[Statedef -3]

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000+id)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,194])||(PrevStateNo=[1950,1975])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10000+id)
trigger1= stateno!=10000
value=10000

[State -3, AItOZbg]
type = VarSet
triggerall = Var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"
trigger9 = NumHelper(10000+id) > 0 && RoundState = 2
trigger9 = Helper(10000+id),var(59)=1;                                                                  trigger10= Command = "start"
;trigger10 = 1  ; 1ԍ;OΏ펞AIN
var(59) = 10 ;@LVI𕝁@1|11 @11͒L

;eXCb`AI_option.txtɈړ܂

;==================================================================================
;
[State -3, AI]
type = VarSet
triggerall = Var(59) >= 1
trigger1 = RoundState = 4
trigger2 = Lose = 1
trigger3 = Drawgame = 1
V = 59
Value = -Var(59)

[State -3,AI]
type = VarSet
triggerall = Var(59) <= -1
trigger1 = RoundState = 2
V = 59
Value = -Var(59)

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106 
value = 40, 0

[state -3, I]
type = varset
triggerall = var(59)
trigger1 = RoundState = 3
trigger1 = stateno = 195
fvar(38) = 0

[State -3, ޏ^bO]
type = VarSet
triggerall = RoundState = 2
triggerall = var(59)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = Partner,authorName = "nyoibou"
trigger1 = Partner,Name = "wakimiko"
trigger1 = Helper(15000+id),var(4)
var(56) = 1

[State -3, D0p`F^bO]
type = VarSet
triggerall = RoundState = 2
triggerall = var(59)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = Partner,authorName = "hoe2"
trigger1 = Partner,Name = "Patchouli_K"
trigger1 = Helper(15000+id),var(7)
var(56) = 2

[State -3, D0p`F^bO]
type = VarSet
triggerall = RoundState = 2
triggerall = var(59)
trigger1 = EnemyNear(0),authorName = "hoe2"
trigger1 = EnemyNear(0),Name = "Patchouli_K"
trigger2 = TeamMode = Simul
trigger2 = NumEnemy = 2
trigger2 = NumPartner && Partner,Alive
trigger2 = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger2 = EnemyNear(1),authorName = "hoe2"
trigger2 = EnemyNear(1),Name = "Patchouli_K"
var(49) = 2

[State -3, ݒvar]
type = VarSet
triggerall = RoundState = 2
trigger1 = var(59)
fvar(38) = Helper(15000+id),var(5)

[State -3, Zbg]
type = VarSet
triggerall = RoundState = [3,4]
trigger1 = var(49)
var(49) = 0

;==================================================================================
;nCWv

[State 821, 1]
type = varset
trigger1 = !var(59)
trigger1 = command = "jump"
trigger1 = ctrl = 1
trigger1 = statetype = s
v = 1
value = 1

[State 821, AI] 
type = VarSet
triggerall = var(59) > 0
trigger1 = stateno = 36
trigger2 = stateno = 37
trigger2 = var(58) = 18
v = 1
value = 1

[State 821, 1] 
type = varset
triggerall = time = 2
trigger1 = stateno = 50
trigger2 = stateno != [36,59]
v = 1
value = 0

[State 821, 1]
type = veladd
trigger1 = var(1) = 1
trigger1 = stateno = 50
y = -1.5

[State 821, 1]
type = veladd
triggerall = var(1) = 1
triggerall = stateno = 50
trigger1 = !var(59)
trigger1 = command = "holdfwd"
trigger2 = var(59)
x = 1.3

[State 821, 1] ;Ȃɉ
type = veladd
trigger1 = var(1) = 1
trigger1 = stateno = 50
trigger1 = !var(59)
trigger1 = command = "holdback"
x = -0.5

[State 50, 4];Ƃ̎c
type = AfterImage
trigger1 = var(1) = 1
trigger1 = stateno = 50
time = 20
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;==================================================================================
;ȉAIpLq
;^bO
[State -3,^bOp[gi[Sp1]
type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear(0),Life > 0
var(55) = 0
ignorehitpause = 1

[State -3, ^bOp[gi[Sp2]
type = VarSet
triggerall = RoundState = 2
triggerall = NumEnemy = 2
trigger1 = EnemyNear(0),Life <= 0
var(55) = 1
ignorehitpause = 1

