;RtBO
[Statedef 9999]

	[State 9999, o[jOQ[Wݒ]
		type     = VarSet
		trigger1 = 1
		var(8)   = 0	;ύX
						;"0"͒ʏ
						;"1"100%JnAʏ̃Q[WMAXȂ炱
						;"2"͂120%ALimitOverDriveg
						;
						;LŁAQ[WMAXݒ"1"𐄏Ăʂ
						;ݒ"2"͊{IɃg[jO̐ݒł
						;i120%̃R{Kׂ̐ݒj
						;oX𑹂Ȃꂪ̂Ŏgp͎ȐӔCł肢܂

	[State 9999, o[jOQ[Wl]
		type     = VarSet
		trigger1 = Var(8) = 0
		trigger1 = RoundNo = 1
		var(17)  = 0	;ύX
						;0`120ݒł܂
						;ʏݒŃQ[WMAXX^[g

	[State 9999, ]
		type     = VarSet
		trigger1 = 1
		var(14)  = 1	;ύX
						;"0"͎Ȃ
						;"1"͈ɒmq̎
						;"2"̓v̎

	[State 9999, ]
		type     = VarSet
		trigger1 = 1
		var(16)  = 1	;ύX
						;"0"͐Ȃ
						;"1"͐

	[State 9999, @񐔖]
		type     = VarSet
		trigger1 = 1
		var(45)  = 0	;ύX
						;"0"͐
						;"1"͐

	[State 9999, ėpEA[}[120%JԂE񐔖]
		type     = VarSet
		trigger1 = 1
		var(26)  = 0	;ύX
						;"0"͐
						;"1"͐

	[State 9999, K[hLZ_bV]
		type     = VarSet
		trigger1 = 1
		var(25)  = 1	;ύX
						;"0"͐
						;"1"̓qbgXgbvIɓ͎tJn
						;"2"͐

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

	[State 9999, KOON/OFF]
		type     = VarSet
		trigger1 = 1
		var(27)  = 0	;ύX
						;"0"͍KOs
						;"1"͍KO

	[State 9999, oX^[amI[u]
		type     = VarSet
		trigger1 = 1
		var(24)  = 0	;ύX
						;"0"OFFAOFFOFF
						;"1"ONAONON

[State 9999, 򒹗pCg]
	type       = ChangeState
	triggerall = RoundNo = 1
	trigger1   = (enemy(0),authorname = "azu") && (enemy(0),name = "ASUKA HONDA")
	value      = 191
	
[State 9999, 򒹗pCg2]
	type       = ChangeState
	triggerall = RoundNo = 1
	triggerall = NumEnemy = 2
	trigger1   = (enemy(1),authorname = "azu") && (enemy(1),name = "ASUKA HONDA")
	value      = 191

[State 9999, AeBbg҂KCpCg]
	type       = ChangeState
	trigger1   = (enemy(0),authorname = "kmym") && (enemy(0),name = "MTGUILE")
	value      = 192

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

[State 9999, ʏCg]
	type       = ChangeState
	triggerall = RoundNo = 1
	trigger1   = !(enemy(0),authorname = "azu") && !(enemy(0),name = "ASUKA HONDA")
	trigger1   = !(enemy(0),authorname = "iwakick") &&!(enemy(0),name = "SilverSamurai")
	trigger1   = !(enemy(0),authorname = "kmym") && !(enemy(0),name = "MTGUILE")
	value      = 190


[State 9999, ʏCg2]
	type       = ChangeState
	triggerall = NumEnemy = 2
	triggerall = RoundNo = 1
	trigger1   = !(enemy(1),authorname = "azu") && !(enemy(1),name = "ASUKA HONDA")
	trigger1   = !(enemy(1),authorname = "iwakick") &&!(enemy(1),name = "SilverSamurai")
	trigger1   = !(enemy(1),authorname = "kmym") && !(enemy(1),name = "MTGUILE")
	value      = 190

[State 9999, ʏCg]
	type       = ChangeState
	trigger1   = RoundNo = 1
	value      = 190

[State 9999, Xe[gύX]
	type     = ChangeState
	trigger1 = 1
	value    = 0




[Statedef 10100]
;;//------------------------------
;		`hݒ
;;//------------------------------

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

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




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


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

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

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

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











































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

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

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

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

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

;var(25)

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

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

;var(39~58)	;ʐݒ
;var(59)	;`h


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


[state ]
type = varset
trigger1 = ishelper
var(52) = 0;

[state ]
type = null
trigger1 = 1 || var(39) := -1
trigger1 = 1 || var(55) := -1
trigger1 = 1 || var(54) := -1
trigger1 = 1 || var(53) := -1
trigger1 = 1 || var(51) := -1
trigger1 = 1 || var(50) := -1
trigger1 = 1 || var(49) := -1
trigger1 = 1 || var(48) := -1
trigger1 = 1 || var(43) := -1
trigger1 = 1 || var(47) := -1
trigger1 = 1 || var(46) := -1
trigger1 = 1 || var(45) := -1
trigger1 = 1 || var(44) := -1

[state ]
type = varset
trigger1 = var(59) > 5
var(59) = 5



;----------

[state ]
type = SelfState
trigger1 = !ishelper
value = 52
ctrl = 1
persistent = 256
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
[state ]
type = changeanim
trigger1 = anim != 9999
value = 9999
ignorehitpause = 1
[state ]
type = statetypeset
trigger1 = movetype != I
movetype = I
ignorehitpause = 1
[state ]
type = ctrlset
trigger1 = ctrl = 1
value = 0
ignorehitpause = 1



[state ];XNǗ
type = null
triggerall = var(39) = -1
trigger1 = var(59) <= 6
trigger1 = 1 || var(39) := 0
trigger2 = var(59) = [7,8]
trigger2 = 1 || var(39) := 2
trigger3 = var(59) >= 9
trigger3 = 1 || var(39) := 1
ignorehitpause = 1





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


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


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


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

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


[state ]
type = null
triggerall = root,stateno != 100
triggerall = !(root,stateno = [10,11])
triggerall = root,stateno != 0
triggerall = !(root,stateno = [120,155])
triggerall = playerid(root,var(2)),anim != var(11)
trigger1 = 1 || var(10) := 838861
trigger1 = 1 || var(11) := 838861
ignorehitpause = 1

[state ]
type = varset
trigger1 = root,stateno = [120,155]
var(10) = playerid(root,var(2)),anim
ignorehitpause = 1
[state ]
type = varset
trigger1 = root,stateno = 100
trigger1 = root,prevstateno = [153,155]
trigger1 = var(10) = playerid(root,var(2)),anim
var(11) = playerid(root,var(2)),anim
ignorehitpause = 1


[state ]
type = varset
trigger1 = root,time = 1
trigger1 = root,stateno = 150 || root,stateno = 152
var(12) = playerid(root,var(2)),anim
ignorehitpause = 1


[state ]
type = varset
trigger1 = root,time = 1
trigger1 = (root,stateno = [700,799]) || (root,stateno = [650,699])
var(13) = playerid(root,var(2)),anim
ignorehitpause = 1










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


;^QXeprevstateno@\Ȃ݂Ȃ̂Ńwp[
[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 1				;{̋
triggerall = var(21) = 1				;U
triggerall = var(22) != 2				;肪󒆂ł͂Ȃ
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)	;肪Ōˌ
triggerall = root,var(53) != var(20)
triggerall = root,var(54) != var(20)
triggerall = root,var(56) != var(20)
trigger1 = root,var(53) = 0
var(53) = var(20)
ignorehitpause = 1
[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2
triggerall = var(17) = 1
triggerall = var(21) = 1
triggerall = var(22) != 2
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)
triggerall = root,var(53) != var(20)
triggerall = root,var(54) != var(20)
triggerall = root,var(56) != var(20)
trigger1 = root,var(53) != 0 && root,var(54) = 0
var(54) = var(20)
ignorehitpause = 1
[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2
triggerall = var(17) = 1
triggerall = var(21) = 1
triggerall = var(22) != 2
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)
triggerall = root,var(53) != var(20)
triggerall = root,var(54) != var(20)
triggerall = root,var(56) != var(20)
trigger1 = root,var(53) != 0 && root,var(54) != 0 && root,var(56) = 0
var(56) = var(20)
ignorehitpause = 1

[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0			;ݒ
triggerall = root,fvar(8) = 0			;fbcł͂Ȃ
triggerall = root,fvar(6) = var(20)		;ݎƑ̒Oanim
triggerall = root,var(51) != var(20)
triggerall = root,var(52) != var(20)
triggerall = root,var(55) != var(20)
trigger1 = root,var(51) = 0
var(51) = var(20)
ignorehitpause = 1
[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0
triggerall = root,fvar(8) = 0
triggerall = root,fvar(6) = var(20)
triggerall = root,var(51) != var(20)
triggerall = root,var(52) != var(20)
triggerall = root,var(55) != var(20)
trigger1 = root,var(51) != 0 && root,var(52) = 0
var(52) = var(20)
ignorehitpause = 1
[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0
triggerall = root,fvar(8) = 0
triggerall = root,fvar(6) = var(20)
triggerall = root,var(51) != var(20)
triggerall = root,var(52) != var(20)
triggerall = root,var(55) != var(20)
trigger1 = root,var(51) != 0 && root,var(52) != 0 && root,var(55) = 0
var(55) = var(20)
ignorehitpause = 1

