(StateNo=[120,159])))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)+enemy,Animtime>0||Helper(50000+id),var(11)=-200
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-14||var(59)<7
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=!(EnemyNear(floor(fvar(18))),MoveContAct)
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-5,135]
TriggerAll=!P2BodyDist Y&&P2StateType!=A
Trigger1=!NumHelper(1301)&&!NumHelper(1302)&&!NumHelper(1304)
Trigger2=NumHelper(1301)
Trigger2=Helper(1301),P2Dist X!=[0,155]
Trigger3=NumHelper(1302)
Trigger3=Helper(1302),StateNo!=1320||Helper(1302),P2Dist X!=[0,45]
Trigger4=NumHelper(1304)
Trigger4=(Helper(1304),StateNo!=[1340,1341])

[State -3,am];▽`
Type = ChangeState
value = 3600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[140,155])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-17||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-65,85]
TriggerAll=!P2BodyDist Y
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[200,451])&&(movecontact||movereversed)&&StateNo!=240
Trigger2=Helper(780+id),sysvar(0)
Trigger2=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
Trigger2=!(EnemyNear(floor(fvar(18))),MoveContAct)

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(StateNo=[120,132])
TriggerAll=P2MoveType=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>16||Helper(50000+id),var(11)=-200
TriggerAll=P2StateNo=[200,999]
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[130,159])||(PrevStateNo=[5000,5270])
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-16
TriggerAll=P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*12=[0,110]
Trigger1 = Random<var(59)*15||var(59)>9
Trigger1 = BackEdgeBodyDist>60
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=3
Trigger2 = Random<var(59)*20;||var(59)>9
Trigger2 = ((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)=1&&(Helper(780+id),var(59))!=1

[State -3,Jump2];Wv
Type  = ChangeState
Value = 39
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2BodyDist X*fvar(8)>-5
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>5||Helper(50000+id),var(11)=-200
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])
TriggerAll=Random<var(59)*60||var(59)>9
;TriggerAll=P2MoveType=A
TriggerAll=fvar(38)=3
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = PrevStateNo=[120,158]

;
;˂
;
[State -1,S_NS];S
type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-10,42]
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>25||Helper(50000+id),var(11)=-200
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*8=[-65,0]
TriggerAll=Random<=var(59)*120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-8
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=8||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>8||(Helper(780+id),var(49))>0

[State -1,C_S];2S
type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>26||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=Random<=var(59)*120
Trigger1 = P2BodyDist X*fvar(8)=[0,70+vel x*4+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||(Helper(780+id),var(49))>0
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-9

[State -1,C_S];2HS
type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>41||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>14||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-14
TriggerAll=P2BodyDist X*fvar(8)=[65,178+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,C_S];S
type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=S
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>51||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,105])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=8||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>8||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8-3*(P2BodyDist X*fvar(8)>75)
TriggerAll=P2BodyDist X*fvar(8)=[43,178+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,S_P];2P
type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>26||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[-5,110+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,S_P];5P
type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>22||Helper(50000+id),var(11)=-200
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||(StateNo=[120,140])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=6||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>6||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-6
TriggerAll=P2BodyDist X*fvar(8)=[-5,81+vel x*2+(EnemyNear(floor(fvar(18))),vel x*3)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<=var(59)*120

[State -1,S_P];5P
type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>22||Helper(50000+id),var(11)=-200
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Helper(780+id),sysvar(0)
TriggerAll=(StateNo=151||StateNo=153||StateNo=155)||(((var(20)=[1,7])&&Time>=15)||HitShakeOver)&&(stateno=150||stateno=152||stateno=154)||stateno=156&&Time>=13
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>6||(Helper(780+id),var(49))>0
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=Pos Y>-65
TriggerAll=P2BodyDist X*fvar(8)=[-5,55+vel x*2+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*7=[-45,50]
Trigger1 = Random<=var(59)*120

;
;󒆌˂
;
[State -1,A_HS];AHS
type = null;ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType=A
TriggerAll=fvar(29)!=25
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>29||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 || stateno = 115)&& time >= 10
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=9||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>9||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,220+vel x*(10-(StateNo=115)*7)+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-15,50]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)<0

[State -1,A_K];AK
type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(29)!=25
TriggerAll=fvar(29)!=2
TriggerAll=StateType=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>42&&!var(11)||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[11,22])&&(P2StateNo!=[100,101])&&P2StateNo!=52
TriggerAll=Ctrl||(stateno = 110 || stateno = 115)&& time >= 10||(StateNo=[120,132])
;TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||fvar(26)>=7||((Helper(780+id),var(59))-EnemyNear(floor(fvar(18))),Time)>7||P2StateType!=A
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-7
TriggerAll=P2BodyDist X*fvar(8)=[0-(P2StateType!=A)*20,92+vel x*(6-(StateNo=115)*3)+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-((vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*28))+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-20,130]
Trigger1 = Random<=var(59)*120
Trigger1 = Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*28)<0
;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;
[State -1,ukemi];󒆎g
Type = ChangeState
value = 5200
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>0||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=Pos Y>=-20

[State -1,ukemi];󒆎g
Type = ChangeState
value = 5210
TriggerAll=Roundstate=2
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=Stateno=5050
TriggerAll=vel y>-1||1
TriggerAll=Alive
TriggerAll=CanRecover
Trigger1=(P2BodyDist X*fvar(8)=[-165,165])&&(Pos y<=-20)
Trigger1=P2BodyDist Y*fvar(9)=[-160,160]
Trigger1=P2MoveType=A;&&EnemyNear(floor(fvar(18))),AnimTime<=-12
Trigger2=P2MoveType=H
Trigger3=P2MoveType=I
Trigger3=EnemyNear(floor(fvar(18))),vel x<4
Trigger3=P2BodyDist x>=200
Trigger4=Pos Y>=-30
Trigger5=NumHelper(50000+id)>0
Trigger5=Helper(50000+id),var(11)=[1,5]

[State -1,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<=var(59)*100
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||(Stateno=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>17||Helper(50000+id),var(11)=-200
TriggerAll=P2Stateno=[5200,5210]
TriggerAll=EnemyNear(floor(fvar(18))),Time<5
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = EnemyNear(floor(fvar(18))),Pos Y>-30

[State -1,DAA]
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateNo=[150,153]
TriggerAll=P2StateNo>199
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
triggerall=var(40)=0
triggerall=HitShakeOver
TriggerAll=Helper(50000+id),var(11)>39||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!EnemyNear(floor(fvar(18))),ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-9||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)=[-5,36+(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=(Power>=2000&&!(teammode=simul))||PalNo=11
Trigger1 = Random<var(59)*3

[State -3,S];K[h
Type = ChangeState
value = 140
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[9,11]
TriggerAll=StateType!=A
triggerAll=!var(25)
TriggerAll=fvar(38)=3||(fvar(38)=[-4,-1])
TriggerAll=Random<=var(59)*100
Trigger1 = StateNo=[130,132]

[State -3,FDLZp]
Type = varset
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=!((EnemyNear(floor(fvar(18))),StateNo=[1500,1599])&&EnemyNear(floor(fvar(18))),Movetype=H)
Trigger1 = StateNo=101||(StateNo=[195,197])
Trigger2 = (StateNo=[200,205])&&(PrevStateNo=[800,805])&&StateNo!=810
Trigger3 = StateNo=600&&PrevStateNo=850&&StateNo!=860
Trigger4 = fvar(28)
Trigger5 = (StateNo=150||StateNo=152||StateNo=154)&&!time
Trigger5 = GetHitVar(Damage)>0&&var(26)>life
Trigger5 = var(20)!=[1,7]
Trigger5 = Power>1000||life<300
Trigger6 = (StateNo=[200,640])&&(PrevStateNo!=[200,640])&&var(59)=11
Trigger6 = (EnemyNear(floor(fvar(18))),StateNo=[1000,4999])
Trigger6 = (EnemyNear(floor(fvar(18))),StateType!=L)&&(EnemyNear(floor(fvar(18))),MoveType!=H)
Trigger6 = EnemyNear(floor(fvar(18))),time<=time
Trigger7 = fvar(29)=30
var(25) = 1

[State -3,Guard];K[h
Type = ChangeState
Value = 120
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
TriggerAll=!(enemynear,hitdefattr=,AT,ST,HT)
TriggerAll=fvar(38)>0||fvar(38)=-6||fvar(38)=-5
TriggerAll=fvar(38)!=3
TriggerAll=Random<=var(59)*100
TriggerAll=ctrl||(StateNo=[11,22])||stateno=52||(stateno=[950,961])
Trigger1 = InGuardDist
Trigger2 = NumHelper(780+id)>0
Trigger2 = (Helper(780+id),var(58))
Trigger3 = Enemy,NumHelper>Helper(780+id),var(51);||Enemy,NumProj>0
Trigger3 = InGuardDist

[State -1,FD];tHgXfBtFX
Type = ChangeState
value = 130+(StateType=C)+(StateType=A)*2
TriggerAll=!IsHelper
TriggerAll=var(59)>0
triggerall=!var(40)
TriggerAll=RoundState=2
TriggerAll=Power>0
TriggerAll=var(25)
TriggerAll=(StateNo!=[120,155])
TriggerAll=fvar(38)!=3
TriggerAll=fvar(38)>0||fvar(38)=-6
TriggerAll=!fvar(26)
TriggerAll=InGuardDist||(Helper(780+id),var(58))||(StateNo=[195,197])||StateNo=615
TriggerAll=StateNo!=[110,115]
Trigger1 = (ctrl||fvar(28))||StateNo=0||(StateNo=[11,22])
Trigger2 = StateNo=[100,101]
Trigger3 = StateNo=12||StateNo=52
Trigger4 = StateNo=615&&fvar(29)=30
Trigger5 = NumHelper(50000+id)>0
Trigger5 = Helper(50000+id),var(12)
[State -1,FD];LZpFD
Type = ChangeState
value = 120
TriggerAll=!IsHelper
TriggerAll=(StateNo!=[120,155])
TriggerAll=(var(59)>6&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=var(25)
TriggerAll=Power>0
Trigger1 = StateNo=196
Trigger1 = time = 21
Trigger2 = StateNo=195
Trigger2 = time = 61
Trigger3 = StateNo=100
Trigger3 = InGuardDist||(Helper(780+id),var(58))
Trigger4 = StateNo=101
Trigger5 = fvar(28)&&StateNo!=750&&StateNo!=5090


;
;}L
;
[State -1]
type = ChangeState
triggerall = (var(59)>5&&Random<var(59)*40)||fvar(39)||var(59)>9
triggerall = var(40) = 0
triggerall = !ishelper
triggerall = Power >= 500||PalNo=11
triggerall = movetype != H
trigger1 = numhelper(1299) >= 1
trigger1 = stateno = 1201 || stateno = 1211
value = 960
ignorehitpause = 1

[State -1,RC];}LZ
type = ChangeState
value = 950
TriggerAll=(var(59)>5&&Random<var(59)*150)||fvar(39)
TriggerAll=!ishelper
TriggerAll=Power>999||PalNo=11
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveHit
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger1 = StateNo=810
trigger1 = time>10
trigger1 = var(58)!=2||P2Life<135||power>1999||(PalNo=[11,12])
trigger1 = !InGuardDist&&!(Helper(780+id),var(58))||(PalNo=[11,12])
Trigger1 = var(58)!=2||P2Life<135||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<100||(PalNo=[11,12])


[State -1,?];?
Type = ChangeState
value = 3500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall=!var(40)
triggerall=Power>1999
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 197,20,61)&&StateNo=[195,196])
TriggerAll=P2MoveType=H||P2StateType=L
TriggerAll=P2StateType=A||P2StateType=L||(EnemyNear,StateNo=[120,159])
TriggerAll=(EnemyNear,StateNo!=[120,159])||(EnemyNear,StateNo=[120,159])&&fvar(4)>=19
Trigger1 = PrevStateno=810
;
;nNU 
;
[State -2,JEg];Let'sNU
Type = null
TriggerAll=(P2StateNo=[5120,5121])||(P2StateNo=[5100,5101])
TriggerAll=(fvar(29)!=[15,20])&&(fvar(29)!=[30,31])
TriggerAll=NumHelper(780+id)>0
;TriggerAll=(Helper(780+id),var(45))
Trigger1 = RanDom<=400
Trigger1 = fvar(29):=15;i
Trigger2 = RanDom<=700
Trigger2 = fvar(29):=16;i
Trigger3 = RanDom<=900
Trigger3 = fvar(29):=17;
Trigger4 = fvar(29):=18;lq

[State -2,JEg];Let'sNUߏI
Type = varset
Trigger1=(fvar(29)=[15,20])
Trigger1=!(P2StateNo=[5100,5121])
fvar(29)=0