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



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

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

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

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

[state ,Gm]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = !root,movecontact
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = !(playerid(root,var(2)),stateno = [5000,5220])
triggerall = playerid(root,var(2)),movetype != H
triggerall = fvar(14) != playerid(root,var(2)),anim
triggerall = fvar(15) != playerid(root,var(2)),anim
triggerall = fvar(16) != playerid(root,var(2)),anim
triggerall = fvar(17) != playerid(root,var(2)),anim
triggerall = fvar(18) != playerid(root,var(2)),anim
triggerall = fvar(19) != playerid(root,var(2)),anim
triggerall = 1 || var(2) := 0
triggerall = 1 || var(2) := var(2) + (root,stateno = 200 && root,animelemtime(5) >= 0 && (root,p2bodydist x = [-5,60-root,sysfvar(4)]) && (root,p2dist y = [-25,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 210 && root,animelemtime(5) >= 0 && (root,p2bodydist x = [-5,50-root,sysfvar(4)]) && (root,p2dist y = [-60,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 220 && root,animelemtime(6) >= 0 && (root,p2bodydist x = [-5,35-root,sysfvar(4)]) && (root,p2dist y = [-65,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 230 && root,animelemtime(7) >= 0 && (root,p2bodydist x = [-5,50-root,sysfvar(4)]) && (root,p2dist y = [-95,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 241 && root,animelemtime(3) >= 0 && (root,p2bodydist x = [-5,60-root,sysfvar(4)]) && (root,p2dist y = [-40,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 400 && root,animelemtime(4) >= 0 && (root,p2bodydist x = [-5,60-root,sysfvar(4)]) && (root,p2dist y = [-1,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 410 && root,animelemtime(5) >= 0 && (root,p2bodydist x = [-5,80-root,sysfvar(4)]) && (root,p2dist y = [-55,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 420 && root,animelemtime(7) >= 0 && (root,p2bodydist x = [-5,65-root,sysfvar(4)]) && (root,p2dist y = [-30,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 431 && root,animelemtime(1) >= 0 && (root,p2bodydist x = [-5,70-root,sysfvar(4)]) && (root,p2dist y = [-50,5]))
triggerall = var(2)
trigger1 = fvar(14) = 0
trigger1 = fvar(14) := playerid(root,var(2)),anim
trigger2 = fvar(14) != 0 && fvar(15) = 0
trigger2 = fvar(15) := playerid(root,var(2)),anim
trigger3 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) = 0
trigger3 = fvar(16) := playerid(root,var(2)),anim
trigger4 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) = 0
trigger4 = fvar(17) := playerid(root,var(2)),anim
trigger5 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) = 0
trigger5 = fvar(18) := playerid(root,var(2)),anim
trigger6 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) != 0 && fvar(19) = 0
trigger6 = fvar(19) := playerid(root,var(2)),anim
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(2)
triggerall = root,animelemtime(3) >= 0 && !root,movecontact
triggerall = root,stateno = 800
triggerall = root,p2bodydist x < 8
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = !(playerid(root,var(2)),stateno = [5000,5220])
triggerall = playerid(root,var(2)),movetype != H
triggerall = playerid(root,var(2)),statetype != A
triggerall = fvar(18) != playerid(root,var(2)),anim
triggerall = fvar(19) != playerid(root,var(2)),anim
trigger1 = fvar(18) = 0
trigger1 = fvar(18) := playerid(root,var(2)),anim
trigger2 = fvar(18) != 0 && fvar(19) = 0
trigger2 = fvar(19) := playerid(root,var(2)),anim
 ignorehitpause = 1


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

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

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


;[wKenemy(0)
[state ,im]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 1				;{̋
triggerall = var(21) = 1				;U
triggerall = var(22) != 2				;肪󒆂ł͂Ȃ
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)	;肪Ōˌ
triggerall = fvar(0) != var(20)	;蒼Oanim
triggerall = fvar(1) != var(20)
triggerall = fvar(2) != var(20)
triggerall = fvar(3) != var(20)
triggerall = root,var(53) != 0 && root,var(53) != var(20)
triggerall = root,var(54) != 0 && root,var(54) != var(20)
triggerall = root,var(56) != 0 && root,var(56) != var(20)
trigger1 = fvar(0) = 0
trigger1 = fvar(0) := var(20)
trigger2 = fvar(0) != 0 && fvar(1) = 0
trigger2 = fvar(1) := var(20)
trigger3 = fvar(0) != 0 && fvar(1) != 0 && fvar(2) = 0
trigger3 = fvar(2) := var(20)
trigger4 = fvar(0) != 0 && fvar(1) != 0 && fvar(2) != 0 && fvar(3) = 0
trigger4 = fvar(3) := var(20)
ignorehitpause = 1

[state ,K[hs\m]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 0				;{̗
triggerall = var(21) = 1				;U
triggerall = var(23) = 1 || var(23) = 2	;肪Ōˌ
triggerall = fvar(0) = var(20) || fvar(1) = var(20) || fvar(2) = var(20) || fvar(3) = var(20) || root,var(54) = var(20) || root,var(55) = var(20) || root,var(56) = var(20)
triggerall = fvar(4) != var(20)	;蒼Oanim
triggerall = fvar(5) != var(20)
triggerall = root,fvar(33) != 0 && root,fvar(33) != var(20)
triggerall = root,fvar(34) != 0 && root,fvar(34) != var(20)
trigger1 = fvar(4) = 0
trigger1 = fvar(4) := var(20)
trigger2 = fvar(4) != 0 && fvar(5) = 0
trigger2 = fvar(5) := var(20)
ignorehitpause = 1

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

[state ,gm]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movereversed = 1
triggerall = root,sysfvar(0) != [0,199]
triggerall = fvar(10) != root,sysfvar(0)
triggerall = fvar(11) != root,sysfvar(0)
triggerall = fvar(12) != root,sysfvar(0)
triggerall = fvar(13) != root,sysfvar(0)
triggerall = root,var(57) != 0 && root,var(57) != root,sysfvar(0)
triggerall = root,var(59) != 0 && root,var(59) != root,sysfvar(0)
trigger1 = fvar(10) = 0
trigger1 = fvar(10) := root,sysfvar(0)
trigger2 = fvar(10) != 0 && fvar(11) = 0
trigger2 = fvar(11) := root,sysfvar(0)
trigger3 = fvar(10) != 0 && fvar(11) != 0 && fvar(12) = 0
trigger3 = fvar(12) := root,sysfvar(0)
trigger4 = fvar(10) != 0 && fvar(11) != 0 && fvar(12) != 0 && fvar(13) = 0
trigger4 = fvar(13) := root,sysfvar(0)
ignorehitpause = 1

[state ,Gm]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = !root,movecontact
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = !(playerid(root,var(2)),stateno = [5000,5220])
triggerall = playerid(root,var(2)),movetype != H
triggerall = fvar(14) != playerid(root,var(2)),anim
triggerall = fvar(15) != playerid(root,var(2)),anim
triggerall = fvar(16) != playerid(root,var(2)),anim
triggerall = fvar(17) != playerid(root,var(2)),anim
triggerall = fvar(18) != playerid(root,var(2)),anim
triggerall = fvar(19) != playerid(root,var(2)),anim
triggerall = root,fvar(35) != 0 && root,fvar(35) != playerid(root,var(2)),anim
triggerall = root,fvar(36) != 0 && root,fvar(36) != playerid(root,var(2)),anim
triggerall = root,fvar(37) != 0 && root,fvar(37) != playerid(root,var(2)),anim
triggerall = root,fvar(38) != 0 && root,fvar(38) != playerid(root,var(2)),anim
triggerall = root,fvar(39) != 0 && root,fvar(39) != playerid(root,var(2)),anim
triggerall = 1 || var(2) := 0
triggerall = 1 || var(2) := var(2) + (root,stateno = 200 && root,animelemtime(5) >= 0 && (root,p2bodydist x = [-5,60-root,sysfvar(4)]) && (root,p2dist y = [-25,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 210 && root,animelemtime(5) >= 0 && (root,p2bodydist x = [-5,50-root,sysfvar(4)]) && (root,p2dist y = [-60,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 220 && root,animelemtime(6) >= 0 && (root,p2bodydist x = [-5,35-root,sysfvar(4)]) && (root,p2dist y = [-65,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 230 && root,animelemtime(7) >= 0 && (root,p2bodydist x = [-5,50-root,sysfvar(4)]) && (root,p2dist y = [-95,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 241 && root,animelemtime(3) >= 0 && (root,p2bodydist x = [-5,60-root,sysfvar(4)]) && (root,p2dist y = [-40,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 400 && root,animelemtime(4) >= 0 && (root,p2bodydist x = [-5,60-root,sysfvar(4)]) && (root,p2dist y = [-1,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 410 && root,animelemtime(5) >= 0 && (root,p2bodydist x = [-5,80-root,sysfvar(4)]) && (root,p2dist y = [-55,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 420 && root,animelemtime(7) >= 0 && (root,p2bodydist x = [-5,65-root,sysfvar(4)]) && (root,p2dist y = [-30,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 431 && root,animelemtime(1) >= 0 && (root,p2bodydist x = [-5,70-root,sysfvar(4)]) && (root,p2dist y = [-50,5]))
triggerall = var(2)
trigger1 = fvar(14) = 0
trigger1 = fvar(14) := playerid(root,var(2)),anim
trigger2 = fvar(14) != 0 && fvar(15) = 0
trigger2 = fvar(15) := playerid(root,var(2)),anim
trigger3 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) = 0
trigger3 = fvar(16) := playerid(root,var(2)),anim
trigger4 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) = 0
trigger4 = fvar(17) := playerid(root,var(2)),anim
trigger5 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) = 0
trigger5 = fvar(18) := playerid(root,var(2)),anim
trigger6 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) != 0 && fvar(19) = 0
trigger6 = fvar(19) := playerid(root,var(2)),anim
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,animelemtime(3) >= 0 && !root,movecontact
triggerall = root,stateno = 800
triggerall = root,p2bodydist x < 14
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = !(playerid(root,var(2)),stateno = [5000,5220])
triggerall = playerid(root,var(2)),movetype != H
triggerall = playerid(root,var(2)),statetype != A
triggerall = fvar(18) != playerid(root,var(2)),anim
triggerall = fvar(19) != playerid(root,var(2)),anim
triggerall = root,fvar(38) != 0 && root,fvar(38) != playerid(root,var(2)),anim
triggerall = root,fvar(39) != 0 && root,fvar(39) != playerid(root,var(2)),anim
trigger1 = fvar(18) = 0
trigger1 = fvar(18) := playerid(root,var(2)),anim
trigger2 = fvar(18) != 0 && fvar(19) = 0
trigger2 = fvar(19) := playerid(root,var(2)),anim
 ignorehitpause = 1