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
;TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = StateNo=22
Trigger1 = P2BodyDist X*fvar(8)>=55
Trigger2 = P2BodyDist X*fvar(8)=[45,69]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=!(fvar(29)=18&&(P2StateNo=[5120,5121])&&EnemyNear,AnimTime>-14)
;TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=P2BodyDist X*fvar(8)<45-16*(StateNo=21)
Trigger1 = BackEdgeBodyDist>20
Trigger2 = StateNo=21

[State -3,dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
;TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])
TriggerAll=StateNo!=[100,101]
TriggerAll=fvar(29)!=75
Trigger1 = P2BodyDist X*fvar(8)>78
;Trigger2 = P2BodyDist X*fvar(8)>44

[State -3,step];oNXe
Type = null;ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])
Trigger1 = P2BodyDist X*fvar(8)<26
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))>20

[State -1,Jump6];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>16||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-15,75]
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=fvar(29)=15
TriggerAll=EnemyNear,AnimTime>-10
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])

[State -1,2k];2K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>23||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-15,75]
TriggerAll=P2StateNo=[5120,5121]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = fvar(29)=16
Trigger1 = EnemyNear,AnimTime>-15
Trigger2 = fvar(29)=17
Trigger2 = EnemyNear,AnimTime>-19



[State -1,step];[Eo
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType=L
;TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=ctrl||(StateNo=[10,22])||(StateNo=[100,101])
Trigger1 = P2BodyDist X*fvar(8)<26
Trigger1 = NumHelper(50000+id)&&NumHelper(60000+id)
Trigger1 = ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<20

;
;󒆋NU
;

;
;nډ 
;

[State -1,S_S];S
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(fvar(29)!=3)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=fvar(4)>=14&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])||StateNo=1102&&AnimTime=0
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(P2StateNo!=[1181,1189])||P2StateNo=1182&&EnemyNear(floor(fvar(18))),Time=24
TriggerAll=P2BodyDist X*fvar(8)=[43-63*(P2StateNo=1182),265+vel x*3+(fvar(17)>35)*(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2StateNo=1182

[State -1,Jump6];iWv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*5)||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>64||Helper(50000+id),var(11)=-200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-15,75]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=var(56)<1
TriggerAll=fvar(4)>=8&&(P2StateNo=[120,159])
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])

[State -1,S_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>27||Helper(50000+id),var(11)=-200
TriggerAll=fvar(4)=7||fvar(4)>=7&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[1181,1189])
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,52+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)


[State -1,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>23||Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-5,64]
TriggerAll=fvar(4)=7&&P2BodyDist X*fvar(8)-vel x*3>54
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse((var(59)>7||fvar(39)),7,var(59))*50||fvar(29)=102

[State -1,Jump6];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=var(58)=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,90-15*(fvar(17)<20)]
TriggerAll=var(56)<1
TriggerAll=fvar(4)>=15
TriggerAll=StateNo=950&&PrevStateno=810||ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[120,132])
Trigger1 = StateNo=950&&PrevStateno=810
Trigger1 = fvar(17)<45

[State -1,S_NS];6HS
Type = ChangeState
value = 235
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[120,132])||(StateNo=100)
TriggerAll=P2StateType!=L
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=(fvar(29)!=3)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>75||Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType=H&&(P2StateNo!=3012||P2StateNo=3012&&Animtime>-25)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(4)>=25
Trigger1 = !(StateNo=950&&PrevStateno=810)
Trigger1 = P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*28)*(1-(Facing=Enemynear,Facing)*2)=[-20,188]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*14)*28=[-90,0]
Trigger1 = P2StateType=C&&var(58)=2||P2BodyDist X*fvar(8)<110&&(fvar(17)<55||var(58)!=2)

[State -1,S_NS];6HS
Type = ChangeState
value = 235
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[120,132])||(StateNo=100)
TriggerAll=P2StateType!=L
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=(fvar(29)!=3)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>75||Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType=H&&(P2StateNo!=3012||P2StateNo=3012&&Animtime>-25)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),sysvar(0)=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(4)>=25
Trigger1 = !(StateNo=950&&PrevStateno=810)&&prevStateNo!=950
Trigger1 = P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)=[-20,55]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12.5)*25=[-95-75*(fvar(4)=25),-40]

[State -1,S_NS];6HS
Type = ChangeState
value = 1000
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=StateNo=950&&PrevStateno=810||ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=(fvar(29)!=3)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>75||Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType=H&&(P2StateNo!=3012||P2StateNo=3012&&Animtime>-25)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(4)=21
Trigger1 = !(StateNo=950&&PrevStateno=810)
Trigger1 = P2StateType!=A
Trigger1 = P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*20)*(1-(Facing=Enemynear,Facing)*2)=[112,398]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>3||Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType=H||P2StateNo=3012
Trigger1 = fvar(4)>=0
Trigger1 = P2BodyDist X*fvar(8)>0+(((EnemyNear(floor(fvar(18))),vel x=0)||(fvar(17)<10))+(fvar(17)<10))*10*(P2Statetype=A)
Trigger1 = fvar(29)!=1&&fvar(29)!=4
Trigger1 = !((P2StateNo=[1208,1209])&&ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<130)
Trigger2 = P2StateNo=3012
Trigger3 = (fvar(29)=[100,104])
Trigger4 = fvar(4)>=9
Trigger4 = P2BodyDist X*fvar(8)>5+15*(EnemyNear(floor(fvar(18))),vel X*(1-(Facing=Enemynear,Facing)*2)<1&&var(58)=1)
Trigger4 = fvar(29)!=1&&fvar(29)!=4
Trigger4 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-90+45*(fvar(17)<20&&fvar(4)>8&&var(58)=1),0]

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=ctrl||(StateNo=[11,22])||StateNo=52||(StateNo=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>3||Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType=H||P2StateNo=3012
TriggerAll=P2BodyDist X*fvar(8)>5+15*(EnemyNear(floor(fvar(18))),vel X*(1-(Facing=Enemynear,Facing)*2)<1&&var(58)=1)
Trigger1 = fvar(4)>=9
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-90+45*(fvar(17)<20&&fvar(4)>9&&var(58)=1),0]
Trigger2 = fvar(4)>=7
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-70+45*(fvar(17)<20&&fvar(4)>7&&var(58)=1),0]
Trigger3 = fvar(4)>=9
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*8=[-120+65*(fvar(17)<20&&fvar(4)>9&&var(58)=1),-45]

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>25||Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(P2StateNo!=[1181,1189])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=fvar(4)>=8
TriggerAll=P2BodyDist X*fvar(8)=[-20-25*(P2StateNo=1006||P2BodyDist Y<-45)-19*(ifelse(facing=1,(helper(60000+id),rootdist X),(helper(50000+id),rootdist X))<30),42]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-90+45*(fvar(17)<20&&fvar(4)>8&&var(58)=1),0]
TriggerAll=P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35||P2StateType!=A||P2BodyDist Y<-45)*20-25*(P2StateNo=1006),80]
Trigger1 = 1

[State -1,S_NS];S^bOp
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=fvar(29)!=10
TriggerAll=numpartner>=1&&teammode=simul
TriggerAll=Partner,Alive
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>25||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-25,42]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-90,0]

[State -1,C_D];D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=var(32)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||(StateNo=52&&!Time)||(Time>ifelse(Anim=196,20,63)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>45||Helper(50000+id),var(11)=-200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[44,76]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
Trigger1 = Random<ifelse(var(59)>7||fvar(39),7,var(59))*1

[State -1,S_P];5K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=(fvar(29)=3)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=(fvar(4)=[7,8])||fvar(4)>=7&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>25||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[-20,112+vel x*2+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*7=[-120+65*(fvar(17)<20&&fvar(4)>8&&var(58)=1&&!(P2StateNo=264)),-45]
Trigger1 = 1

[State -1,S_P];5P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(4)=6||fvar(4)>=6&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>23||Helper(50000+id),var(11)=-200
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[1181,1189])
TriggerAll=P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,41+35+15*(fvar(4)<7)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*6=[-70+45*(fvar(17)<20&&fvar(4)>6&&var(58)=1),0]

[State -1,S_P];5K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=(fvar(29)!=3)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=(fvar(4)=[7,8])||fvar(4)>=7&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>25||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[1181,1189])
TriggerAll=P2BodyDist X*fvar(8)=[-20,112+vel x*2+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*7=[-120+40*(fvar(17)<20&&var(58)=1)+25*(fvar(4)>8),-45]
Trigger1 = 1


[State -1,S_S];S
Type = null;ChangeState
value = 224
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=(fvar(29)!=3)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=(fvar(4)=10)&&(P2StateNo!=[120,159])||fvar(4)>=10&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A||P2StateType=S
TriggerAll=P2MoveType=H
TriggerAll=fvar(29)!=2||fvar(4)<11
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[43,145+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-60,0]
Trigger1 = 1


[State -1,S_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=1
TriggerAll=StateType!=A
TriggerAll=(fvar(29)!=3)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=(fvar(4)=8)&&(P2StateNo!=[120,159])||fvar(4)>=9&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=fvar(29)!=2||fvar(4)<11
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=(P2StateNo!=[1181,1189])||P2StateNo=1182&&EnemyNear(floor(fvar(18))),Time<30
TriggerAll=P2BodyDist X*fvar(8)=[43-63*(P2StateNo=1182),67+vel x*3+(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-40+15*(fvar(4)>9),-5]
Trigger2 = P2StateNo=1182

[State -1,S_S];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=var(58)!=1
TriggerAll=StateType!=A
TriggerAll=(fvar(29)!=3)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=(fvar(4)=8)&&(P2StateNo!=[120,159])||fvar(4)>=8&&(P2StateType=A||teammode=simul)
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S;P2StateType=A||
TriggerAll=P2MoveType=H
TriggerAll=fvar(29)!=2||fvar(4)<11
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)=[43,145+vel x*3+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4)*8=[-60*25*(fvar(4)>8),-25]
Trigger1 = !(EnemyNear(floor(fvar(18))),vel x>0&&P2StateType=A)&&(EnemyNear(floor(fvar(18))),vel y>0)

[State -1,S_S];6P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=(fvar(29)!=3)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=fvar(4)=[7,11]
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo!=950
TriggerAll=StateNo!=960
TriggerAll=PrevStateNo!=950
TriggerAll=P2BodyDist X*fvar(8)-vel x*4.5-(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[15,52]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-200,-120]
Trigger1 = 1


[State -1,junp];ډpjunp
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(17)>25&&fvar(29)=4
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(4)>=11
TriggerAll=Enemy,GetHitVar(hitshaketime)>1
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,67+vel x*8-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(4)>11
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-145,0]


[State -1,junp];ډpjunp
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(4)>=8
TriggerAll=Enemy,GetHitVar(hitshaketime)>1
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,67+vel x*8-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(4)>11
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-95,0]

[State -1,junp];ډpjunp
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(4)>=8
TriggerAll=Enemy,GetHitVar(hitshaketime)>1
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,67+vel x*8-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(4)=[11,15]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-140,0]
Trigger2 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,57+vel x*14-(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger2 = fvar(4)=14
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-180,0]
Trigger3 = P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,57+vel x*14-(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)]
Trigger3 = fvar(4)>14
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-280,-140]

[State -1,junp];ډpjunp
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(4)>=20&&var(58)=1&&fvar(17)<25+70*(fvar(29)=4)&&(facing=1&&(helper(50000+id),fvar(30)=1)||facing=-1&&(helper(50000+id),fvar(30)=2))
TriggerAll=!(Enemy,GetHitVar(hitshaketime))
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22]);||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)>35
Trigger1 = 0;fvar(4)>=19
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9.5)*19=[-70,-30]
Trigger2 = fvar(4)>=20
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)*20=[-70,-30]
Trigger3 = fvar(4)>=21
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10.5)*21=[-80,-30]
Trigger4 = fvar(4)>=22
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11)*22=[-90,-30]
Trigger5 = fvar(4)>=23
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11.5)*23=[-100,-30]
Trigger6 = fvar(4)>=24
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12)*24=[-110,-30]
Trigger7 = fvar(4)>=25
Trigger7 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12.5)*25=[-120,-30]
Trigger8 = fvar(4)>=26
Trigger8 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*13)*26=[-130,-30]


[State -1,junp];ډpjunp
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*140||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(4)>=19&&var(58)=1&&fvar(17)<25+70*(fvar(29)=4)&&(facing=1&&(helper(50000+id),fvar(30)=1)||facing=-1&&(helper(50000+id),fvar(30)=2))
TriggerAll=!(Enemy,GetHitVar(hitshaketime))
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H&&(P2StateNo!=[120,159])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)=[-25-(backedgebodydist<20)*45,67+vel x*8-(EnemyNear(floor(fvar(18))),vel x*8)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = fvar(4)>=19
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9.5)*19=[-70,-30]
Trigger2 = fvar(4)>=20
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)*20=[-80,-30]
Trigger3 = fvar(4)>=21
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10.5)*21=[-90,-30]
Trigger4 = fvar(4)>=22
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11)*22=[-100,-30]
Trigger5 = fvar(4)>=23
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*11.5)*23=[-110,-30]
Trigger6 = fvar(4)>=24
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12)*24=[-120,-30]
Trigger7 = fvar(4)>=25
Trigger7 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*12.5)*25=[-130,-30]
Trigger8 = fvar(4)>=26
Trigger8 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*13)*26=[-140,-30]


[State -1,walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(29)=4
TriggerAll=ctrl||(StateNo=[10,20])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(4)>=4
Trigger1 = P2BodyDist X*fvar(8)>15


[State -1,Dash];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType=A
TriggerAll=StateNo!=22
TriggerAll=ctrl||(StateNo=[10,21])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = fvar(4)>=0
Trigger1 = P2BodyDist X*fvar(8)<12
Trigger1 = !(P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,41+35+15*(fvar(4)<7)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])
Trigger1 = !(P2BodyDist X*fvar(8)=[-20,112+vel x*2+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])
Trigger1 = !(P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35)*20,80])

[State -1,stop];I
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
Trigger1 = StateNo=22
Trigger1 = (P2BodyDist X*fvar(8)=[-10-(EnemyNear(floor(fvar(18))),StateType!=A&&Facing=EnemyNear(floor(fvar(18))),Facing)*20,41+35+15*(fvar(4)<7)+vel x*5+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])
Trigger2 = StateNo=22
Trigger2 = (P2BodyDist X*fvar(8)=[-20,112+vel x*2+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)])
Trigger3 = StateNo=22
Trigger3 = (P2BodyDist X*fvar(8)-vel x*2-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-10-(fvar(17)<35)*20,80])
Trigger4 = StateNo=21
Trigger4 = P2BodyDist X*fvar(8)<15

[State -1,jump];Wv
Type = ChangeState
value = 39+2*(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5.5)*11<-135)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=P2StateType!=L
TriggerAll=fvar(29)!=100
TriggerAll=NumHelper(780+id)>0
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[1810,1899])
TriggerAll=P2StateType=A&&(P2StateNo!=[120,159])
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=!(P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*fvar(4)/2)*fvar(4)>-125)
TriggerAll=fvar(4)>=11
TriggerAll=(EnemyNear,GetHitVar(hitshaketime))<=0&&EnemyNear(floor(fvar(18))),vel y!=0
Trigger1 = fvar(4)>=8
Trigger1 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),46+vel X*fvar(4)+(EnemyNear(floor(fvar(18))),vel x*8)*(fvar(30)>20)]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4)*8=[-150,-75]
Trigger2 = fvar(4)>=9
Trigger2 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),46+vel X*fvar(4)+(EnemyNear(floor(fvar(18))),vel x*9)*(fvar(30)>20)]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4.5)*9=[-170,-75]
Trigger3 = fvar(4)>=10
Trigger3 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),46+vel X*fvar(4)+(EnemyNear(floor(fvar(18))),vel x*10)*(fvar(30)>20)]
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5)*10=[-190,-95]
Trigger4 = fvar(4)>=11
Trigger4 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),88+vel X*fvar(4)+(EnemyNear(floor(fvar(18))),vel x*11)*(fvar(30)>20)]
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*5.5)*11=[-160,-105]
Trigger5 = fvar(4)>=12
Trigger5 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),88+vel X*fvar(4)+(EnemyNear(floor(fvar(18))),vel x*12)*(fvar(30)>20)]
Trigger5 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6)*12=[-180,-125]
Trigger6 = fvar(4)>=13
Trigger6 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),88+vel X*fvar(4)+(EnemyNear(floor(fvar(18))),vel x*13)*(fvar(30)>20)]
Trigger6 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*6.5)*13=[-200,-135]
Trigger7 = fvar(4)>=14
Trigger7 = P2BodyDist X*fvar(8)=[0-25*(fvar(30)<45),88+vel X*fvar(4)+(EnemyNear(floor(fvar(18))),vel x*14)*(fvar(30)>20)]
Trigger7 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*7)*14=[-210,-145]

;
;nq 
;
;hp
[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = (movecontact||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||(stateno = [410, 415])&&!(var(58)=2&&StateNo=[411,415])||stateno = 420||stateno = 450
var(17) = 1
ignorehitPause = 1

[State -1,var(17)Jumpflg];WveXg
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(17) = 1
Trigger1 = StateNo=[100,101]
var(17) = 0
ignorehitPause = 1

[State -1,OHK];ēۂ
Type = ChangeState
value = 1500+200*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>9&&Random<var(59)*10||fvar(39)||var(59)=11
TriggerAll=!var(3)
TriggerAll=!fvar(35)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>65||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(27)<=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,42-(MoveGuarded>0&&fvar(17)<20)*20]
TriggerAll=P2StateType!=A
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
Trigger1 = movehit||movereversed||fvar(28)
Trigger1 = (StateNo=[200,450])&&StateNo!=240
Trigger1 = (P2StateNo!=[5000,5120])&&(P2StateNo!=[150,159])&&(P2StateNo!=[231,239])
Trigger2 = moveGuarded||movereversed||fvar(28)
Trigger2 = (StateNo=[200,450])&&StateNo!=240
Trigger2 = (P2StateNo!=[150,159])

[State -1,Jump3];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||movereversed
Trigger1 = (movecontact||movereversed||fvar(28))
Trigger1 = StateNo=200||StateNo=210||StateNo=220||(stateno = [410, 415])&&!(var(58)=2&&StateNo=[411,415])||stateno = 420||stateno = 450
Trigger1 = ((moveGuarded=[1,4]))&&(P2StateNo!=[0,199])||movereversed||((moveHit=[1,4]))&&(P2StateNo!=[5000,5120])&&(P2StateNo!=[0,199])
trigger2 = numhelper(780+id)
trigger2 = helper(780+id),sysvar(0)
trigger2 = (stateno = [200,236])||(stateno = [400,450])
trigger2 = (movecontact||movereversed||fvar(28))
;hpI
;
;R{

[State -1,Jump6];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>5||Helper(50000+id),var(11)=-200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100+60*(MoveGuarded>0)]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=var(56)<1
TriggerAll=MoveGuarded
Trigger1 = StateNo=220||StateNo=200||StateNo=450||StateNo=415||StateNo=420
Trigger1 = Random<=var(59)*35
Trigger2 = (StateNo=[410,414])&&!(var(58)=2&&StateNo=[411,415])
Trigger2 = Random<=var(59)*15

[State -1,2k];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>5&&Random<=var(59)*25)||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>31||Helper(50000+id),var(11)=-200
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=(Helper(780+id),var(45))
TriggerAll=P2BodyDist X*fvar(8)=[-5,80]
Trigger1 = MoveGuarded
Trigger1 = StateNo=220||StateNo=200||StateNo=415


[State -1,Jump6];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-135+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=var(58)=1&&(fvar(17)<25||fvar(25)=1.00&&fvar(17)<180)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=var(56)<1
TriggerAll=fvar(4)>=11
TriggerAll=P2StateType=A
Trigger1 = MoveHit
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=420||(StateNo=[410,415])&&!(var(58)=2&&StateNo=[411,415])
Trigger2 = Random<=var(59)*30
Trigger2 = MoveGuarded
Trigger2 = StateNo=450


[State -1,Jump6];b^
Type = ChangeState
value = 1900
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=var(58)=1
TriggerAll=var(50)<120
TriggerAll=fvar(4)>5
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>66||Helper(50000+id),var(11)=-200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,40]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=var(56)<1
TriggerAll=MoveGuarded
Trigger1 = (StateNo=[200,450])&&StateNo!=240

[State -1,S_NS];Sn
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>25||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=A
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210
Trigger1 = P2BodyDist X*fvar(8)=[-25,42]


[State -1,S_NS];S󒆃qbg
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>25||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)>-65
TriggerAll=P2StateType=A
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210
Trigger1 = P2BodyDist X*fvar(8)=[-25,42]


[State -1,S_CD];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>27||Helper(50000+id),var(11)=-200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5,50-12*(fvar(17)<10)]
Trigger1 = MoveGuarded
Trigger1 = StateNo=200||StateNo=210&&var(58)!=2||StateNo=220||StateNo=400
Trigger1 = P2BodyDist Y*fvar(9)=[-130,0]
Trigger2 = MoveHit
Trigger2 = StateNo=200||StateNo=210&&var(58)!=2||StateNo=220||StateNo=400
Trigger2 = P2BodyDist Y*fvar(9)=[-60+(P2BodyDist X*fvar(8)>40)*25-(Enemy,GetHitvar(hitShaketime)>5)*25,0]
Trigger2 = fvar(4)>=9


[State -1,S_CD];2S
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<=var(59)*100||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>27||Helper(50000+id),var(11)=-200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2BodyDist X*fvar(8)=[-5,115]
Trigger1 = MoveHit
Trigger1 = StateNo=420&&var(58)=2
Trigger1 = P2BodyDist Y*fvar(9)=[-75,0]
Trigger1 = fvar(4)>=7
[State -1,Jump6];Wv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,80-15*(fvar(17)<20)]
TriggerAll=var(56)<1
TriggerAll=fvar(4)>=15
TriggerAll=StateNo=450
TriggerAll=MoveHit
Trigger1 = 1


[State -1,Jump6];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-185+55*(StateNo=205)+30*(var(58)=2&&!(StateNo=210&&(P2StateNo=[260,269])&&(fvar(17)<115)))+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=var(56)<1
TriggerAll=Helper(780+id),sysvar(0)=1
TriggerAll=fvar(4)>=14
TriggerAll=P2StateType=A
Trigger1 = MoveHit
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=420||(StateNo=[410,415])&&!(var(58)=2&&StateNo=[411,415])||Helper(780+id),sysvar(0)=1&&((StateNo=[200,235])||(StateNo=[400,430]))
Trigger1 = !(StateNo=210&&(P2StateNo=[260,269])&&(fvar(17)<115))||P2BodyDist Y*fvar(9)<-145&&MoveHit=1

[State -1,Jump6];Wv
Type = ChangeState
value = ifelse(P2BodyDist Y*fvar(9)<-135+55*(StateNo=205)+30*(var(58)=2&&!(StateNo=210&&(P2StateNo=[260,269])&&(fvar(17)<115)))+((fvar(5)/0.05-10)*6.5),41,39)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||var(59)>7||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-45,100]
TriggerAll=var(56)<1
TriggerAll=fvar(4)>=11
TriggerAll=P2StateType=A
Trigger1 = MoveHit
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=420||(StateNo=[410,415])&&!(var(58)=2&&StateNo=[411,415])||Helper(780+id),sysvar(0)=1&&((StateNo=[200,235])||(StateNo=[400,430]))
Trigger1 = !(StateNo=210&&(P2StateNo=[260,269])&&(fvar(17)<115))||P2BodyDist Y*fvar(9)<-145&&MoveHit=1
Trigger2 = Random<=var(59)*30
Trigger2 = MoveGuarded
Trigger2 = StateNo=450

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>64||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=fvar(4)>=9
Trigger1 = StateNo=225
Trigger1 = P2BodyDist X*fvar(8)=[-5,75-15*(fvar(17)<20&&fvar(4)>=17)]
Trigger1 = (P2BodyDist Y*fvar(9)=[-65,0])


[State -1,S_HS];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=!var(58)||fvar(17)>25
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=P2StateType!=A
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=fvar(4)>=14
Trigger1 = StateNo=220||StateNo=420||StateNo=200
Trigger1 = P2BodyDist X*fvar(8)=[-5,55+100*(MoveGuarded>0)]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,rerere];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[200,450])&&StateNo!=240
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=MoveHit
Trigger1 = 0;fvar(4)>20
Trigger1 = P2BodyDist X*fvar(8)=[-5,245]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger2 = fvar(4)>19
Trigger2 = P2BodyDist X*fvar(8)=[30,155]
Trigger2 = !P2BodyDist Y*fvar(9)
Trigger2 = var(58)=2
Trigger2 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>220

[State -1,S_CD];2D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>30||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=MoveContAct&&StateNo!=430||MoveHit&&StateNo=430&&!var(21)
TriggerAll=fvar(4)>=13;-(P2Statetype=C)
TriggerAll=P2BodyDist X*fvar(8)=[-5,88-18*(Stateno=[231,232])-18*(Stateno=[420,430])]
Trigger1 = (StateNo=[200,430])&&StateNo!=240&&StateNo!=205&&StateNo!=225&&StateNo!=235
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>64||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
TriggerAll=fvar(4)>=9
Trigger1 = StateNo=[410,415]
Trigger1 = P2BodyDist X*fvar(8)=[-5,75]
Trigger1 = (P2BodyDist Y*fvar(9)=[-65,0])