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

[state ,ݎs]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(2)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(5) > 0			;ݒ
triggerall = root,fvar(8) = 0			;fbcł͂Ȃ
triggerall = root,fvar(6) = var(20)		;ݎƑ̒Oanim
triggerall = fvar(20) != var(20)
triggerall = fvar(21) != var(20)
triggerall = fvar(22) != var(20)
triggerall = fvar(23) != var(20)
triggerall = root,var(51) != 0 && root,var(51) != var(20)
triggerall = root,var(52) != 0 && root,var(52) != var(20)
triggerall = root,var(55) != 0 && root,var(55) != var(20)
trigger1 = fvar(20) = 0
trigger1 = fvar(20) := var(20)
trigger2 = fvar(20) != 0 && fvar(21) = 0
trigger2 = fvar(21) := var(20)
trigger3 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) = 0
trigger3 = fvar(22) := var(20)
trigger4 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) != 0 && fvar(23) = 0
trigger4 = fvar(23) := var(20)
ignorehitpause = 1

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

;----------

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


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

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

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

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




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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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


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


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

[state -2]
type = DisplayToClipboard
trigger1 = ishelper&&numhelper(2200)
text = "guard = %d,h_time = %d,%d"
params = var(0),var(1),helper(2200),stateno
ignorehitpause = 1


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

















;ѓ΍wp[30020isuparpause,pausej
;var(0):ѓ΍ϐP@UfJEg_Ep
;var(1):ѓ΍ϐQ@܂ł̃JEgAbvp
;var(2):ѓ̌둤K[h邽߂̕ϐ
;var(3)~var(53):wp[_CNgp
;var(54):ő僋[v񐔐ݒ
;var(55):30020,30029[vJEgp
;var(56):30022[vJEgp
;var(57):_CNgϐ̂A݂̍ō̒l
;var(58):ʂ󋵔f

;var(59);󋵔fQ

;fvar(0)	;ŒZwp[Aj
;fvar(1)	;ŒZ

;fvar(2)	;Es\Aj
;fvar(3)	;Es\Aj

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



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

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

;var(3+var(55))Auݒ̂hcpϐv

[Statedef 30020]
type=A
movetype=I
physics=N
ctrl=0
anim=9999
sprpriority=0
velset=0,0

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


[State -2];[v񐔐ݒ
type=varset
trigger1=!var(54)
var(54)=40

[State -2]
type=ChangeState
triggerall=!numhelper(30021)
trigger1=var(56)!=-1||prevstateno=30029
trigger1=!playerIDexist(var(3+var(55)))
value=30022

[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State -2]
type=Nothitby
trigger1=1
value=SCA

[State -2]
type=posset
triggerall = playeridexist(root,var(2))
trigger1=1
x=(root,pos x+playerid(root,var(2)),pos x)/2.0

;{̂Ɠ
[State -2]
type=turn
trigger1=facing!=root,facing

[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=abs(root,pos y-playerID(var(3+var(55))),pos y)<200
trigger1=abs(playerID(var(3+var(55))),pos x-root,pos x)<=200
var(2)=5


[State 30020]
type=varset
trigger1=var(57)<var(3+var(55))
var(57)=var(3+var(55))

;[vobN
[State 30020]
type=Changestate
trigger1=!numhelper(30021)	;P
trigger1=var(56)!=-1	;Q
trigger1=var(55)<var(54)	;[vw񐔖
trigger1=var(55):=var(55)+1||1	;CNgi[vJE^j
value=30020


[State -2];JE^
type=VarSet
trigger1=1
var(55)=0

;inguarddistnfp
[State -2]
type=VarAdd
trigger1=var(0)>0
var(0)=-1

;inguarddistnfp
[State -2]
type=VarSet
triggerall = playeridexist(root,var(2))
trigger1=!playerid(root,var(2)),ctrl&&playerid(root,var(2)),stateno>=200
trigger2=inguarddist
trigger3=root,inguarddist
var(0)=15

;inguarddistnfp
[State -2]
type=VarAdd
trigger1=var(0)
var(1)=1

;inguarddistnfp
[State -2]
type=Varset
trigger1=!var(0)
var(1)=0


;ѓ̗΍
[State -2]
type=Varadd
trigger1=var(2)>0
var(2)=-1

;ѓ̗΍
[State -2]
type=varset
triggerall = playeridexist(root,var(2))
triggerall=root,inguarddist
trigger1=playerid(root,var(2)),movetype!=A
trigger2=P2Dist x>playerid(root,var(2)),Const(size.attack.dist)
var(2)=20


;ѓ̗΍BꎞIɗɔzu
[State -2]
type=posset
trigger1=1
x=root,pos x-facing*80

;ѓ̗΍
[State -2]
type=varset
trigger1=inguarddist
var(2)=5

;ILʑ΍fp̃Xe[g
[State -2]
type=ChangeState
trigger1=1
value=30029



;hc\wp[pXe[g
[Statedef 30021]
anim=9999
ctrl=0

;
[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

;
[State 30021]
type=destroyself
trigger1=1


;[vXe[g
[Statedef 30022]
anim=9999
ctrl=0


;Jnlōlɍ킹
[State -2]
type=varset
trigger1=prevstateno!=30022;
var(3+var(55))=var(57)+1

;[vJE^
[State -2]
type=varadd
var(56)=1
trigger1=var(56)!=-1

;[vJE^
[State -2]
type=Varset
trigger1=prevstateno!=30022
var(56)=0

;ӂ邢ɂBPłYȂ玟
[State -2]
type=varadd
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=teamside=playerID(var(3+var(55))),teamside
trigger6 = playerID(var(3+var(55))),anim = 838861 && (playerID(var(3+var(55))),stateno = [10090,10091])
var(3+var(55))=1

[state -2];idmFpBPOJԂē肪ȂA~Ďɔ
type=Helper
trigger1=var(56)>10
trigger1=var(56):=-1
trigger1=!numhelper(30021)
helpertype=normal
name="id_check"
ID=30021
pos=0, 0
postype=right
facing=1
stateno=30021
ownpal=0
supermovetime=99999
pausemovetime=99999

;ϐ̒lo΂̃wp[̂̂
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=numhelper(30021)
var(3+var(55))=helper(30021),id

;[vobN
[State -2]
type=ChangeState
value=30022
triggerall=var(56)!=-1
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=teamside=playerID(var(3+var(55))),teamside
trigger6 = playerID(var(3+var(55))),anim = 838861 && (playerID(var(3+var(55))),stateno = [10090,10091])

;I߂
[State -2]
type=ChangeState
value=30020
trigger1=1



;ѓ΍
[Statedef 30029]
anim=9999
ctrl=0

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

;Peo܂hc擾
[State 30029]
type=CHangeState
trigger1=time>0
value=30020

;ϐ̒lɊYwp[݂ȂȂ炱Ń[vJE^Ă܂߂
[State 30029]
type=CHangeState
trigger1=!playerIDExist(var(3+var(55)))
trigger1=var(55)<var(54)-1
trigger1=var(55):=var(55)+1
value=30029

[state ,fpϐ]
type = null
triggerall = prevstateno != 30029
trigger1 = 1 || var(58) := 0
trigger1 = 1 || var(59) := 0
trigger1 = 1 || fvar(0) := 0	;ŒZwp[anim
trigger1 = 1 || fvar(1) := 0	;ŒZ

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

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

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




[State ,wォѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) < 40	;-60	;
trigger1=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x < 0	;댯
var(59) = (var(59) | ceil(2.0**29))

[State ,ʂѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > -40	;60	;O
trigger1=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x > 0	;댯
var(59) = (var(59) | ceil(2.0**28))

[State ,ޖ킸߂ɔѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=(root,pos x-playerID(var(3+var(55))),pos x) = [-100,100]
var(59) = (var(59) | ceil(2.0**27))

[State ,ʂɉ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A
trigger1=root,facing*(playerID(var(3+var(55))),pos x-root,pos x) >= 0	;O
var(59) = (var(59) | ceil(2.0**26))

[State ,wɉ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A
trigger1=root,facing*(playerID(var(3+var(55))),pos x-root,pos x) <= -0	;
var(59) = (var(59) | ceil(2.0**25))



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

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

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



[State ,ng]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58))%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>0
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6>70
var(58)=1


[State ,ng߂]
type=varadd
trigger1=!((var(58)/1000)%10)
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6<=70
var(58)=1000


[State ,󒆔g]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*20<-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
var(58)=10


[State ,󒆔g߂]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10000)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10>=-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
var(58)=10000


[State ,߂]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/100000)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-120,120]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)=[-100,100]
var(58)=100000


[State ,ݒu]
type=varadd
trigger1=!((var(58)/100)%10)
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-100
trigger1=playerID(var(3+var(55))),vel x = [-1,1]
trigger1 = (playerID(var(3+var(55))),pos x - root, pos x) * root,facing = [40,100]
var(58)=100
[State ,ݒu]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-100
trigger1=playerID(var(3+var(55))),vel x = [-1,1]
trigger1 = sysfvar(1) = 0 || sysfvar(1) > (playerID(var(3+var(55))),pos x - root, pos x) * root,facing
sysfvar(1) = (playerID(var(3+var(55))),pos x - root, pos x) * root,facing


[State ,`]
type=varadd
triggerall=playerIDExist(var(3+var(55)))
triggerall=!((var(58)/1000000)%10)
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SA,AP||playerID(var(3+var(55))),hitdefattr=SA,AA)
triggerall=abs(playerID(var(3+var(55))),vel x)>1
;triggerall=playerID(var(3+var(55))),vel y = 0			;p
triggerall = fvar(2) != playerID(var(3+var(55))),anim
triggerall = fvar(3) != playerID(var(3+var(55))),anim
;
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*4<0
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*8>-50
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*4>45
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*8<60.5
;trigger1 = 0
;G
trigger2=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*4<0
trigger2=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*8>-60.5	;-70
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*4>45
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*8<36.5
;trigger2 = 0
;
trigger3=playerID(var(3+var(55))),vel y = 0	;Ȍ`ɑΏłȂ߁c
trigger3=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*4<0
trigger3=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*8>-105
trigger3=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*4>15+20
trigger3=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*8<15+20
;trigger3 = 0
;w
trigger4=playerID(var(3+var(55))),vel y = 0	
trigger4=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*4<0
trigger4=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*8>-105
trigger4=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*4<-20
trigger4=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*8>-20
;trigger4 = 0
var(58)=1000000