[State -1,S_NS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = StateNo=410
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,125]


[State -1,S_NS];S
Type = ChangeState
value = 224
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=var(58)=1
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
Trigger1 = StateNo=410
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,125]

[State -1,c_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>27||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=210&&var(58)!=2||StateNo=220||StateNo=400||StateNo=450&&var(58)=2&&MoveGuarded
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[-5,60-15*(StateNo=450&&MoveGuarded)]

[State -1,S_HS];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MovecontAct
TriggerAll=fvar(4)>=14
Trigger1 = StateNo=200||StateNo=210||StateNo=220||StateNo=400||StateNo=420
Trigger1 = P2BodyDist X*fvar(8)=[-5,175]
Trigger1 = !P2BodyDist Y*fvar(9)

[State -1,rerere];
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=P2StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[200,450])&&StateNo!=240
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=MoveHit
Trigger1 = fvar(4)>20
Trigger1 = P2BodyDist X*fvar(8)=[-5,245]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger2 = fvar(4)>19
Trigger2 = P2BodyDist X*fvar(8)=[-5,155]
Trigger2 = !P2BodyDist Y*fvar(9)
Trigger2 = var(58)=2

[State -1,yarinori];_
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[200,450])&&StateNo!=240
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=fvar(4)>16-7*(P2BodyDist X<-15)
Trigger1 = MoveHit
Trigger1 = P2BodyDist X*fvar(8)=[-55,155]
Trigger1 = P2BodyDist Y*fvar(9)=[-60+15*(StateNo=205),0]
Trigger1 = !(StateNo=210&&(P2StateNo=[260,269])&&fvar(17)<195)
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist X*fvar(8)=[-55,145]
Trigger2 = P2BodyDist Y*fvar(9)=[-85,-35]

[State -1,S_S];2S
Type = ChangeState
value = 225-(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>2&&Random<=var(59)*100||var(59)>7||fvar(39)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=MoveHit
TriggerAll=fvar(4)>=8+2*(var(58)=1)
Trigger1 = StateNo=200
Trigger1 = !(P2BodyDist Y*fvar(9))
Trigger1 = P2BodyDist X*fvar(8)=[43,122]

[State -1,nage];oH
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall = var(33) = 0
triggerall = var(34) = 0
triggerall = var(35) = 0
triggerall = var(36) = 0
triggerall = numhelper(1305) = 0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(StateNo=[200,450])&&StateNo!=240&&(StateNo!=[410,415])&&(StateNo!=[230,231])
TriggerAll=MoveContAct||MoveReversed&&AnimTime<-20
TriggerAll=P2MoveType=H||MoveReversed&&AnimTime<-20
TriggerAll=P2Stateno!=[3000,3199]
Trigger1 = 1

[State -1,nage];oH
Type = ChangeState
value = 1210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=235
TriggerAll=MoveContAct
TriggerAll=P2MoveType=H
Trigger1 = Power>499

[State -1,nage];oH
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=235
TriggerAll=MoveContAct
TriggerAll=P2MoveType=H
Trigger1 = 1
[State -1,Jump6];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<=var(59)*100
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=var(56)<1
TriggerAll=MoveGuarded
Trigger1 = StateNo=220||StateNo=200||StateNo=450||StateNo=420||Helper(780+id),sysvar(0)=1&&((StateNo=[200,235])||(StateNo=[400,420]))

[State -1,yarinori];5p
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=430
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=MoveContAct
Trigger1 = 1
[State -1,yarinori];5p
Type = ChangeState
value =410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=StateNo=225
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=MoveContAct
Trigger1 = var(58)=2
[State -1,Jump6];Wv
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7&&Random<=var(59)*100
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>4
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=var(56)<1
TriggerAll=MoveContAct
Trigger1 = StateNo=220||StateNo=210||StateNo=200||StateNo=450||StateNo=420||(StateNo=[410,415])&&!(var(58)=2&&StateNo=[411,415])

[State -1,Jump];z[~OWv
Type = ChangeState
value =ifelse(Statetype=A,242,241)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit
Trigger1 = StateNo=240
Trigger1 = numtarget(240)
Trigger1 = P2StateNo=248&&EnemyNear(floor(fvar(18))),Time>6
Trigger1 = fvar(29):=3
Trigger2 = StateNo=630
Trigger2 = var(22)>9
Trigger2 = fvar(29):=3
;
;󒆖ډ 
;
[State -3,A2K];A2K
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>32||Helper(50000+id),var(11)=-200
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||ctrl||StateNo=99
Trigger1 = PrevStateNo=38
Trigger1 = fvar(29):=30
Trigger2 = fvar(29)=1&&pos y<-25
Trigger3 = PrevStateNo=37&&pos y<-30
Value = 615

[State -3,ICbXI];ICbXI
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=var(58)=1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(29)!=3
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||ctrl||StateNo=99
TriggerAll=fvar(4)>=15
TriggerAll=!(Enemy,GetHitVar(hitshaketime))&&EnemyNear(floor(fvar(18))),vel y!=0
TriggerAll=fvar(17)<25+70*(fvar(29)=4)
TriggerAll=PrevStateNo!=37
Trigger1 = (P2StateNo!=[120,155])
Trigger1 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-22,77+var(15)*(1-2*(vel x<0))]
Trigger1 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15=[-65-(P2BodyDist X*fvar(8)<25)*45,75]
Trigger2 = (P2StateNo=[120,155])
Trigger2 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-22,77+var(15)*(1-2*(vel x<0))]
Trigger2 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15=[-35-(P2BodyDist X*fvar(8)<25)*25,25]
Value = 1800

[State -3,AHS];AHS
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>32||Helper(50000+id),var(11)=-200
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040&&Ctrl||(ctrl||fvar(28))||StateNo=99
TriggerAll=fvar(4)>=9
TriggerAll=Pos y+(vel y+0.52*5)*10>=0||(var(22)=[19,30])||var(22)=10||fvar(4)=9
Trigger1 = fvar(29)=2
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*4.5)*9+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-125,-45]
Trigger2 = fvar(29)=3
Value = 630

[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=stateno=99
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(fvar(29)!=[1,3])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=Helper(50000+id),var(11)>32&&!var(11)||Helper(50000+id),var(11)=-200||P2MoveType=H&&(P2StateNo!=[120,155])&&P2StateType=A&&(Pos y<-130||Helper(50000+id),var(11)>65)
TriggerAll=fvar(29)!=31
TriggerAll=fvar(25)>=0.9
TriggerAll=(P2StateNo=[120,155])||fvar(4)>=7&&(!var(58)||fvar(4)<15||fvar(17)>25+70*(fvar(29)=4))
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*(5+5*(StateNo=110))-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-45,119]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-28,118]
Trigger1 = (var(11)&&vel y<0&&(P2BodyDist Y*fvar(9)-(vel y+0.55*14.5)*29+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7+(-7*fvar(5)+0.52*7)*14+(-7*fvar(5)+0.52*4.5)*9=[-110,-30]))
Trigger1 = EnemyNear(floor(fvar(18))),vel y!=0
Trigger2 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+0.55*3.5)*7+(-7*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-28,118]
Trigger2 = (var(11)&&vel y<0&&(P2BodyDist Y*fvar(9)-(vel y+0.55*14.5)*29+(-7*fvar(5)+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7+(-7*fvar(5)+0.52*7)*14+(-7*fvar(5)+0.52*4.5)*9=[-110,-30]))
Trigger2 = EnemyNear(floor(fvar(18))),vel y=0

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 || stateno = 115)&& time >= 10||stateno=99
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=A
TriggerAll=fvar(29)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=!var(11)||vel y>0||Helper(780+id),sysvar(0)=1
TriggerAll=P2MoveType=H
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*4.5)*9<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=fvar(4)>=14-(var(58)=2)&&(!var(58)||fvar(4)<15||fvar(17)>25+70*(fvar(29)=4)||fvar(29)=3||Helper(780+id),sysvar(0)=1)
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*14-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[-22,119]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.55*7)*14+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-68-(vel y<0)*75,115]
TriggerAll=fvar(29)!=3
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*10)*20+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13+(-7*fvar(5)+0.52*3.5)*7=[-20,70]
Trigger1 = var(58)=2
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.55*11.5)*23+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13+(-7*fvar(5)+0.52*4.5)*9=[-110,-30]
Trigger3 =var(11)&&Helper(780+id),sysvar(0)=1

[State -1,A_S]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 || stateno = 115)&& time >= 10||stateno=99
TriggerAll=P2StateType!=L
TriggerAll=fvar(29)!=1
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=!var(11)&&Helper(780+id),sysvar(0)=1||var(11)
TriggerAll=P2MoveType=H
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*7)*14<0
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=fvar(4)>=9
TriggerAll=!(fvar(4)>=15&&var(58)=1&&vel y<-5&&fvar(30)<25)
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=P2BodyDist X*fvar(8)=[-22,189+vel x*9+(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.55*4.5)*9+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-110,-45]
TriggerAll=fvar(29)!=[2,3]
Trigger1 = 1


[State -1,A_K]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 || stateno = 115)&& time >= 10||stateno=99||(stateno=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=(fvar(29)!=[1,3])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=Helper(50000+id),var(11)>32&&!var(11)||Helper(50000+id),var(11)=-200||P2MoveType=H&&(P2StateNo!=[120,155])&&P2StateType=A&&(Pos y<-130||Helper(50000+id),var(11)>65)
TriggerAll=fvar(29)!=31
TriggerAll=(P2StateNo=[120,155])||fvar(4)>=7&&(!var(58)||fvar(4)<15||fvar(17)>25+70*(fvar(29)=4))
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*(5+5*(StateNo=110))-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-45,119]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-28-(vel y<0)*22,118]
Trigger1 = !(var(11)&&vel y<0&&(P2BodyDist Y*fvar(9)-(vel y+0.55*14.5)*29+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7+(-7*fvar(5)+0.52*7)*14+(-7*fvar(5)+0.52*4.5)*9<-110))
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.32*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-28-(vel y<0)*22,118]
Trigger2 = !var(27)&&var(24)=3&&fvar(32)>0
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+0.52*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-28-(vel y<0)*22,118]
Trigger3 = !var(27)&&var(24)=2
Trigger4 = P2BodyDist Y*fvar(9)-(vel y+0.55*3.5)*7=[-28-(vel y<0)*22,118]
Trigger4 = P2StateNo=[262,264]
[State -1,A_HS]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=fvar(29)!=3
TriggerAll=(ctrl||fvar(28))||(stateno = 110 || stateno = 115)&& time >= 10
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo!=[120,155])&&(!var(58)||fvar(4)<15||fvar(17)>25+70*(fvar(29)=4));&&(fvar(4)=[9,13])
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=PrevStateNo!=[950,961]
TriggerAll=EnemyNear(floor(fvar(18))),pos y<-220
Trigger1 = P2BodyDist X*fvar(8)-vel x*9-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*4.5)*9+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-125,5]
Trigger2 = fvar(4)>=12
Trigger2 = P2BodyDist X*fvar(8)-vel x*12-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*12)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.55*6)*12+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6)*12=[-125,5]
Trigger3 = fvar(4)>=13
Trigger3 = P2BodyDist X*fvar(8)-vel x*13-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*13)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+0.55*6.5)*13+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*6.5)*13=[-125,5]
Trigger4 = fvar(4)>=14
Trigger4 = P2BodyDist X*fvar(8)-vel x*14-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*14)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
Trigger4 = P2BodyDist Y*fvar(9)-(vel y+0.55*7)*14+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*14=[-125,5]
Trigger5 = fvar(4)>=15
Trigger5 = P2BodyDist X*fvar(8)-vel x*15-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
Trigger5 = P2BodyDist Y*fvar(9)-(vel y+0.55*7.5)*15+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7.5)*15=[-125,5]
Trigger6 = fvar(4)>=16
Trigger6 = P2BodyDist X*fvar(8)-vel x*16-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
Trigger6 = P2BodyDist Y*fvar(9)-(vel y+0.55*8)*16+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*16=[-125,5]
Trigger7 = fvar(4)>=10
Trigger7 = P2BodyDist X*fvar(8)-vel x*10-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
Trigger7 = P2BodyDist Y*fvar(9)-(vel y+0.55*5)*10+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5)*10=[-125,5]
Trigger8 = fvar(4)>=11
Trigger8 = P2BodyDist X*fvar(8)-vel x*11-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*11)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
Trigger8 = P2BodyDist Y*fvar(9)-(vel y+0.55*5.5)*11+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*5.5)*11=[-125,5]

[State -1,A_HS]
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=fvar(29)!=3
TriggerAll=(ctrl||fvar(28))||(stateno = 110 || stateno = 115)&& time >= 10
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*4.5)*9<0
TriggerAll=P2BodyDist X*fvar(8)-vel x*9-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),148]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.55*4.5)*9+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-125,-35]
TriggerAll=fvar(4)>=9
TriggerAll=vel Y>0
Trigger1 = Pos Y+(vel y!=0)*(vel y+0.55*4.5)*9>-20
Trigger2 = fvar(4)=9
Trigger3 = P2StateType=A
Trigger3 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),getHitvar(yaccel)*4.5)*9>-20
Trigger3 = EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)=0&&EnemyNear(floor(fvar(18))),vel y!=0

[State -1,A_HS]
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=fvar(29)!=3
TriggerAll=(ctrl||fvar(28))||(stateno = 110 || stateno = 115)&& time >= 10
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(PrevStateNo!=[36,38])
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=!((P2StateNo=[120,155])&&P2StateType!=A)
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=Pos Y+(vel y!=0)*(vel y+0.55*3.5)*7<0
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35-55*(fvar(17)<10),98]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y+0.55*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3.5)*7=[-45,95]
TriggerAll=fvar(4)>=7
TriggerAll=vel Y>0
Trigger1 = Pos Y+(vel y!=0)*(vel y+0.55*3.5)*7>-20
Trigger2 = fvar(4)=7
Trigger3 = P2StateType=A
Trigger3 = EnemyNear(floor(fvar(18))),Pos Y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),getHitvar(yaccel)*3.5)*7>-20
Trigger3 = EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)=0&&EnemyNear(floor(fvar(18))),vel y!=0

;
;󒆌q 
;
;hp
[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=NumHelper(780+id)>0
TriggerAll=InGuardDist||(Helper(780+id),var(58))||MoveReversed&&(pos Y<-45||vel y<0)
TriggerAll=MoveContAct||MoveReversed
Trigger1 = StateNo=610

[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=NumHelper(780+id)>0
TriggerAll=MoveContAct
Trigger1 = StateNo=610
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>0&&Helper(50000+id),var(11)!=-200

;
;R{
[State -1,going];ICbXI
Type = ChangeState
value = 1800
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=1
TriggerAll=StateType=A
TriggerAll=fvar(4)>=15
TriggerAll=fvar(29)!=3
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType=A
TriggerAll=MoveHit||MoveGuarded
TriggerAll=(StateNo=[600,650])
TriggerAll=P2BodyDist Y*fvar(9)=[-25-(P2BodyDist X*fvar(8)<25)*35+(P2BodyDist X*fvar(8)>44+16*(fvar(17)>10))*25,95]
TriggerAll=P2BodyDist X*fvar(8)<75+var(15)*(1-2*(vel x<0))-46*(fvar(17)>10)
Trigger1 = fvar(17)<25
Trigger2 = fvar(17)<185
Trigger2 = EnemyNear(floor(fvar(18))),Pos y=[-170,-100]
Trigger2 = fvar(25)>=0.95

[State -1,A_S];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-35,140]
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9<0
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
TriggerAll=fvar(4)>=9||(P2StateNo=[120,159])
TriggerAll=StateNo=620||StateNo=600
Trigger1=fvar(4)>=9
Trigger1=P2BodyDist Y*fvar(9)-(vel y+0.55*4.5)*9+(-7*fvar(5)+0.52*4.5)*9=[-110,-40]
Trigger2=fvar(4)>=10
Trigger2=P2BodyDist Y*fvar(9)-(vel y+0.55*5)*10+(-7*fvar(5)+0.52*5)*10=[-110,-40]
Trigger3=fvar(4)>=11
Trigger3=P2BodyDist Y*fvar(9)-(vel y+0.55*5.5)*11+(-7*fvar(5)+0.52*5.5)*11=[-110,-40]
Trigger4=fvar(4)>=12
Trigger4=P2BodyDist Y*fvar(9)-(vel y+0.55*6)*12+(-7*fvar(5)+0.52*6)*12=[-110,-40]
Trigger5=fvar(4)>=13
Trigger5=P2BodyDist Y*fvar(9)-(vel y+0.55*6.5)*13+(-7*fvar(5)+0.52*6.5)*13=[-110,-40]
Trigger6=fvar(4)>=14
Trigger6=P2BodyDist Y*fvar(9)-(vel y+0.55*7)*14+(-7*fvar(5)+0.52*7)*14=[-110,-40]
Trigger7=fvar(4)>=15
Trigger7=P2BodyDist Y*fvar(9)-(vel y+0.55*7.5)*15+(-7*fvar(5)+0.52*7.5)*15=[-110,-40]
[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=StateNo=610
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),sysvar(0)=1)
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Pos Y+(vel y+0.55*(11+0.5*(var(58)!=2)))*(22+(var(58)!=2))<0
TriggerAll=P2MoveType=H
TriggerAll=fvar(4)>=13+(var(58)!=2)
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-22,122+vel x*13-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
TriggerAll= P2BodyDist Y*fvar(9)-(vel y+0.55*(14-(var(58)=2))/2)*(14-(var(58)!=2))+(-7*fvar(5)+0.52*(14-(var(58)=2))/2)*(14-(var(58)=2))=[-110,145]
;TriggerAll= !(!var(27)&&var(24)=3&&fvar(32)>0)
;TriggerAll= !(!var(27)&&var(24)=2)
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*(23-(var(58)=2))/2)*(23-(var(58)=2))+(-7*fvar(5)+0.52*(14-(var(58)=2))/2)*(14-(var(58)=2))+(-7*fvar(5)+0.52*4.5)*9=[-110,-40]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.55*(24-(var(58)=2))/2)*(24-(var(58)=2))+(-7*fvar(5)+0.52*(14-(var(58)=2))/2)*(14-(var(58)=2))+(-7*fvar(5)+0.52*5)*10=[-110,-40]
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+0.55*(25-(var(58)=2))/2)*(25-(var(58)=2))+(-7*fvar(5)+0.52*(14-(var(58)=2))/2)*(14-(var(58)=2))+(-7*fvar(5)+0.52*5.5)*11=[-110,-40]

[State -1,A_S]
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<=var(59)*100||fvar(39)
TriggerAll=var(58)=2
TriggerAll=StateType=A
TriggerAll=StateNo=610
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Pos Y+(vel y+0.55*10)*20<0
TriggerAll=P2MoveType=H
TriggerAll=fvar(4)>=13
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-22,122+vel x*13-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13=[-110,145]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.55*10)*20+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13+(-7*fvar(5)+0.52*3.5)*7=[30,140]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.32*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13=[-110,145]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.32*10)*20+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13+(-7*fvar(5)+0.52*3.5)*7=[30,140]
Trigger2 = !var(27)&&var(24)=3&&fvar(32)>0
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+0.52*6.5)*13+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13=[-110,145]
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+0.52*10)*20+(EnemyNear(floor(fvar(18))),vel y+0.52*6.5)*13+(-7*fvar(5)+0.52*3.5)*7=[30,140]
Trigger3 = !var(27)&&var(24)=2


[State -3,Airjump];jump
Type = ChangeState
Value = 99
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*120||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(29)!=2
TriggerAll=MoveContAct
Trigger1 = StateNo=610
Trigger1 = MoveHit||MoveGuarded&&vel y<0
Trigger1 = P2StateType!=A
Trigger1 = fvar(29):=1
Trigger2 = StateNo=610||(Helper(780+id),sysvar(0)=1)&&StateNo=630
Trigger2 = MoveHit
Trigger2 = P2StateType=A;PrevStateNo=600
Trigger2 = P2BodyDist Y*fvar(9)+(-7*(fvar(5)+0.52*4)*8)<25
Trigger3 = StateNo=630&&var(22)>0&&fvar(29)=3

[State -1,A_S];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-35,115+vel X*7]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7<0
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
TriggerAll=fvar(4)>=7||(P2StateNo=[120,159])
Trigger1 = StateNo=600
Trigger1 = P2BodyDist Y*fvar(9)-(vel y+0.5*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-40,95]
Trigger2 = StateNo=620&&var(58)=2&&!var(11)&&fvar(29)!=3
Trigger2 = 1;P2BodyDist Y*fvar(9)-(vel y+0.55*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-35,80]
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+0.5*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-40,95]
Trigger3 = P2BodyDist Y*fvar(9)-(vel y+0.32*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-50,95]
Trigger3 = StateNo=620&&var(58)=2&&!var(11)&&fvar(29)!=3
Trigger3 = !var(27)&&var(24)=3&&fvar(32)>0
Trigger4 = P2BodyDist Y*fvar(9)-(vel y+0.52*3.5)*7+(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-50,95]
Trigger4 = StateNo=620&&var(58)=2&&!var(11)&&fvar(29)!=3
Trigger4 = !var(27)&&var(24)=2
[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
TriggerAll=fvar(4)>=14||(P2StateNo=[120,159])
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*14<0
TriggerAll=StateNo=610
Trigger1 = P2BodyDist X*fvar(8)=[-35,118]
Trigger1 = P2BodyDist Y*fvar(9)=[-70,60]


[State -1,A_S];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
TriggerAll=fvar(4)>=7||(P2StateNo=[120,159])
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7<0
TriggerAll=StateNo=620&&!var(11)&&PrevStateNo!=610&&vel y<-4&&fvar(29)!=3||fvar(4)<14&&StateNo=610
Trigger1 = P2BodyDist X*fvar(8)=[-35,118]
Trigger1 = P2BodyDist Y*fvar(9)=[-70,60]

[State -1,A_S];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-35,140]
TriggerAll=P2BodyDist Y*fvar(9)=[-120,110]
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4.5)*9<0
TriggerAll=P2MoveType=H
TriggerAll=MoveContact
TriggerAll=fvar(4)>=9||(P2StateNo=[120,159])
Trigger1 = StateNo=620||StateNo=600

[State -1,going];ICbXI
Type = ChangeState
value = 1800
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)=1
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=fvar(4)>=15
TriggerAll=fvar(29)!=3&&(P2StateNo!=[246,249])
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=(StateNo=[600,650])&&StateNo!=615||StateNo=615&&fvar(17)<25
TriggerAll=P2BodyDist X*fvar(8)<75+var(15)*(1-2*(vel x<0))
Trigger1 = MoveHit
Trigger1 = P2BodyDist Y*fvar(9)=[-45-(P2BodyDist X*fvar(8)<25)*35,95]
Trigger2 = MoveGuarded
Trigger2 = P2BodyDist Y*fvar(9)=[-75,45]
Trigger2 = EnemyNear(floor(fvar(18))),Pos y<-100

[State -1,going];S[CO
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=(var(59)>2&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(58)!=1
TriggerAll=StateType=A
TriggerAll=Pos Y>-56
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=A
TriggerAll=MoveGuarded
TriggerAll=(StateNo=[600,650])||StateNo=615&&Pos Y>-35+(fvar(4)-14)*4
Trigger1 = vel Y>0
Trigger1 = P2BodyDist X*fvar(8)<15-pos y;||(StateNo=[620,650])
;
;Ԃ
;
[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*18)*(1-(Facing=Enemynear,Facing)*2)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*18+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*171)=[-130,0]
TriggerAll=Alive
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*40
Trigger1 = (ctrl||fvar(28))||(StateNo=[100,101])
Trigger2 = (Time<=1&&MoveType=A)
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3,am];▽`
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)!=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)+enemy,Animtime>0||Helper(50000+id),var(11)=-200
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*4
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-14||var(59)<7
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-5,135]
Trigger1 = !P2BodyDist Y

[State -3,am];▽`
Type = ChangeState
value = 3600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(58)=1
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=NumHelper(780+id)>0
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=P2StateNo!=[120,159]
TriggerAll=P2MoveType!=H
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*4
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-(EnemyNear(floor(fvar(18))),vel x*16)*(1-(Facing=Enemynear,Facing)*2)=[-65,85]
Trigger1 = !P2BodyDist Y
;
;nړ 
;
[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
ctrl=0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=StateNo!=[120,155]
TriggerAll=fvar(38)=1
TriggerAll=fvar(38)>0
TriggerAll=StateNo=0
TriggerAll=ctrl
Trigger1 = Random<var(59)*20||var(59)>9


[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
ctrl=1
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
Trigger1 = fvar(38)=[2,3]
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = P2Dist X < 0
Trigger3 = fvar(38)<0
Trigger3 = StateNo=11