[State ,]
type=varadd
triggerall=playerIDExist(var(3+var(55)))
triggerall=!((var(58)/10000000)%10)
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AP||playerID(var(3+var(55))),hitdefattr=SCA,AA)
triggerall=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*1=[-130,0]
triggerall=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*1>0
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*32<-60
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*1<0
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*32>60
var(58)=10000000

[State ,_bV]
type=varadd
triggerall=playerIDExist(var(3+var(55)))
triggerall=!((var(58)/100000000)%10)
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SA,AP||playerID(var(3+var(55))),hitdefattr=SA,AA)
triggerall=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*1=[-70,-36]
triggerall=abs(playerID(var(3+var(55))),vel x)>1
triggerall=abs(playerID(var(3+var(55))),vel y)=0
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*1>52+Const(velocity.run.fwd.x)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*1<76+Const(velocity.run.fwd.x)
var(58)=100000000

[state ,p΍]	;sp^[̓sK[hłȂ̂
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype=A
triggerall = playerID(var(3+var(55))),stateno = 1115
triggerall = root,pos x - playerID(var(3+var(55))),pos x = [-20,20]
trigger1 = enemy(0),authorname = "Ina" && enemy(0),numhelper(1115)
Trigger1 = enemy(0),name = "Heart_Aino" || enemy(0),name = "Saki_Tsuzura" || enemy(0),name = "Kamui_Tokinomiya" || enemy(0),name = "Lilica_Felchenerow" || enemy(0),name = "Meifang"
trigger2 = enemy(0),authorname = "Ina" && enemy(0),numhelper(1115)
Trigger2 = enemy(0),name = "Petra_Johanna_Lagerkvist" || enemy(0),name = "Zenia_Valov" || enemy(0),name = "Elsa_La_Conti" || enemy(0),name = "Clarice_Di_Lanza"
trigger3 = enemy(numenemy>1),authorname = "Ina" && enemy(numenemy>1),numhelper(1115)
Trigger3 = enemy(numenemy>1),name = "Heart_Aino" || enemy(numenemy>1),name = "Saki_Tsuzura" || enemy(numenemy>1),name = "Kamui_Tokinomiya" || enemy(numenemy>1),name = "Lilica_Felchenerow" || enemy(numenemy>1),name = "Meifang"
trigger4 = enemy(numenemy>1),authorname = "Ina" && enemy(numenemy>1),numhelper(1115)
Trigger4 = enemy(numenemy>1),name = "Petra_Johanna_Lagerkvist" || enemy(numenemy>1),name = "Zenia_Valov" || enemy(numenemy>1),name = "Elsa_La_Conti" || enemy(numenemy>1),name = "Clarice_Di_Lanza"
var(59) = (var(59) | ceil(2.0**0))

[state ,pi΍]
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype = A
trigger1 = (enemy(0),name = "Nyarlathotep" && enemy(0),authorname = "nyal41") || (enemy(numenemy>1),name = "Nyarlathotep" && enemy(numenemy>1),authorname = "nyal41")
trigger1 = enemy(0),numhelper(10000) || enemy(numenemy>1),numhelper(10000)
trigger1 = playerID(var(3+var(55))),stateno = 11031
trigger1 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger2 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger2 = enemy(0),numhelper(90420900) || enemy(0),numhelper(90420901) || enemy(0),numhelper(90420903) || enemy(numenemy>1),numhelper(90420900) || enemy(numenemy>1),numhelper(90420901) || enemy(numenemy>1),numhelper(90420903)
trigger2 = playerID(var(3+var(55))),stateno = 2010
trigger2 = root,pos x - playerID(var(3+var(55))),pos x = [-90,90]
var(59) = (var(59) | ceil(2.0**1))

[state ,pi΍]
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype = A			 ;&& playerID(var(3+var(55))),hitdefattr=SCA,AA,AP	;hitdefattrmłȂꍇ邽ߏO
trigger1 = enemy(0),name = "Maori" || enemy(numenemy>1),name = "Maori"
trigger1 = enemy(0),numhelper(1120) || enemy(numenemy>1),numhelper(1120)
trigger1 = playerID(var(3+var(55))),stateno = 1210 || (playerID(var(3+var(55))),stateno = 1211 && playerID(var(3+var(55))),animelemtime(2) < 0) || playerID(var(3+var(55))),stateno = 2010
trigger1 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger2 = (enemy(0),name = "Clarice_Di_Lanza" && enemy(0),authorname = "Ina") || (enemy(numenemy>1),name = "Clarice_Di_Lanza" && enemy(numenemy>1),authorname = "Ina")
trigger2 = enemy(0),numhelper(420) || enemy(numenemy>1),numhelper(420) || enemy(0),numhelper(421) || enemy(numenemy>1),numhelper(421)
trigger2 = (playerID(var(3+var(55))),stateno = [426,428])
trigger2 = root,pos x - playerID(var(3+var(55))),pos x = [-80,80]
trigger3 = (enemy(0),name = "Nyarlathotep" && enemy(0),authorname = "nyal41") || (enemy(numenemy>1),name = "Nyarlathotep" && enemy(numenemy>1),authorname = "nyal41")
trigger3 = enemy(0),numhelper(10000) || enemy(numenemy>1),numhelper(10000)
trigger3 = playerID(var(3+var(55))),stateno = 12101 || playerID(var(3+var(55))),stateno = 12111 || playerID(var(3+var(55))),stateno = 12121 || playerID(var(3+var(55))),stateno = 12131
trigger3 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger4 = (enemy(0),name = "Maori" && enemy(0),authorname = "Ahuron") || (enemy(numenemy>1),name = "Maori" && enemy(numenemy>1),authorname = "Ahuron")
trigger4 = enemy(0),numhelper(1120) || enemy(numenemy>1),numhelper(1120)
trigger4 = playerID(var(3+var(55))),stateno = 51210 || (playerID(var(3+var(55))),stateno = 51211 && playerID(var(3+var(55))),animelemtime(2) < 0)
trigger4 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger5 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger5 = enemy(0),numhelper(90240900) || enemy(0),numhelper(90240902) || enemy(0),numhelper(90240903) || enemy(numenemy>1),numhelper(90240900) || enemy(numenemy>1),numhelper(90240902) || enemy(numenemy>1),numhelper(90240903)
trigger5 = playerID(var(3+var(55))),stateno = 2010
trigger6 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger6 = enemy(0),numhelper(20866) || enemy(0),numhelper(20867) || enemy(numenemy>1),numhelper(20866) || enemy(numenemy>1),numhelper(20867)
trigger6 = playerID(var(3+var(55))),stateno = 20865
var(59) = (var(59) | ceil(2.0**20))



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



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

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


;-----ȉ[vI

[state ,Es\m]
type = null
triggerall = root,stateno = 200 && root,time > 9 && root,var(58) = 0 && root,fvar(3) = 14
triggerall = (var(58)/1000000)%10
triggerall = fvar(2) != fvar(0) && fvar(3) != fvar(0)
trigger1 = fvar(2) = 0
trigger1 = fvar(2) := fvar(0)
trigger2 = fvar(2) != 0 && fvar(3) = 0
trigger2 = fvar(3) := fvar(0)


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


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


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


;ȉproj
;proj̑01ɂȂꍇ̂

[State ,projXV]
type = null
triggerall = roundstate = 2
triggerall = numenemy
triggerall = sysvar(2) = 0
triggerall = enemy(0),numproj > 0
triggerall = enemy(0),statetype != A	;󒆎ˌɗLȔZȂ
triggerall = enemy(0),movetype = A
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),ctrl = 0
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
trigger1 = fvar(10) = 0
trigger1 = 1 || fvar(10) := enemy(0),anim
trigger1 = 1 || fvar(11) := enemy(0),time-1
trigger2 = fvar(10) != 0 && fvar(12) = 0
trigger2 = 1 || fvar(12) := enemy(0),anim
trigger2 = 1 || fvar(13) := enemy(0),time-1
trigger3 = fvar(10) != 0 && fvar(12) != 0 && fvar(14) = 0
trigger3 = 1 || fvar(14) := enemy(0),anim
trigger3 = 1 || fvar(15) := enemy(0),time-1
trigger4 = fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) = 0
trigger4 = 1 || fvar(16) := enemy(0),anim
trigger4 = 1 || fvar(17) := enemy(0),time-1
trigger5 = fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) = 0
trigger5 = 1 || fvar(18) := enemy(0),anim
trigger5 = 1 || fvar(19) := enemy(0),time-1

[State ,projXVQ]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1
triggerall = sysvar(2) = 0
triggerall = enemy(1),numproj > 0
triggerall = enemy(1),statetype != A
triggerall = enemy(1),movetype = A
triggerall = !(enemy(1),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(1),ctrl = 0
triggerall = !(enemy(1),stateno = [0,199])
triggerall = !(enemy(1),stateno = [5000,5120])
triggerall = fvar(4) != enemy(1),anim
triggerall = fvar(6) != enemy(1),anim
triggerall = fvar(8) != enemy(1),anim
trigger1 = fvar(4) = 0
trigger1 = 1 || fvar(4) := enemy(1),anim
trigger1 = 1 || fvar(5) := enemy(1),time-1
trigger2 = fvar(4) != 0 && fvar(6) = 0
trigger2 = 1 || fvar(6) := enemy(1),anim
trigger2 = 1 || fvar(7) := enemy(1),time-1
trigger3 = fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger3 = 1 || fvar(8) := enemy(1),anim
trigger3 = 1 || fvar(9) := enemy(1),time-1


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





[State ]
type = displayToClipboard
trigger1 = 1
text="%d,%d,%d,%d,%d"
params = ceil(fvar(30)),ceil(fvar(32)),ceil(fvar(34)),ceil(fvar(36)),ceil(fvar(38))
ignorehitpause = 1
[State ]
type = appendToClipboard
trigger1 = 1
text="\n%d,%d,%d,%d,%d"
params = ceil(fvar(31)),ceil(fvar(33)),ceil(fvar(35)),ceil(fvar(37)),ceil(fvar(39))
ignorehitpause = 1





[State ]
type = null;displayToClipboard
trigger1 = 1
text="at_helper = %d,anim = %d,range = %d"
params = ceil(fvar(0)),ceil(fvar(1)),ceil(fvar(2))
ignorehitpause = 1

[State ]
type = null;appendToClipboard
trigger1 = 1
text="\nmiss = %d,miss = %d,miss = %d"
params = ceil(fvar(20)),ceil(fvar(21)),ceil(fvar(22))
ignorehitpause = 1








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

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

[statedef 10200]
anim = 9999
ctrl = 0
movetype = I

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


[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10)		;ѓ݂
triggerall = (sysvar(0) & ceil(2.0**30))														;Ot[ɑ
trigger1 = !(sysvar(0) & ceil(2.0**29))
sysvar(0) = (sysvar(0) | ceil(2.0**29))
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10)		;ѓ݂
triggerall = !(sysvar(0) & ceil(2.0**30))														;Ot[ɂ݂Ȃ
trigger1 = (sysvar(0) & ceil(2.0**29))
sysvar(0) = (sysvar(0) | ceil(2.0**29)) - ceil(2.0**29)
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && (helper(30020*(numhelper(30020)>0)),var(58)/100000)%10			;ѓ
trigger1 = !(sysvar(0) & ceil(2.0**30))
sysvar(0) = (sysvar(0) | ceil(2.0**30))
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10)		;ѓ݂Ȃ
trigger1 = (sysvar(0) & ceil(2.0**30))
sysvar(0) = (sysvar(0) | ceil(2.0**30)) - ceil(2.0**30)
ignorehitpause = 1

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

[State ,l]
Type = VarSet
triggerall = playeridexist(root,var(2))
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
Triggerall = sysvar(1) = 0
triggerall = var(59) < 40
triggerall = roundstate = 2
triggerall = !numhelper(30020) || (numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10))	;ѓڋ߂mȂꍇ
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(2)),stateno = [5000,5999])
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = playerid(root,var(2)),movetype = A && playerid(root,var(2)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(2)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
Triggerall = playerid(root,var(2)),anim!=var(0) || var(59) <= 0
Triggerall = playerid(root,var(2)),anim!=var(2) || var(59) <= 2
Triggerall = playerid(root,var(2)),anim!=var(4) || var(59) <= 4
Triggerall = playerid(root,var(2)),anim!=var(6) || var(59) <= 6
Triggerall = playerid(root,var(2)),anim!=var(8) || var(59) <= 8
Triggerall = playerid(root,var(2)),anim!=var(10) || var(59) <= 10
Triggerall = playerid(root,var(2)),anim!=var(12) || var(59) <= 12
Triggerall = playerid(root,var(2)),anim!=var(14) || var(59) <= 14
Triggerall = playerid(root,var(2)),anim!=var(16) || var(59) <= 16
Triggerall = playerid(root,var(2)),anim!=var(18) || var(59) <= 18
Triggerall = playerid(root,var(2)),anim!=var(20) || var(59) <= 20
Triggerall = playerid(root,var(2)),anim!=var(22) || var(59) <= 22
Triggerall = playerid(root,var(2)),anim!=var(24) || var(59) <= 24
Triggerall = playerid(root,var(2)),anim!=var(26) || var(59) <= 26
Triggerall = playerid(root,var(2)),anim!=var(28) || var(59) <= 28
Triggerall = playerid(root,var(2)),anim!=var(30) || var(59) <= 30
Triggerall = playerid(root,var(2)),anim!=var(32) || var(59) <= 32
Triggerall = playerid(root,var(2)),anim!=var(34) || var(59) <= 34
Triggerall = playerid(root,var(2)),anim!=var(36) || var(59) <= 36
Triggerall = playerid(root,var(2)),anim!=var(38) || var(59) <= 38
triggerall = !var(var(59)+1)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger1 = playerid(root,var(2)),movecontact
trigger2 = (root,stateno = [700,792]) || (root,stateno = [650,690]) || (root,stateno = [1300,1350]) || (root,stateno = [3300,3303])
trigger2 = root,time = 1
trigger3 = playerid(root,var(2)),movecontact = 1
;trigger3 = playerid(root,var(2)),hitcount = 1
trigger4 = (root,stateno = [100,103]) && (root,var(1) & ceil(2.0**28))		;@@~XꍇL
var(var(59)+1)=playerid(root,var(2)),time
ignorehitpause = 1

[state ,[v]
type = changestate
triggerall = playeridexist(root,var(2))
triggerall = roundstate = 2 && playerid(root,var(2)),movetype = A
triggerall = !numhelper(30020) || (numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10))
triggerall = sysvar(1) < 39
trigger1 = sysvar(1) <= var(59)	;炷߃[v񐔂ɐ+ی+1
value = 10201	
ignorehitpause = 1

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

[state ,_bVEm]
type = parentvarset
trigger1 = (root,var(1) & ceil(2.0**28))
var(1) = (root,var(1) | ceil(2.0**28)) - ceil(2.0**28)
ignorehitpause = 1

[State ,JEg]
Type = VarAdd
triggerall = roundstate = 2
triggerall = !numhelper(30020) || (numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10))
triggerall = var(59) < 38
Trigger1 = var(var(59)+1) > 0
var(59) = 2
IgNoreHitPause = 1

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

[state ,ϐ]
type = varset
triggerall = ishelper(10200)
triggerall = roundstate < 2
triggerall = root,RoundsExisted > 0 && enemy,RoundsExisted > 0
triggerall = !(sysvar(0) & ceil(2.0**0))
triggerall = !(teammode = turns)
trigger1 = 1 || var(0) := floor(root,var(0) / 1000)
trigger1 = 1 || var(1) := root,var(0) - (var(0) * 1000)
trigger1 = 1 || var(2) := floor(root,var(3) / 1000)
trigger1 = 1 || var(3) := root,var(3) - (var(2) * 1000)
trigger1 = 1 || var(4) := floor(root,var(4) / 1000)
trigger1 = 1 || var(5) := root,var(4) - (var(4) * 1000)
trigger1 = 1 || var(6) := floor(root,var(5) / 1000)
trigger1 = 1 || var(7) := root,var(5) - (var(6) * 1000)
trigger1 = 1 || var(8) := floor(root,var(6) / 1000)
trigger1 = 1 || var(9) := root,var(6) - (var(8) * 1000)
trigger1 = 1 || var(10) := floor(root,var(46) / 1000)
trigger1 = 1 || var(11) := root,var(46) - (var(10) * 1000)
trigger1 = 1 || var(12) := floor(root,var(47) / 1000)
trigger1 = 1 || var(13) := root,var(47) - (var(12) * 1000)
trigger1 = 1 || var(14) := floor(root,var(30) / 1000)
trigger1 = 1 || var(15) := root,var(30) - (var(14) * 1000)
trigger1 = 1 || var(16) := floor(root,var(31) / 1000)
trigger1 = 1 || var(17) := root,var(31) - (var(16) * 1000)
trigger1 = 1 || var(18) := floor(root,var(32) / 1000)
trigger1 = 1 || var(19) := root,var(32) - (var(18) * 1000)
trigger1 = 1 || var(20) := floor(root,var(33) / 1000)
trigger1 = 1 || var(21) := root,var(33) - (var(20) * 1000)
trigger1 = 1 || var(22) := floor(root,var(34) / 1000)
trigger1 = 1 || var(23) := root,var(34) - (var(22) * 1000)
trigger1 = 1 || var(24) := floor(root,var(37) / 1000)
trigger1 = 1 || var(25) := root,var(37) - (var(24) * 1000)
trigger1 = 1 || var(26) := floor(root,var(38) / 1000)
trigger1 = 1 || var(27) := root,var(38) - (var(26) * 1000)
trigger1 = 1 || var(28) := floor(root,var(39) / 1000)
trigger1 = 1 || var(29) := root,var(39) - (var(28) * 1000)
trigger1 = 1 || fvar(0) := floor(floor(root,fvar(0)) / 1000)
trigger1 = 1 || fvar(1) := (floor(floor(root,fvar(0)) - (floor(fvar(0)) * 1000))) * -1
trigger1 = 1 || fvar(2) := floor(floor(root,fvar(1)) / 1000)
trigger1 = 1 || fvar(3) := (floor(floor(root,fvar(1)) - (floor(fvar(2)) * 1000))) * -1
trigger1 = 1 || fvar(4) := floor(floor(root,fvar(2)) / 1000)
trigger1 = 1 || fvar(5) := (floor(floor(root,fvar(2)) - (floor(fvar(4)) * 1000))) * -1
trigger1 = 1 || fvar(6) := floor(floor(root,fvar(3)) / 1000)
trigger1 = 1 || fvar(7) := (floor(floor(root,fvar(3)) - (floor(fvar(6)) * 1000))) * -1
trigger1 = 1 || fvar(8) := floor(floor(root,fvar(4)) / 1000)
trigger1 = 1 || fvar(9) := (floor(floor(root,fvar(4)) - (floor(fvar(8)) * 1000))) * -1
trigger1 = 1 || fvar(10) := floor(floor(root,fvar(5)) / 1000)
trigger1 = 1 || fvar(11) := (floor(floor(root,fvar(5)) - (floor(fvar(10)) * 1000))) * -1
trigger1 = 1 || fvar(12) := floor(floor(root,fvar(6)) / 1000)
trigger1 = 1 || fvar(13) := (floor(floor(root,fvar(6)) - (floor(fvar(12)) * 1000))) * -1
trigger1 = 1 || fvar(14) := floor(floor(root,fvar(7)) / 1000)
trigger1 = 1 || fvar(15) := (floor(floor(root,fvar(7)) - (floor(fvar(14)) * 1000))) * -1
trigger1 = 1 || fvar(16) := floor(floor(root,fvar(8)) / 1000)
trigger1 = 1 || fvar(17) := (floor(floor(root,fvar(8)) - (floor(fvar(16)) * 1000))) * -1
trigger1 = 1 || fvar(18) := floor(floor(root,fvar(9)) / 1000)
trigger1 = 1 || fvar(19) := (floor(floor(root,fvar(9)) - (floor(fvar(18)) * 1000))) * -1
trigger1 = 1 || fvar(20) := floor(floor(root,fvar(10)) / 1000)
trigger1 = 1 || fvar(21) := (floor(floor(root,fvar(10)) - (floor(fvar(20)) * 1000))) * -1
trigger1 = 1 || fvar(22) := floor(floor(root,fvar(11)) / 1000)
trigger1 = 1 || fvar(23) := (floor(floor(root,fvar(11)) - (floor(fvar(22)) * 1000))) * -1
trigger1 = 1 || fvar(24) := floor(floor(root,fvar(12)) / 1000)
trigger1 = 1 || fvar(25) := (floor(floor(root,fvar(12)) - (floor(fvar(24)) * 1000))) * -1
trigger1 = 1 || fvar(26) := floor(floor(root,fvar(13)) / 1000)
trigger1 = 1 || fvar(27) := (floor(floor(root,fvar(13)) - (floor(fvar(26)) * 1000))) * -1
trigger1 = 1 || fvar(28) := floor(floor(root,fvar(14)) / 1000)
trigger1 = 1 || fvar(29) := (floor(floor(root,fvar(14)) - (floor(fvar(28)) * 1000))) * -1
sysvar(0) = (sysvar(0) | ceil(2.0**0))	;stO
ignorehitpause = 1