[State -1,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)!=-6
TriggerAll=ctrl||(StateNo=[10,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H||(P2StateNo=[5195,5196])
;triggerall=||(fvar(38)=[-4,-1])||(fvar(29)=[100,104])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))||(fvar(38)=[-4,-1])
Trigger1 = P2BodyDist X*fvar(8)>80||((fvar(38)=[-4,-1])||fvar(29)=100)&&P2BodyDist X*fvar(8)>0
Trigger1 = Random<=var(59)*100
Trigger2 = fvar(38)<0
Trigger2 = var(59)>9
Trigger3 = (P2BodyDist X*fvar(8)=[0,80])||BackedgeBodydist<20&&(StateNo=11||StateNo=22)
Trigger3 = Random<=var(59)*3

[State -1,Dash];Wv
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)!=-6
TriggerAll=ctrl||(StateNo=[11,22])||(StateNo=[100,101])
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = NumHelper(50000+id)>0
Trigger1 = Helper(50000+id),var(11)=[7,14]
;
;n㗧ZU 
;
[State -3];metta
Type = ChangeState
value = 1500+200*(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=var(59)=[5,11]
TriggerAll=fvar(38)>0
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(10)=0
TriggerAll=Helper(50000+id),var(11)>65||Helper(50000+id),var(11)=-200
TriggerAll=fvar(34)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[0,42]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2StateNo!=40
TriggerAll=P2MoveType!=H
TriggerAll=PrevStateNo!=[5120,5121]
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger2 = (P2StateNo=[120,140])
Trigger2 = Random<var(59)*70||var(59)>9

[State -3,T];
Type  = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>1
TriggerAll=fvar(34)!=1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=5120&&animtime=0)||(StateNo=[100,101])||StateNo=52||Stateno=11||(Stateno=[20,22])||(Stateno=[120,132])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
Trigger1 = Random<ifelse(var(59)>9,var(59)*60,var(59)*30)
Trigger2 = (P2StateNo=[120,159])
Trigger2 = Random<var(59)*25||var(59)>10
Value = ifelse((helper(50000+id),fvar(30)=[3,4]),805,800)

;
;i

[State -1,C_K];K
type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>31||Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,66+vel x*5+(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*6


[State -1,C_D];D
type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[8,10]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(44)!=1)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>33||Helper(50000+id),var(11)=-200
TriggerAll=StateType!=A
TriggerAll=fvar(34)!=1
TriggerAll=EnemyNear(floor(fvar(18))),Anim!=40
TriggerAll=fvar(29)!=100
TriggerAll=Ctrl||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 196,18,64)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[-4,93+vel x*4+(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=S
Trigger1 = Random<var(59)*2

;
;
;i

[State -1,6p];6HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=Random<var(59)*4
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,196]
Trigger1 = P2StateType=C||Random<var(59)*2&&P2Statetype!=A

[State -1,Jump6];Wv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=(var(59)>0&&Random<=var(59)*6)||fvar(39)
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),var(45))
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-15,60]
TriggerAll=!P2BodyDist Y*fvar(9)
TriggerAll=var(56)<1
Trigger1 = (ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
Trigger1 = P2StateType=C||Random<var(59)*3


[State -1,S_D];D
type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[11,13])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)=[19,63+vel x*10+(EnemyNear(floor(fvar(18))),vel x*25)*(1-(Facing=Enemynear,Facing)*2)]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = P2StateType=C
Trigger1 = Random<ceil(var(59)*0.4)
;
;
;

[State -1,S_P];2P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>26||Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*5+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*15)=[-30,0]
TriggerAll=Random<var(59)*6
Trigger1 = P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-3,98]

[State -1,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>25||Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y*9+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*45)=[-55,0]
TriggerAll=Random<=var(59)*7
Trigger1 = P2BodyDist X*fvar(8)=[-5,42]

[State -1,C_S];2HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[140,222]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*6


[State -1,C_S];2S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>29||Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[0,67]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*6

[State -1,C_S];2S
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(34)!=1
TriggerAll=var(58)=2
TriggerAll=fvar(38)>0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=Helper(50000+id),var(15)=1
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8.5)*17=[-95,0]
Trigger1 = Random<var(59)*100

[State -1,C_S];2S
Type = ChangeState
value = 225-(var(58)=1)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,10]
TriggerAll=fvar(34)!=1
TriggerAll=fvar(38)>0
TriggerAll=(fvar(29)!=[100,105])
triggerall = var(33) = 0
triggerall = var(34) = 0
triggerall = var(35) = 0
triggerall = var(36) = 0
triggerall = numhelper(1305) = 0
TriggerAll=StateType!=A
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)>52||Helper(50000+id),var(11)=-200
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType=S
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2BodyDist X*fvar(8)-(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel x*9)*(1-(Facing=Enemynear,Facing)*2)=[43,145]
Trigger1 = !P2BodyDist Y*fvar(9)
Trigger1 = Random<var(59)*4

[State -1,S_S];?
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)!=1
TriggerAll=(fvar(29)!=[100,105])
triggerall = var(33) = 0
triggerall = var(34) = 0
triggerall = var(35) = 0
triggerall = var(36) = 0
triggerall = numhelper(1305) = 0
TriggerAll=StateType!=A
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(anim = 197,20,61)&&StateNo=[195,196])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=NumHelper(780+id)>0
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
Trigger1 = P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9>260
Trigger1 = Random<var(59)*4

;
;󒆈ړ
;

[State -1,AirJump];QiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=fvar(29)!=40
TriggerAll=ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=NumHelper(780+id)>0
Trigger1 = 0;StateNo!=[120,155]
Trigger1 = numHelper(50000+id)>0
Trigger1 = !(Helper(50000+id),var(59))
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y*fvar(9)=[-100,99]
Trigger1 = Random<var(59)*5
Trigger2 = InGuardDist||(Helper(780+id),var(58))
Trigger2 = P2StateType!=A
Trigger2 = EnemyNear(floor(fvar(18))),Stateno>199
Trigger2 = vel y>0

;
;󒆗ZU 
;
[State -1,AirT];󒆓
type = ChangeState
value = 850
triggerall = !ishelper
TriggerAll=RoundState=2
TriggerAll=var(59)>1
TriggerAll=!fvar(35)
TriggerAll=NumHelper(780+id)>0
TriggerAll=Helper(780+id),fvar(39)=0
triggerall = statetype = A
triggerall = (ctrl||fvar(28))
triggerall = !helper(780+id),var(8)
TriggerAll=P2BodyDist X*fvar(8)=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)=[-39,49]
triggerall = p2statetype = A
triggerall = p2movetype != H
Trigger1 = Random<var(59)*70
Trigger2 = (P2StateNo=[120,140])||(P2StateNo=[5200,5210])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*140
;I
;
;
[State -3];K
Type = ChangeState
Value = 610
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=!fvar(34)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L||fvar(29)=31
TriggerAll=P2MoveType!=H||fvar(29)=31
TriggerAll=fvar(29)!=25
TriggerAll=Helper(50000+id),var(11)>32&&!var(11)||Helper(50000+id),var(11)=-200;||P2MoveType=H&&(P2StateNo!=[120,155])&&P2StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 || stateno = 115)&& time >= 10||stateno = 99||(stateno = [120,132])
TriggerAll=(P2BodyDist X*fvar(8)=[-20,70+50+vel x*4-EnemyNear(floor(fvar(18))),vel x*4])||fvar(29)=30
Trigger1 = P2StateType=A
Trigger1 = Random<var(59)*37
Trigger1 = P2BodyDist Y*fvar(9)=[-50,170]
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3.5)*7>-20
Trigger2 = Random<var(59)*100
Trigger3 = fvar(29)=31

[State -3];HS
Type = ChangeState
Value = 630
TriggerAll=var(59)>0
TriggerAll=fvar(38)
TriggerAll=!fvar(34)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=P2StateType!=L||fvar(29)=31
TriggerAll=P2MoveType!=H||fvar(29)=31
TriggerAll=fvar(29)!=25
TriggerAll=Helper(50000+id),var(11)>39||Helper(50000+id),var(11)=-200;||P2MoveType=H&&(P2StateNo!=[120,155])&&P2StateType=A
TriggerAll=(ctrl||fvar(28))||(stateno = 110 || stateno = 115)&& time >= 10||stateno = 99||(stateno = [120,132])
Trigger1 = fvar(29)=31
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5.5)*11>-20
Trigger2 = (P2BodyDist X*fvar(8)=[120,240+vel x*4-EnemyNear(floor(fvar(18))),vel x*4])
Trigger2 = Random<var(59)*100
Trigger2 = P2BodyDist Y*fvar(9)-(vel y+GetHitVar(Yaccel)*4.5)*9+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*4.5)*9=[-95,5+65*(P2StateType!=A)]
Trigger2 = Helper(50000+id),var(11)=-200

[State -1,?];?
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*140
TriggerAll=fvar(38)>0
triggerall = var(33) = 0
triggerall = var(34) = 0
triggerall = var(35) = 0
triggerall = var(36) = 0
triggerall = numhelper(1305) = 0
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=fvar(34)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=(ctrl||fvar(28))||(StateNo=[11,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim= 197,20,61)&&StateNo=[195,196])
TriggerAll=P2MoveType=H
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=P2StateType=A||P2StateType=L||(EnemyNear,StateNo=[120,159])
TriggerAll=(EnemyNear,StateNo!=[120,159])||(EnemyNear,StateNo=[120,159])&&fvar(4)>=19
Trigger1 = P2BodyDist X*fvar(8)>0
Trigger1 = P2BodyDist Y*fvar(9)=[-20,20]
Trigger1 = !(P2StateNo=1182&&EnemyNear(floor(fvar(18))),Time>30)&&(P2StateNo!=[1181,1189])
Trigger2 = EnemyNear,StateNo=[5120,5121]
Trigger2 = P2BodyDist X*fvar(8)>0
Trigger2 = EnemyNear,AnimTime<=-21
Trigger3 = fvar(4)<=7
Trigger3 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5)*10<=-140
Trigger4 = fvar(4)>7&&(P2StateNo=[120,159])
Trigger4 = P2BodyDist Y*fvar(9)+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(yaccel)*5)*10<=-140
Trigger4 = EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)<=0
Trigger5 = fvar(4)>7&&(P2StateNo=[120,159])
Trigger5 = P2BodyDist Y*fvar(9)<=-220
Trigger5 = EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)>0

[State -1,FD];LZpFD
Type = null;ChangeState
value = 132
TriggerAll=!IsHelper
TriggerAll=(StateNo!=[120,155])
TriggerAll=(var(59)>0&&Random<=var(59)*100)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=var(25)
TriggerAll=Power>0
Trigger1 = StateNo=615&&time<=2
Trigger1 = fvar(29)=30

;
;_s
;

[State -3];Q[W^ӂAC
type = ChangeState
value = 1120
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*4
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=Power<1300
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200||Helper(50000+id),var(11)>35
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType!=H&&P2StateType!=L
triggerAll=stateno = 1101
triggerAll=MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)>230
Trigger1 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)>230
Trigger2 = NumHelper(1303)>0
Trigger2 = Helper(50000+id),var(11)>-1&&(Helper(1303),RootDist X<-215)
Trigger2 = ifelse(facing=1,ScreenPos X<25,ScreenPos X>275)

[State -3];AC~
type = ChangeState
value = 1102
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>10&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=Helper(50000+id),var(11)=-200
triggerAll=stateno = 1101
triggerAll=MoveType!=H
TriggerAll=P2MoveType=H
Trigger1 = P2StateNo=[1106,1119]
Trigger1 = EnemyNear(floor(fvar(18))),Pos y<-150&&Time=1
Trigger2 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<140
Trigger2 = P2StateNo=[1181,1189]
Trigger2 = P2Stateno!=1182

[State -3];AC~
type = ChangeState
value = 1102
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>10&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=Helper(50000+id),var(11)>35
triggerAll=stateno = 1101
triggerAll=MoveType!=H
TriggerAll=NumHelper(1303)>0
Trigger1 = 1;P2MoveType=H
Trigger1 = (Helper(1303),RootDist X=[-175,35])
Trigger1 = Ifelse(facing=1,(Enemy,ScreenPos X=[200,300]),(Enemy,ScreenPos X=[0,100]))||Ifelse(facing=1,(ScreenPos X=[0,25]),(ScreenPos X=[275,300]))&&!(Ifelse(facing=1,(Enemy,ScreenPos X=[200,300]),(Enemy,ScreenPos X=[0,100])))
Trigger1 = Ifelse(facing=1,(ScreenPos X=[0,50]),(ScreenPos X=[250,300]))
Trigger2 = (Helper(1303),RootDist X=[-115,145])
Trigger2 = Helper(1303),RootDist X-(floor(Helper(50000+id),var(11)/22)*15)>-175