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

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

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


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


[statedef 10201]

[State ,xXV]
Type = VarSet
triggerall = playeridexist(root,var(2))
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 39
triggerall = !numhelper(30020) || (numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(2)),stateno = [5000,5999])
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = playerid(root,var(2)),movetype = A && playerid(root,var(2)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(2)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
triggerall = playerid(root,var(2)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1)												;K{
triggerall = var(sysvar(1)+1) > playerid(root,var(2)),time					;őD
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger1 = playerid(root,var(2)),movecontact
trigger2 = (root,stateno = [700,792]) || (root,stateno = [650,690]) || (root,stateno = [1300,1350]) || (root,stateno = [3300,3303])	;E
trigger2 = root,time = 1
trigger3 = playerid(root,var(2)),movecontact = 1
trigger4 = (root,stateno = [100,103]) && (root,var(1) & ceil(2.0**28))
var(sysvar(1)+1)=playerid(root,var(2)),time
ignorehitpause = 1

[State ,wXV]
Type = null
triggerall = playeridexist(root,var(2))
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 39
triggerall = !numhelper(30020) || (numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(2)),stateno = [5000,5999])
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = playerid(root,var(2)),movetype = A && playerid(root,var(2)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(2)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
Triggerall = playerid(root,var(2)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1) > 0											;K{
triggerall = fvar(sysvar(1)) < root,P2Dist x								;D
Trigger1 = (root,stateno = 150 || root,stateno = 152 || root,stateno = 154) && root,time = 1
trigger1 = playerid(root,var(2)),movecontact
trigger1 = fvar(sysvar(1)) := root,p2dist x
trigger2 = 0
trigger3 = (root,time = 1 && root,stateno = 700) || ((root,prevstateno = 200 || root,prevstateno = 700) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger3 = fvar(sysvar(1)) < root,p2dist x - 50.5
trigger3 = fvar(sysvar(1)) := root,p2dist x - 50.5
trigger4 = (root,time = 1 && root,stateno = 710) || ((root,prevstateno = 210 || root,prevstateno = 710) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger4 = fvar(sysvar(1)) < root,p2dist x - 60
trigger4 = fvar(sysvar(1)) := root,p2dist x - 60
trigger5 = (root,time = 1 && root,stateno = 720) || ((root,prevstateno = 220 || root,prevstateno = 720) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger5 = fvar(sysvar(1)) < root,p2dist x - 55
trigger5 = fvar(sysvar(1)) := root,p2dist x - 55
trigger6 = (root,time = 1 && root,stateno = 740) || ((root,prevstateno = 240 || root,prevstateno = 740) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger6 = fvar(sysvar(1)) < root,p2dist x - 39.5
trigger6 = fvar(sysvar(1)) := root,p2dist x - 39.5
trigger7 = (root,time = 1 && root,stateno = 741) || ((root,prevstateno = 241 || root,prevstateno = 741) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger7 = fvar(sysvar(1)) < root,p2dist x - 51
trigger7 = fvar(sysvar(1)) := root,p2dist x - 51
trigger8 = (root,time = 1 && root,stateno = 760) || ((root,prevstateno = 260 || root,prevstateno = 760) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger8 = fvar(sysvar(1)) < root,p2dist x - 58.5
trigger8 = fvar(sysvar(1)) := root,p2dist x - 58.5
trigger9 = (root,time = 1 && root,stateno = 780) || ((root,prevstateno = 280 || root,prevstateno = 780) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger9 = fvar(sysvar(1)) < root,p2dist x - 68.5
trigger9 = fvar(sysvar(1)) := root,p2dist x - 68.5
trigger10 = (root,time = 1 && root,stateno = 781) || ((root,prevstateno = 281 || root,prevstateno = 781) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger10 = fvar(sysvar(1)) < root,p2dist x - 52
trigger10 = fvar(sysvar(1)) := root,p2dist x - 52
trigger11 = (root,time = 1 && root,stateno = 705) || ((root,prevstateno = 400 || root,prevstateno = 705) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger11 = fvar(sysvar(1)) < root,p2dist x - 46
trigger11 = fvar(sysvar(1)) := root,p2dist x - 46
trigger12 = (root,time = 1 && root,stateno = 715) || ((root,prevstateno = 410 || root,prevstateno = 715) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger12 = fvar(sysvar(1)) < root,p2dist x - 66.5
trigger12 = fvar(sysvar(1)) := root,p2dist x - 66.5
trigger13 = (root,time = 1 && root,stateno = 725) || ((root,prevstateno = 420 || root,prevstateno = 725) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger13 = fvar(sysvar(1)) < root,p2dist x - 54.5
trigger13 = fvar(sysvar(1)) := root,p2dist x - 54.5
trigger14 = (root,time = 1 && root,stateno = 650) || ((root,prevstateno = 600 || root,prevstateno = 650) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger14 = fvar(sysvar(1)) < root,p2dist x - 12.5
trigger14 = fvar(sysvar(1)) := root,p2dist x - 12.5
trigger15 = (root,time = 1 && root,stateno = 660) || ((root,prevstateno = 610 || root,prevstateno = 660) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger15 = fvar(sysvar(1)) < root,p2dist x - 31
trigger15 = fvar(sysvar(1)) := root,p2dist x - 31
trigger16 = (root,time = 1 && root,stateno = 670) || ((root,prevstateno = 620 || root,prevstateno = 670) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger16 = fvar(sysvar(1)) < root,p2dist x - 44
trigger16 = fvar(sysvar(1)) := root,p2dist x - 44
trigger17 = (root,time = 1 && root,stateno = 1300) || ((root,prevstateno = 1200 || root,prevstateno = 1300) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger17 = fvar(sysvar(1)) < root,p2dist x - 26.5
trigger17 = fvar(sysvar(1)) := root,p2dist x - 26.5
trigger18 = (root,time = 1 && root,stateno = 1301) || ((root,prevstateno = 1201 || root,prevstateno = 1301) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger18 = fvar(sysvar(1)) < root,p2dist x - 31.5
trigger18 = fvar(sysvar(1)) := root,p2dist x - 31.5
trigger19 = (root,time = 1 && root,stateno = 1310) || ((root,prevstateno = 1210 || root,prevstateno = 1310) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger19 = fvar(sysvar(1)) < root,p2dist x - 26.5
trigger19 = fvar(sysvar(1)) := root,p2dist x - 26.5
trigger20 = (root,time = 1 && root,stateno = 1320) || ((root,prevstateno = 1220 || root,prevstateno = 1320) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger20 = fvar(sysvar(1)) < root,p2dist x - 26.5
trigger20 = fvar(sysvar(1)) := root,p2dist x - 26.5
trigger21 = (root,time = 1 && root,stateno = 3300) || ((root,prevstateno = 3200 || root,prevstateno = 3300) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger21 = fvar(sysvar(1)) < root,p2dist x - 26.5
trigger21 = fvar(sysvar(1)) := root,p2dist x - 26.5
trigger22 = (root,time = 1 && root,stateno = 3301) || ((root,prevstateno = 3201 || root,prevstateno = 3301) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger22 = fvar(sysvar(1)) < root,p2dist x - 32
trigger22 = fvar(sysvar(1)) := root,p2dist x - 32
trigger23 = numhelper(9000) && (root,stateno = [230,231]) && Helper(9000*(numhelper(9000)>0)),GetHitVar(damage) && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger23 = fvar(sysvar(1)) < root,p2dist x - 35.5
trigger23 = fvar(sysvar(1)) := root,p2dist x - 35.5
trigger24 = (root,prevstateno = [230,231]) && root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger24 = fvar(sysvar(1)) < root,p2dist x - 35.5
trigger24 = fvar(sysvar(1)) := root,p2dist x - 35.5
trigger25 = numhelper(9000) && (root,stateno = [430,431]) && Helper(9000*(numhelper(9000)>0)),GetHitVar(damage) && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger25 = fvar(sysvar(1)) < root,p2dist x - 55.5
trigger25 = fvar(sysvar(1)) := root,p2dist x - 55.5
trigger26 = (root,prevstateno = [430,431]) && root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger26 = fvar(sysvar(1)) < root,p2dist x - 55.5
trigger26 = fvar(sysvar(1)) := root,p2dist x - 55.5
trigger27 = numhelper(9000) && (root,stateno = [630,635]) && Helper(9000*(numhelper(9000)>0)),GetHitVar(damage) && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger27 = fvar(sysvar(1)) < root,p2dist x - 37
trigger27 = fvar(sysvar(1)) := root,p2dist x - 37
trigger28 = (root,prevstateno = [630,631]) && root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger28 = fvar(sysvar(1)) < root,p2dist x - 37
trigger28 = fvar(sysvar(1)) := root,p2dist x - 37
trigger29 = !(root,stateno = [100,103])
trigger29 = !(root,stateno = [230,231])
trigger29 = !(root,stateno = [430,431])
trigger29 = !(root,stateno = [630,631])
trigger29 = !(root,stateno = [650,799])
trigger29 = !(root,stateno = [1300,1320])
trigger29 = !(root,stateno = [3300,3301])
trigger29 = !(root,prevstateno = [200,799])
trigger29 = !(root,prevstateno = [1200,1320])
trigger29 = !(root,prevstateno = [3200,3301])
trigger29 = root,movetype = H && playerid(root,var(2)),movecontact = 1	; && playerid(root,var(2)),hitcount = 1
trigger29 = fvar(sysvar(1)) := root,p2dist x
ignorehitpause = 1