[State -3];ACU
type = ChangeState
value = 1104
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>10&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2MoveType!=H||Helper(50000+id),var(11)>-1||(P2StateNo=[1181,1189])&&P2MoveType=H
triggerAll=stateno = 1101
triggerAll=MoveType!=H
Trigger1 = P2MoveType=A&&EnemyNear(floor(fvar(18))),Time=[3,16]
Trigger2 = NumHelper(1303)>0
Trigger2 = Helper(50000+id),var(11)>-1&&(Helper(1303),RootDist X*ifelse(facing=Helper(1303),facing,1,-1)=[-215,35])
Trigger2 = ifelse(facing=1,ScreenPos X>25,ScreenPos X<275)
Trigger3 = P2BodyDist X*fvar(8)<0
Trigger4 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger4 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<135
Trigger4 = (P2StateNo=[1181,1189])&&P2MoveType=H

[State -3];ACOU
type = ChangeState
value = 1103
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>10&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200||Helper(50000+id),var(11)>35
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=P2MoveType=A&&EnemyNear(floor(fvar(18))),Time<3
TriggerAll=P2MoveType!=H
triggerAll=stateno = 1101
triggerAll=MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[0,145]
Trigger1 = EnemyNear(floor(fvar(18))),Pos y+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*2)*4>-65

[State -3];΋󂮂ӂAC
type = ChangeState
value = 1120
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*(10+90*(P2StateType=A))
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200||Helper(50000+id),var(11)>22
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
;TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType!=H
TriggerAll=P2StateType=A
triggerAll=stateno = 1101
triggerAll=MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-35,25]
Trigger1 = EnemyNear(floor(fvar(18))),Pos y+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7=[-340,-115]

[State -3];niniAC
type = ChangeState
value = 1130
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*(19+81*(P2StateType=L))
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200||Helper(50000+id),var(11)>48
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType!=H||(P2StateNo=[120,159])||P2StateType=L
TriggerAll=P2StateType!=A
triggerAll=stateno = 1101
triggerAll=MoveType!=H
TriggerAll=P2Dist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[135,185]
TriggerAll=!(EnemyNear(floor(fvar(18))),Pos y)
Trigger1 = P2StateType!=L
Trigger2 = P2StateType=L
Trigger2 = P2StateNo=[5120,5121]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime=[-13,-5]

[State -3];т`AC
type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*(10+90*(P2StateType=A))
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200||Helper(50000+id),var(11)>22
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType!=H&&P2StateType!=L
triggerAll=stateno = 1101
triggerAll=MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-15,55]
Trigger1 = EnemyNear(floor(fvar(18))),Pos y+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*3.5)*7>-145

[State -3];ACOU
type = ChangeState
value = 1103
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*(4+96*(P2StateType=A))
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200||Helper(50000+id),var(11)>35
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2MoveType!=H&&P2StateType!=L
triggerAll=stateno = 1101
triggerAll=MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[0,145]
Trigger1 = EnemyNear(floor(fvar(18))),Pos y+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+0.52*2)*4>-65
;
;_sR{
;
[State -3];AC9ړ
type = ChangeState
value = 1160
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(29)=5
TriggerAll=NumHelper(50000+id)>0&&NumHelper(60000+id)>0
;TriggerAll=ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>195
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2Stateno!=[3000,3199]
triggerAll=(p2stateno != [120,155])&&P2MoveType=H
triggerAll=stateno = 1101
triggerAll=P2stateno!=[1181,1189]
triggerAll=fvar(4)>=26
Trigger1 = P2BodyDist X*fvar(8)>25
Trigger1 = EnemyNear(floor(fvar(18))),Pos y+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*13)*26<0
[State -3];niniAC
type = ChangeState
value = 1130
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2Stateno!=[3000,3199]
triggerAll=(p2stateno != [120,155])&&P2MoveType=H
triggerAll=stateno = 1101
triggerAll=P2stateno=[1181,1189]
triggerAll=!(P2stateno=1182&&EnemyNear(floor(fvar(18))),Time>24)
triggerAll=fvar(4)>=15
Trigger1 = (P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[120,175])
Trigger2 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))=[135,210]
Trigger3 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger3 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>190
Trigger3 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[30,125]

[State -3];niniAC
type = ChangeState
value = 1130
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2Stateno!=[3000,3199]
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
triggerAll=stateno = 1101
triggerAll=P2stateno!=[1181,1189]
triggerAll=(P2stateno!=[1107,1119])&&!(P2StateType=A&&EnemyNear(floor(fvar(18))),GetHitvar(HitShakeTime)=0&&EnemyNear(floor(fvar(18))),vel y<=0)
triggerAll=fvar(4)>=15||(P2StateNo=[120,159])&&P2StateType!=A
Trigger1 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y+0.52*((EnemyNear,GetHitVar(hitshaketime)<15)*(15-(EnemyNear,GetHitVar(hitshaketime)))/2))*(EnemyNear,GetHitVar(hitshaketime)<15)*(15-(EnemyNear,GetHitVar(hitshaketime)))>-33
Trigger1 = (EnemyNear,GetHitVar(hitshaketime))>0
Trigger1 = (P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[140,175])
Trigger2 = 0;NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))=[135,210]
Trigger2 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y+0.52*((EnemyNear,GetHitVar(hitshaketime)<15)*(15-(EnemyNear,GetHitVar(hitshaketime)))/2))*(EnemyNear,GetHitVar(hitshaketime)<15)*(15-(EnemyNear,GetHitVar(hitshaketime)))>-33
Trigger2 = (EnemyNear,GetHitVar(hitshaketime))>0
Trigger3 = EnemyNear(floor(fvar(18))),Pos y+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*7.5)*15>-33
Trigger3 = (EnemyNear,GetHitVar(hitshaketime))=0
Trigger3 = (P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)=[140,175])
Trigger4 = 0;NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger4 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))=[135,210]
Trigger4 = EnemyNear(floor(fvar(18))),Pos y+(P2StateType=A)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*7.5)*15>-33
Trigger4 = (EnemyNear,GetHitVar(hitshaketime))=0
[State -3];т`AC
type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2Stateno!=[3000,3199]
triggerAll=(p2stateno != [120,155])&&P2MoveType=H
triggerAll=stateno = 1101
triggerAll=P2stateno!=[1181,1189]
triggerAll=fvar(4)>=7
TriggerAll=P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[-40,66]
TriggerAll=EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*3.5)*7=[-230,0-5*(P2StateType=A)]
trigger1 = fvar(4)=7||P2StateType!=A
Trigger2 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*3.5)*7>-22
Trigger3 = EnemyNear(floor(fvar(18))),vel x>0

[State -3];S[AC
type = ChangeState
value = 1140
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll= NumHelper(50000+id)>0&&NumHelper(60000+id)>0
TriggerAll=!(EnemyNear(floor(fvar(18))),vel X>0)||fvar(29)=6;||ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))<195&&fvar(29)=5
TriggerAll=fvar(34)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)=0&&EnemyNear(floor(fvar(18))),vel y!=0||EnemyNear(floor(fvar(18))),Pos y>-100
TriggerAll=P2Stateno!=[3000,3199]
triggerAll=(p2stateno != [120,155])&&P2MoveType=H&&P2StateType=A
triggerAll=stateno=1101
triggerAll=P2stateno!=[1181,1189]
triggerAll=fvar(4)>=9
TriggerAll=(P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)=[0,86+35*(fvar(4)>10)])||(P2StateNo=[1109,1119])
Trigger1 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4.5)*9=[-195+95*(fvar(4)>9)+35*(P2BodyDist X*fvar(8)<65),-25+25*(EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)>0)]
Trigger2=EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitvar(yaccel)*4.5)*9=[-175-35*(P2BodyDist X>60)-35*(P2BodyDist X>110)+45*(fvar(4)>9),-25+25*(EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)>0)]
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))>165
Trigger3 = (P2StateNo=[1109,1119])
[State -3];ACOU
type = ChangeState
value = 1103
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2Stateno!=[3000,3199]
triggerAll=((p2stateno != [120,155])||P2StateType=A)&&P2MoveType=H
triggerAll=stateno = 1101
triggerAll=P2stateno!=[1181,1189]
TriggerAll=P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*4)*(1-(Facing=Enemynear,Facing)*2)=[0,145]
triggerAll=fvar(4)>=4
trigger1 = fvar(4)<7
trigger2 = EnemyNear(floor(fvar(18))),GetHitvar(HitshakeTime)>4
Trigger2 = EnemyNear(floor(fvar(18))),Pos y>-75&&P2StateType=A&&(P2StateNo=[120,159])
[State -3];oAC
type = ChangeState
value = 1150
triggerall = roundstate = 2
triggerall = var(33) = 0
triggerall = var(34) = 0
triggerall = var(35) = 0
triggerall = var(36) = 0
triggerall = numhelper(1305) = 0
triggerall = var(59)>0
TriggerAll=var(58)=2
triggerAll=(P2stateno=[1181,1189])||P2MoveType!=H
triggerall = alive
triggerAll = stateno = 1101
Trigger1 = (P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)>175)
Trigger1 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))!=[145,200]
Trigger2 = P2MoveType!=H
trigger3 = (P2stateno=1182&&EnemyNear(floor(fvar(18))),Time>24)

[State -3];
type = ChangeState
value = 1102
triggerall = roundstate = 2
triggerall = var(59)>0
TriggerAll = var(58)=2
triggerall = var(33)||var(34)||var(35)||var(36)||numhelper(1305)||P2MoveType!=H
triggerAll = stateno = 1101
triggerAll = NumHelPer(50000+id)>0
triggerAll = HelPer(50000+id),var(30)=1
Trigger1 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)>175
Trigger1 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger1 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))!=[145,190]
Trigger2 = P2MoveType!=H
trigger3 = (P2stateno=1182&&EnemyNear(floor(fvar(18))),Time>24)

[State -3];Xړ
type = ChangeState
value = 1160
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*(15+85*(P2MoveType=H||P2StateType=L))
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=Helper(50000+id),var(30)=0
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
triggerAll=stateno = 1101
triggerAll=MoveType!=H
Trigger1 = P2Dist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*7)*(1-(Facing=Enemynear,Facing)*2)>190
Trigger1 = P2MoveType!=H||P2StateType=L
trigger2 = P2stateno=[1181,1189]
Trigger2 = (P2Dist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*15)*(1-(Facing=Enemynear,Facing)*2)>185)
Trigger2 = NumHelper(50000+id)>0&&NumHelper(60000+id)>0
Trigger2 = ifelse(facing=1,(helper(50000+id),rootdist X),(helper(60000+id),rootdist X))!=[145,200]
[State -3];т`
type = ChangeState
value = 1110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
TriggerAll=P2Stateno!=[3000,3199]
triggerAll=(p2stateno != [120,155])&&P2MoveType=H
triggerAll=stateno = 1101
triggerAll=fvar(4)>=10
Trigger1 = P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[0,112]
Trigger1 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*10=[-230,-95]

[State -3];S[CO
type = ChangeState
value = 1140
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>5&&Random<var(59)*100
TriggerAll=fvar(38)>0
TriggerAll=var(58)!=2
TriggerAll=NumHelper(780+id)>0
TriggerAll=(Helper(780+id),fvar(27)<=0)
TriggerAll=NumHelper(50000+id)>0
TriggerAll=Helper(50000+id),var(11)=-200
TriggerAll=(fvar(29)!=[100,105])
TriggerAll=fvar(34)!=1
TriggerAll=!InGuardDist&&!(Helper(780+id),var(58))
;TriggerAll=P2Stateno!=[3000,3199]
triggerAll=(p2stateno != [120,155])&&P2MoveType=H
triggerAll=stateno = 1101
triggerAll=fvar(4)>=9
TriggerAll=(P2BodyDist X*fvar(8)-(fvar(17)>10)*(EnemyNear(floor(fvar(18))),vel x*10)*(1-(Facing=Enemynear,Facing)*2)=[-10,65+35*(fvar(4)>10)+35*(fvar(4)>12)])||numtarget(1106)
trigger1 = numtarget(1106)
Trigger2 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4.5)*9=[-230,-25]
trigger2 = fvar(4)>=9
Trigger3 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5.5)*11=[-230,-25]
trigger3 = fvar(4)>=11
Trigger4 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*6.5)*13=[-230,-25]
trigger4 = fvar(4)>=13
Trigger5 = EnemyNear(floor(fvar(18))),Pos y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*7.5)*15=[-230,-25]
trigger5 = fvar(4)>=15


[State -3];o
type = ChangeState
value = 1150
triggerall = roundstate = 2
triggerall = var(33) = 0
triggerall = var(34) = 0
triggerall = var(35) = 0
triggerall = var(36) = 0
triggerall = numhelper(1305) = 0
triggerall = var(59)>0
TriggerAll=var(58)!=2
triggerall = alive
trigger1 = stateno = 1101
trigger1 = numtarget(1106)
trigger1 = p2stateno = [120,155]
trigger2 = stateno = 1101
trigger2 = !numtarget(1106)
trigger2 = p2movetype != A

[State -3];
type = ChangeState
value = 1102
triggerall = roundstate = 2
triggerall = var(59)>0
triggerall = alive && random <= 499
TriggerAll=var(58)!=2
trigger1 = stateno = 1101
trigger1 = !numtarget(1106)

[State -3];Oړ
type = null;ChangeState
value = 1103
triggerall = roundstate = 2
triggerall = numhelper(1303) = 0
triggerall = var(59)>0
triggerall = alive
trigger1 = stateno = 1101
trigger1 = !numtarget(1106)

;
;FwdWalk@AIpO
;
[Statedef 21]
Type    = S
PhySics = S
SprPriority = 0
Ctrl = 0
[State 20, 1]
type = poweradd
trigger1 = anim = 20
trigger1 = p2dist x > 0
value = ceil(2*fvar(37))

[State 200, 1]
type = PlaySnd
triggerall = anim = 20
trigger1 = animelem = 4
value = 210, 0
channel = 3


[State 200, 1]
type = PlaySnd
triggerall = anim = 20
trigger1 = animelem = 4
value = 9, 0
channel = 4

[State 21]
Type = ChangeAnim
Trigger1 = !Time
value = 20


[State 20, 1]
type = VelSet
trigger1 = palno != 11
x = const(velocity.walk.fwd.x)*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 1]
type = VelSet
trigger1 = palno = 11
x = 1.75*ifelse(helper(780+id),sysvar(0),1.2,1)

;
;Walk@AIp
;
[Statedef 22]
Type    = S
PhySics = S
SprPriority = 0
Ctrl = 0


[State 200, 1]
type = PlaySnd
triggerall = anim = 21
trigger1 = animelem = 2
value = 210, 0
channel = 3

[State 200, 1]
type = PlaySnd
triggerall = anim = 21
trigger1 = animelem = 2
value = 9, 0
channel = 4

[State 20, 2]
type = VelSet
trigger1 = palno != 11
x = const(velocity.walk.back.x)*ifelse(helper(780+id),sysvar(0),1.2,1)

[State 20, 2]
type = VelSet
trigger1 = palno = 11
x = -6.1*ifelse(helper(780+id),sysvar(0),1.2,1)
[State 22]
Type = ChangeAnim
Trigger1 = !Time
value = 21

;
;Jump@AIpWv
;
[Statedef 35]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

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

[State 40, 1]
type = VarSet
triggerAll = Time = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)=[-25-(backedgebodydist<20)*45,50]
sysvar(1) = 0

[State 40]
type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)>50
Trigger2 = P2StateType=L
sysvar(1) = 1

[State 40]
type = VarSet
TriggerAll=AnimTime = 0
Trigger1 = P2BodyDist X*fvar(8)-(EnemyNear(floor(fvar(18))),vel x*5)*(1-(Facing=Enemynear,Facing)*2)<-25
sysvar(1) = -1
[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 410 || prevstateno = 420 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 410 || prevstateno = 420 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = veladd
trigger1 = palno = 11
trigger1 = sysvar(1) = 1
trigger1 = var(12) = 0
trigger1 = animtime = 0
x = 1

[State 40, 5]
type = veladd
trigger1 = palno = 11
trigger1 = sysvar(1) = -1
trigger1 = var(12) = 0
trigger1 = animtime = 0
x = -1

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-4

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 36]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================
[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
sysvar(1) = -1

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 410 || prevstateno = 420 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 410 || prevstateno = 420 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = veladd
trigger1 = palno = 11
trigger1 = sysvar(1) = 1
trigger1 = var(12) = 0
trigger1 = animtime = 0
x = 1

[State 40, 5]
type = veladd
trigger1 = palno = 11
trigger1 = sysvar(1) = -1
trigger1 = var(12) = 0
trigger1 = animtime = 0
x = -1

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-4

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


[Statedef 37]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================
[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
sysvar(1) = -1

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 410 || prevstateno = 420 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 410 || prevstateno = 420 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = veladd
trigger1 = palno = 11
trigger1 = sysvar(1) = 1
trigger1 = var(12) = 0
trigger1 = animtime = 0
x = 1

[State 40, 5]
type = veladd
trigger1 = palno = 11
trigger1 = sysvar(1) = -1
trigger1 = var(12) = 0
trigger1 = animtime = 0
x = -1

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-4

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Jump Start
[Statedef 38]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 2

[State 40, 1]
type = hitby
trigger1 = Time >= 0
value = SCA ,AA ,AP
time = 1

;================================================================================
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 40, 1]
type = VarSet
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
sysvar(0) = -1

[State -2]
type = turn
triggerall = p2dist X < -1
trigger1 = Time = 0
trigger1 = prevstateno = 12
ignorehitpause = 1
persistent = 0

;================================================================================
[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
sysvar(1) = -1

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno != 100
trigger1 = prevstateno != 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40, 4]
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40, 4];qbg|[YɃWvŃ_bV
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 410 || prevstateno = 420 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 4];qbg|[YɃWvŃ_bVp
type = velset
trigger1 = AnimTime = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 || prevstateno = 410 || prevstateno = 420 || prevstateno = 450 ||(helper(780+id),sysvar(0)&&(prevstateno=[200,236])||(prevstateno=[400,450]))
trigger1 = var(15) = 1
trigger1 = var(16) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40, 4]
type = velset
trigger1 = var(12) = 0
trigger1 = animtime = 0
y = const(velocity.jump.y)

[State 40, 5]
type = veladd
trigger1 = palno = 11
trigger1 = sysvar(1) = 1
trigger1 = var(12) = 0
trigger1 = animtime = 0
x = 1

[State 40, 5]
type = veladd
trigger1 = palno = 11
trigger1 = sysvar(1) = -1
trigger1 = var(12) = 0
trigger1 = animtime = 0
x = -1

[State 40, 5]
type = velset
trigger1 = var(12) = 1
trigger1 = animtime = 0
y = const(velocity.jump.y)-4

[State 50, 2]
type = varset
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
var(15) = 0

[State 40, 4]
type = varset
trigger1 = animtime = 0
var(17) = 0

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


[Statedef 39]
Type = u
Physics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State -2]
Type = varSet
Trigger1 = !Time
Trigger1 = PrevStateNo!=[200,451]
var(35) = 1

[State -2]
Type = varSet
Trigger1 = !Time
Trigger1 = PrevStateNo=[200,451]
var(35) = 0

[State 40,1]
Type = Hitby
Trigger1 = Time>=0
value = SCA ,AA ,AP
Time = 1

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<=0
Trigger1=!fvar(39)

[State 40,1]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
sysvar(1) = -1

[State 40,1]
Type = VarSet
Trigger1 = !Time
Trigger1 = P2Movetype=H&&fvar(4)>=17&&PrevStateNo=235
Trigger1 = Helper(780+id),sysvar(0)=1
sysvar(1) = 0

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 40, 4]
type = varset
trigger1 = !Time
trigger1 = prevstateno = 215
var(12) = 1

[State 40, 4]
type = velset
trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 40, 5]
type = velset
trigger1 = var(12)
trigger1 = !AnimTime
y = const(velocity.jump.y)-4

[State 40,6]
Type = ChangeState
Trigger1 =!AnimTime
value = 50
Ctrl = 1


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

[State 20];ެߐ
Type = ChangeState
value = 0
ctrl=1
TriggerAll=var(59)>0
trigger1 = time = 0 

[State 20, 4] 
type = ChangeAnim 
trigger1 = time = 0 
value = 10

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

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;-------------------------------------------------------------------------------
;ʒ[wp[
;-------------------------------------------------------------------------------

[Statedef 50000]
Type = A
Ctrl = 0
Anim = 9999
Velset = -5,0
Movetype = I
Physics = N
Sprpriority = 1

[State -3]
Type = varset
Trigger1 = numenemy=1
var(9) = 0

[State -3]
Type = varset
Trigger1 = numenemy=2
var(9) = ifelse(EnemyNear(0),Alive,0,1)


[State -3]
Type = varadd
Trigger1 = var(10)>0
var(10) = -1

[State -3]
Type = varset
Trigger1 = root,StateNo=1500&&!Time
var(10) = 45

[State -3]
Type = varset
Trigger1 = !(root,numhelper(1303))&&!(root,numhelper(1412))&&!(root,numhelper(1334))
Trigger2 = root,numhelper(1334)>0
Trigger2 = helper(1334),MoveConTAct||helper(1334),MoveReversed
var(11) = -200

[State -3]
Type = varset
Trigger1 = root,numHelper(1303)>0
Trigger1 = Helper(1303),StateNo=1331
var(11) = -(Helper(1303),Animtime)-1

[State -3]
Type = varset
Trigger1 = var(11)=-200
var(12) = 0

[State -3]
Type = varset
Trigger1 = var(11)<=5&&var(11)!=-200
var(12) = 1


[State -3]
Type = varrandom
Trigger1 = var(15)=0
Trigger1 = Root,var(58)=2
v = 15
range = 2,16;0

[State -3];
Type = Varset
TriggerAll=Root,MoveType!=H
Trigger1=Root,fvar(29)=2000
var(19) = Root,StateNo
IgNoreHitPause = 1

[State -3];
Type = Varset
TriggerAll=Root,MoveType!=H
Trigger1=1
var(19) = Root,StateNo
IgNoreHitPause = 1

[State -3];
Type = null;Varset
TriggerAll=Root,MoveType=H
Trigger1=var(19)=2000
Trigger1=var(20):=1
Trigger2=var(19)=[1101,1199]
Trigger2=var(15)!=1
Trigger2=var(30):=1;펞֎~
IgNoreHitPause = 1

[State -3];
Type = Varset
Trigger1 = Root,MoveType=H
var(19) = 0
IgNoreHitPause = 1

[State -3];
Type = Varset
Trigger1 = Root,StateNo=1100&&Root,Animtime=-1
var(44) = P2StateNo
IgNoreHitPause = 1

[State -3];ʒ[Aǂ߂H
Type = Varset
TriggerAll=NumHelper(50000+root,id)&&NumHelper(60000+root,id)
Trigger1=(Helper(50000+root,id),rootDist X)<(Helper(60000+root,id),rootDist X)
fvar(30) = 1+(root,facing=-1)*2
IgNoreHitPause = 1

[State -3];ʒ[Aǂ߂H
Type = VarSet
TriggerAll=NumHelper(50000+root,id)&&NumHelper(60000+root,id)
Trigger1=(Helper(50000+root,id),rootDist X)>(Helper(60000+root,id),rootDist X)
fvar(30) = 2+(root,facing=1)*2
IgNoreHitPause = 1
;@1=EE߂@2=߂@3=E߂@4=E߂

[State -2];GB
type = varset
trigger1 = NumEnemy=1
trigger1 = P2StateNo=[150,155]
fvar(0) = 30
ignorehitpause = 1
[State -2];GB
type = varadd
trigger1 = NumEnemy=1
trigger1 = fvar(0)>0 
trigger1 = P2StateNo!=[150,155]
fvar(0) = -1
ignorehitpause = 1
[state 50000]
Type=Projectile
Trigger1 = time=0
Velocity = -5,0
ProjID = 50000+root,id
Projanim = 9999
Offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1
[state 50000]
type = velset
Trigger1 = !Root,NumProjID(50000+root,id)
Trigger1 = time>0
x=0
y=0

[StateDef 10000]
anim=9999
ctrl=0

[State 825]
type = assertspecial
trigger1 = 1
flag = invisible

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,vC[]
type=varset
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 10000,vC[]
type=parentvarset
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 10000,]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)!=0||var(59)=-1
Trigger2=command="a"&&root,command="a"
Trigger3=command="b"&&root,command="b"
Trigger4=command="c"&&root,command="c"
Trigger5=command="x"&&root,command="x"
Trigger6=command="y"&&root,command="y"
Trigger7=command="z"&&root,command="z"
Trigger8=command="start"&&root,command="start"
Trigger9=command="fwd"&&root,command="fwd"
Trigger10=command="back"&&root,command="back"
Trigger11=command="up"&&root,command="up"
Trigger12=command="down"&&root,command="down"

[State 10000,AI׸ON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="a"
Trigger2=root,command="b"
Trigger3=root,command="c"
Trigger4=root,command="x"
Trigger5=root,command="y"
Trigger6=root,command="z"
Trigger7=root,command="start"
Trigger8=root,command="fwd"&&(roundstate=2&&root,ctrl)
Trigger9=root,command="back"&&(roundstate=2&&root,ctrl)
Trigger10=root,command="up"&&(roundstate=2&&root,ctrl)
Trigger11=root,command="down"&&(roundstate=2&&root,ctrl)
var(59)=1