[State ,xXV]
Type = null
triggerall = playeridexist(root,var(2))
triggerall = (ishelper(10200) && playerid(root,var(2)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(2)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 38
triggerall = !numhelper(30020) || (numhelper(30020) && !((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(2)),stateno = [5000,5999])
triggerall = !(playerid(root,var(2)),stateno = [0,199])
triggerall = playerid(root,var(2)),movetype = A && playerid(root,var(2)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(2)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
Triggerall = playerid(root,var(2)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1) > 0											;K{
Triggerall = fvar(sysvar(1)+1) > root,P2Dist y								;󁕉D
Trigger1 = (root,stateno = 150 || root,stateno = 152 || root,stateno = 154) && root,time = 1
trigger1 = fvar(sysvar(1)+1) := root,p2dist y
trigger2 = 0
trigger3 = (root,time = 1 && root,stateno = 700) || ((root,prevstateno = 200 || root,prevstateno = 700) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger3 = fvar(sysvar(1)+1) > root,p2dist y + 8
trigger3 = fvar(sysvar(1)+1) := root,p2dist y + 8
trigger4 = (root,time = 1 && root,stateno = 710) || ((root,prevstateno = 210 || root,prevstateno = 710) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger4 = fvar(sysvar(1)+1) > root,p2dist y + 3.5
trigger4 = fvar(sysvar(1)+1) := root,p2dist y + 3.5
trigger5 = (root,time = 1 && root,stateno = 720) || ((root,prevstateno = 220 || root,prevstateno = 720) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger5 = fvar(sysvar(1)+1) > root,p2dist y + 27
trigger5 = fvar(sysvar(1)+1) := root,p2dist y + 27
trigger6 = (root,time = 1 && root,stateno = 740) || ((root,prevstateno = 240 || root,prevstateno = 740) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger6 = fvar(sysvar(1)+1) > root,p2dist y + 8
trigger6 = fvar(sysvar(1)+1) := root,p2dist y + 8
trigger7 = (root,time = 1 && root,stateno = 741) || ((root,prevstateno = 241 || root,prevstateno = 741) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger7 = fvar(sysvar(1)+1) := root,p2dist y
trigger8 = (root,time = 1 && root,stateno = 760) || ((root,prevstateno = 260 || root,prevstateno = 760) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger8 = fvar(sysvar(1)+1) := root,p2dist y
trigger9 = (root,time = 1 && root,stateno = 780) || ((root,prevstateno = 280 || root,prevstateno = 780) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger9 = fvar(sysvar(1)+1) := root,p2dist y
trigger10 = (root,time = 1 && root,stateno = 781) || ((root,prevstateno = 281 || root,prevstateno = 781) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger10 = fvar(sysvar(1)+1) := root,p2dist y
trigger11 = (root,time = 1 && root,stateno = 705) || ((root,prevstateno = 400 || root,prevstateno = 705) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger11 = fvar(sysvar(1)+1) := root,p2dist y
trigger12 = (root,time = 1 && root,stateno = 715) || ((root,prevstateno = 410 || root,prevstateno = 715) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger12 = fvar(sysvar(1)+1) := root,p2dist y
trigger13 = (root,time = 1 && root,stateno = 725) || ((root,prevstateno = 420 || root,prevstateno = 725) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger13 = fvar(sysvar(1)+1) := root,p2dist y
trigger14 = (root,time = 1 && root,stateno = 650) || ((root,prevstateno = 600 || root,prevstateno = 650) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger14 = fvar(sysvar(1)+1) := root,p2dist y
trigger15 = (root,time = 1 && root,stateno = 660) || ((root,prevstateno = 610 || root,prevstateno = 660) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger15 = fvar(sysvar(1)+1) := root,p2dist y
trigger16 = (root,time = 1 && root,stateno = 670) || ((root,prevstateno = 620 || root,prevstateno = 670) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger16 = fvar(sysvar(1)+1) := root,p2dist y
trigger17 = (root,time = 1 && root,stateno = 1300) || ((root,prevstateno = 1200 || root,prevstateno = 1300) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger17 = fvar(sysvar(1)+1) > root,p2dist y + 11.5
trigger17 = fvar(sysvar(1)+1) := root,p2dist y + 11.5
trigger18 = (root,time = 1 && root,stateno = 1301) || ((root,prevstateno = 1201 || root,prevstateno = 1301) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger18 = fvar(sysvar(1)+1) > root,p2dist y + 11.5
trigger18 = fvar(sysvar(1)+1) := root,p2dist y + 11.5
trigger19 = (root,time = 1 && root,stateno = 1310) || ((root,prevstateno = 1210 || root,prevstateno = 1310) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger19 = fvar(sysvar(1)+1) > root,p2dist y + 11.5
trigger19 = fvar(sysvar(1)+1) := root,p2dist y + 11.5
trigger20 = (root,time = 1 && root,stateno = 1320) || ((root,prevstateno = 1220 || root,prevstateno = 1320) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger20 = fvar(sysvar(1)+1) > root,p2dist y + 11.5
trigger20 = fvar(sysvar(1)+1) := root,p2dist y + 11.5
trigger21 = (root,time = 1 && root,stateno = 3300) || ((root,prevstateno = 3200 || root,prevstateno = 3300) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger21 = fvar(sysvar(1)+1) > root,p2dist y + 11.5
trigger21 = fvar(sysvar(1)+1) := root,p2dist y + 11.5
trigger22 = (root,time = 1 && root,stateno = 3301) || ((root,prevstateno = 3201 || root,prevstateno = 3301) && (root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1))
trigger22 = fvar(sysvar(1)+1) > root,p2dist y + 33
trigger22 = fvar(sysvar(1)+1) := root,p2dist y + 33
trigger23 = numhelper(9000) && (root,stateno = [230,231]) && Helper(9000*(numhelper(9000)>0)),GetHitVar(damage) && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger23 = fvar(sysvar(1)+1) > root,p2dist y + 4
trigger23 = fvar(sysvar(1)+1) := root,p2dist y + 4
trigger24 = (root,prevstateno = [230,231]) && root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger24 = fvar(sysvar(1)+1) > root,p2dist y + 4
trigger24 = fvar(sysvar(1)+1) := root,p2dist y + 4
trigger25 = numhelper(9000) && (root,stateno = [430,431]) && Helper(9000*(numhelper(9000)>0)),GetHitVar(damage) && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger25 = fvar(sysvar(1)+1) := root,p2dist y
trigger26 = (root,prevstateno = [430,431]) && root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger26 = fvar(sysvar(1)+1) := root,p2dist y
trigger27 = numhelper(9000) && (root,stateno = [630,635]) && Helper(9000*(numhelper(9000)>0)),GetHitVar(damage) && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger27 = fvar(sysvar(1)+1) > root,p2dist y + 3.5
trigger27 = fvar(sysvar(1)+1) := root,p2dist y + 3.5
trigger28 = (root,prevstateno = [630,631]) && root,movetype = H && playerid(root,var(2)),movecontact = 1 && playerid(root,var(2)),hitcount = 1
trigger28 = fvar(sysvar(1)+1) > root,p2dist y + 3.5
trigger28 = fvar(sysvar(1)+1) := root,p2dist y + 3.5
trigger29 = !(root,stateno = [100,103])
trigger29 = !(root,stateno = [230,231])
trigger29 = !(root,stateno = [430,431])
trigger29 = !(root,stateno = [630,631])
trigger29 = !(root,stateno = [650,799])
trigger29 = !(root,stateno = [1300,1320])
trigger29 = !(root,stateno = [3300,3301])
trigger29 = !(root,prevstateno = 100)
trigger29 = !(root,prevstateno = [200,799])
trigger29 = !(root,prevstateno = [1200,1320])
trigger29 = !(root,prevstateno = [3200,3301])
trigger29 = root,movetype = H && playerid(root,var(2)),movecontact = 1	; && playerid(root,var(2)),hitcount = 1
trigger29 = fvar(sysvar(1)+1) := root,p2dist y
ignorehitpause = 1

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

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





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

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

;fvar(0)	;荂
;fvar(1)	;time

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

[state ,ړ]
type = varadd
trigger1 = var(59) = [3,5]
trigger1 = p2bodydist x > 20
trigger1 = !var(2+var(59)*5)
var(1+var(59)*5) = -1
ignorehitpause = 1
[state ,ړ]
type = varadd
trigger1 = var(59) = 2
trigger1 = p2dist y > 70	;60
trigger1 = !var(2+var(59)*5)
var(1+var(59)*5) = 1
ignorehitpause = 1
[state ,ړ]
type = varadd
trigger1 = var(59) = 1
trigger1 = p2dist y > 100
trigger1 = !var(2+var(59)*5)
var(1+var(59)*5) = 1
ignorehitpause = 1
[state ,ړ]
type = varadd
trigger1 = var(59) = 0
trigger1 = p2dist y < -10
trigger1 = !var(2+var(59)*5)
var(1+var(59)*5) = -1
ignorehitpause = 1

[state ,I]
type = varset
trigger1 = var(59) = [3,5]
trigger1 = p2bodydist x <= 20
trigger2 = var(59) = 2
trigger2 = p2dist y <= 70	;60
trigger3 = var(59) = 1
trigger3 = p2dist y <= 100
trigger4 = var(59) = 0
trigger4 = p2dist y >= -10
var(3+var(59)*5) = 1
ignorehitpause = 1

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


[Statedef 5990]	;폜Xe[g

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

[statedef 5991];ҋ@Xe[g

[state ]
type = null
trigger1 = 0


;-----`hN

[StateDef 10099]
movetype = A
ctrl = 0
anim = 9999

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

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

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

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

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

[state ,`h]
type = varset
triggerall = !var(0)
trigger1 = command = "ai"
trigger2 = command = "player"
trigger3 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger4 = command = "F" || command = "B" || command = "U" || command = "D" || command = "s"
trigger5 = command = "XJ[bgOc@["
trigger6 = command = "PPKq[g"
trigger7 = command = "PPAO["
trigger8 = command = "oCICpNg_"
trigger9 = command = "oCICpNg_"
trigger10 = command = "oCICpNg_"
trigger11 = command = "PPA^bN"
trigger12 = command = "PPq[gvX_1"
trigger13 = command = "PPq[gvX_2"
trigger14 = command = "P҂ZbgAbv_1"
trigger15 = command = "P҂ZbgAbv_2"
trigger16 = command = "P҂ZbgAbv_3"
trigger17 = 0
trigger18 = command = "JE^[A^bN"
trigger19 = command = "nCWv"
trigger20 = command = "FF"
trigger21 = command = "BB"
trigger22 = command = "UU"
trigger23 = command = "recovery"
trigger24 = command = "holdfwd"
trigger25 = command = "holdback"
trigger26 = command = "holdup"
trigger27 = command = "holddown"
trigger28 = command = "check0"
trigger29 = command = "check1"
trigger30 = command = "check2"
trigger31 = command = "check3"
trigger32 = command = "check4"
trigger33 = command = "check5"
trigger34 = command = "check6"
trigger35 = command = "check7"
trigger36 = command = "check8"
trigger37 = command = "check9"
trigger38 = command = "check10"
trigger39 = command = "check11"
trigger40 = command = "check12"
trigger41 = command = "check13"
trigger42 = command = "check14"
trigger43 = command = "check15"
trigger44 = command = "check16"
trigger45 = command = "check17"
trigger46 = command = "check18"
trigger47 = command = "check19"
trigger48 = command = "check20"
trigger49 = command = "check21"
trigger50 = command = "check22"
trigger51 = command = "check23"
trigger52 = command = "check24"
trigger53 = command = "check25"
trigger54 = command = "check26"
trigger55 = command = "check27"
trigger56 = command = "check28"
trigger57 = command = "check29"
trigger58 = command = "check30"
trigger59 = command = "check31"
trigger60 = command = "check32"
trigger61 = command = "check33"
trigger62 = command = "check34"
trigger63 = command = "check35"
trigger64 = command = "check36"
trigger65 = command = "check37"
trigger66 = command = "check38"
trigger67 = command = "check39"
trigger68 = command = "check40"
var(0) = 1

[state ,tO]
type = destroyself
trigger1 = (root,sysvar(4) & ceil(2.0**0))
trigger2 = (root,sysvar(4) & ceil(2.0**26))
trigger3 = (root,var(1) & ceil(2.0**26))
trigger4 = (root,var(1) & ceil(2.0**27))

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






;-------------------------------------------------------------------------
; Walk
[Statedef 21]
type    = S
physics = S
sprpriority = 0
ctrl = 1

[state ]
type = changestate
trigger1 = roundstate != 2
trigger2 = p2bodydist x <= 20 && var(58) = 0
trigger3 = p2bodydist x <= (63-sysfvar(4)) && var(58) = 0
value = 0
ctrl = 1
persistent = 256

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

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


;-------------------------------------------------------------------------
; Walk
[Statedef 22]
type    = S
physics = S
sprpriority = 0
ctrl = 1

[state ]
type = changestate
trigger1 = roundstate != 2
trigger2 = backedgebodydist = 0
trigger3 = p2bodydist x <= 0  && var(58) != 0
trigger4 = p2bodydist x > 130
trigger5 = p2bodydist x < 0 && var(58) = 0
value = 0
ctrl = 1
persistent = 256

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

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


;---------------------------------------------------------------------------
[Statedef 41]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
[Statedef 42]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, VXeϐ]
type = VarSet
trigger1 = 1
sysvar(1) = -1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


[State AI];
type = ChangeState
triggerall = (sysvar(4) & ceil(2.0**0))
triggerall = p2movetype = A
trigger1 = var(5) = 1
value = 131


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


[State AI]
type = ChangeState
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2movetype != A
trigger1 = p2dist X < 0
trigger2 = p2movetype != A
trigger2 = p2dist X >= 0
trigger2 = !InGuardDist
trigger2 = !helper(10100),var(0)
trigger3 = RoundState = 4
trigger4 = 1
;trigger4 = p2bodydist x <= 50
value = 140



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

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

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

[State AI]
type = ChangeState
triggerall = ((sysvar(4) & ceil(2.0**0)))
triggerall = p2movetype = A
trigger1 = var(5) = 0
value = 130

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

[State AI]
type = ChangeState
triggerall = ((sysvar(4) & ceil(2.0**0)))
triggerall = p2movetype != A
trigger1 = p2dist X < 0
trigger2 = p2dist X >= 0
trigger2 = !InGuardDist
trigger2 = !helper(10100),var(0)
trigger3 = RoundState = 4
trigger4 = 1
;trigger4 = p2bodydist x <= 50
value = 140

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

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

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

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

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

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

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

[State AI]
type = ChangeState
triggerall = ((sysvar(4) & ceil(2.0**0)))
triggerall = sysvar(0)
trigger1 = inguarddist || helper(10100),var(0)
value = 130

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

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

[State AI]
type = ChangeState
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = !InGuardDist
trigger1 = !helper(10100),var(0)
trigger1 = !((p2movetype = A) && (p2dist X = [-150,0)))
value = 140

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

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

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

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

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

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

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

[State AI];
type = StateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0))
triggerall = statetype != A
trigger1 = var(5) = 1
statetype = C
physics = C

[State AI];
type = StateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0))
triggerall = statetype != A
trigger1 = var(5) = 0
statetype = S
physics = S

[State AI];
type = StateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = statetype = A
physics = A

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

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

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

[State AI]
type = ChangeState
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = HitShakeOver
value = 151 + 2*(p2statetype!=A)



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

[State AI]
type = StateTypeSet
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = var(5) = 1
statetype = C
physics = C



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

[State AI]
type = StateTypeSet
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = var(5) = 0
statetype = S
physics = S



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

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

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

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

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

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

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

[State AI]
type = StateTypeSet
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = var(5) = 1
statetype = C
physics = C

[State AI]
type = StateTypeSet
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = var(5) = 0
statetype = S
physics = S


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

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

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


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

[State AI]
type = ChangeState
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = HitShakeOver
value = 151 + 2*(p2statetype!=A)



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

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

[State AI]
type = StateTypeSet
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = var(5) = 1
statetype = C
physics = C

[State AI]
type = StateTypeSet
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = var(5) = 0
statetype = S
physics = S



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

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

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

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

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



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

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

[State AI]
type = StateTypeSet
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = var(5) = 1
statetype = C
physics = C

[State AI]
type = StateTypeSet
triggerall = ((sysvar(4) & ceil(2.0**0)))
trigger1 = var(5) = 0
statetype = S
physics = S



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

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

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

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

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

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

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

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

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

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

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

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



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

[State AI]
type = ChangeState
triggerall = ((sysvar(4) & ceil(2.0**0)))
triggerall = sysvar(0)
trigger1 = inguarddist || helper(10100),var(0)
value = 130
ctrl = 1


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




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

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

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

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

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

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


[State 5050, 4_AI] ;Recover near ground
type = ChangeState
triggerall = (sysvar(4) & ceil(2.0**0))
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
triggerall = !numhelper(30020) || (numhelper(30020)&&!((helper(30020*(numhelper(30020)>0)),var(58)/100000)%10))
Trigger1 = playerid(var(2)),movetype=A; && playerid(var(2)),movehit
trigger2 = !(var(1) & ceil(2.0**12))
value = 5200 ;HITFALL_RECOVER

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



;---------------------------------------------------------------------------
;_bV
[Statedef 100290]
	type        = S
	movetype    = I
	physics     = N
;	anim        = 100
	ctrl        = 0
	sprpriority = -1
	
	[state ]
	type = changeanim
	trigger1 = anim != 100 && anim != 47
	value = 100
	
	[state ]
	type = changestate
	trigger1 = time
	value = 290

	[State 100, 薳]
		type     = PlayerPush
		trigger1 = 1
		value    = 0

	[State 100, AjύX]
		type       = ChangeAnim
		triggerall = (Time > 4)
		trigger1   = (command != "holdfwd")
		trigger1 = !(sysvar(4) & ceil(2.0**0))
		trigger2 = roundstate != 2
		value      = 47
		Persistent = 0

	[State 100, ԕύX]
		type     = StateTypeSet
		trigger1 = (Anim = 47)
		Physics  = S

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

	[State 100, ]
		type       = MakeDust
		trigger1   = (Anim = 47)
		pos        = 0,0
		spacing    = 1
		Persistent = 0

	[State 100, ړ]
		type     = PlaySnd
		trigger1 = AnimElem = 2
		trigger2 = AnimElem = 6
		value    = 50, 0

	[State 100, ʒu]
		type     = PosSet
		trigger1 = 1
		y        = 0

	[State 100, ړx]
		type     = VelSet
		trigger1 = 1
		y        = 0

	[State 100, ړx]
		type     = VelSet
		trigger1 = (Anim != 47)
		x        = Const(velocity.run.fwd.x)

	[State 100, ړx]
		type     = VelSet
		trigger1 = (NumExplod(2500) >= 1)
		x        = 0.4

[State 100, Xe[gύX]
	type       = ChangeState
	triggerall = (Anim = 47)
	trigger1   = AnimTime = 0
	value      = 1
	ctrl       = 1

[State 100, Xe[gύX]
	type       = ChangeState
	trigger1   = IfElse((-10 + Var(20)*2) < 30,P2BodyDist X < -10 + var(20)*2,P2BodyDist X < 30)
	value      = 101
	ctrl       = 0