[State -3,p[gi[_E]
Type = VarSet
triggerall = var(59) > 0
trigger1 = TeamMode = Simul
trigger1 = (!NumPartner) || (!Partner,Alive)
trigger2 = TeamMode = Single
trigger3 = TeamMode = Turns
var(54) = 0

;p[gi[Oq
[State -3,]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = (facing = 1 && Partner,Pos X - Pos X > 0) || (facing = -1 && Partner,Pos X - Pos X < 0)
var(54) = 1

;p[gi[q
[State -3,]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = (facing = 1 && Partner,Pos X - Pos X < 0) || (facing = -1 && Partner,Pos X - Pos X > 0)
var(54) = 2

;肪1l̎
[State -3]
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
var(53) = 0

;肪2l̎
[State -3]
Type = VarSet
triggerall = NumEnemy = 2
trigger1 = EnemyNear(0),Alive && EnemyNear(1),Alive
var(53) = 1

;Ap[gi[AGAG
[State -3]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X > 0,EnemyNear(0),Pos X - Partner,Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X > 0,EnemyNear(1),Pos X - Partner,Pos X < 0)
var(53) = 2

;AGAp[gi[AG
[State -3]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X < 0,EnemyNear(0),Pos X - Partner,Pos X > 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X > 0,EnemyNear(1),Pos X - Partner,Pos X < 0)
var(53) = 3

;͂񂾎
[State -3]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X < 0,EnemyNear(0),Pos X - Partner,Pos X > 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X < 0,EnemyNear(1),Pos X - Partner,Pos X > 0)
var(53) = 4

;ɉꂽ
[State -3]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X < 0,EnemyNear(0),Pos X - Pos X > 0)
trigger2 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X < 0,EnemyNear(1),Pos X - Pos X > 0)
var(53) = 5

;==================================================================================
;߂Ή
[State -3]
Type = HelPer
Trigger1 = !NumHelper(15000+ID)
HelPerType = normal
Name = "mekuri"
StateNo = 15000
ID = 15000+ID
OwnPal = 1
pos = 5, 0
postype = p1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3]
type = changestate
Trigger1 = IsHelper
Trigger1 = IsHelper(15000+root,ID)
Trigger1 = StateNo != 15000
value = 15000

[State -3]
type = changeanim
Trigger1 = IsHelper
Trigger1 = IsHelper(15000+root,ID)
Trigger1 = Anim != 0
value = 0

;==============================================================================
;ʒ[vZ

[State -3, Oʒ[]
Type = VarSet 
trigger1 = roundstate = 2 
trigger1 = numhelper(30000+ID) = 1
trigger1 = numhelper(30010+ID) = 1
var(51) = floor(ifelse(teamside = 1,facing*(helper(30000+(facing=-1)*10+ID),pos x-pos x), -(-facing*(helper(30000+(facing=1)*10+ID),pos x-pos x))))

[State -3, ʒ[]
Type = VarSet 
trigger1 = roundstate = 2 
trigger1 = numhelper(30000+ID) = 1
trigger1 = numhelper(30010+ID) = 1
var(52) = floor(ifelse(teamside = 1,-facing*(helper(30000+(facing=1)*10+ID),pos x-pos x), -(facing*(helper(30000+(facing=-1)*10+ID),pos x-pos x))))

;==============================================================================
;K[h؂ւ
[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = EnemyNear(var(55)),Name = "millia"
Trigger1 = EnemyNear(var(55)),StateNo = 1500
Trigger2 = EnemyNear(var(55)),Name = "eddie"
Trigger2 = EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger3 = EnemyNear(var(55)),Name = "eddie"
Trigger3 = EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850
Trigger4 = EnemyNear(var(55)),Name = "eddie" || EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 210
Trigger5 = EnemyNear(var(55)),Name = "Death Adder" && EnemyNear(var(55)),NumHelper(1022)
Trigger6 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
Trigger6 = EnemyNear(var(55)),StateNo = 1210
Trigger7 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger7 = EnemyNear(var(55)),StateNo = 950
;WM^EK
Trigger8 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;fBXEu(EX)Eiv
Trigger9 = EnemyNear(var(55)),Name = "Lyndis"
Trigger9 = EnemyNear(var(55)),StateNo = 1020 || EnemyNear(var(55)),StateNo = 1053
;H×tEu͂ꔖv
Trigger10= EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger10= EnemyNear(var(55)),StateNo = 970
;TVEuTQCU[v
Trigger11= EnemyNear(var(55)),Name = "hakurou" && EnemyNear(var(55)),AuthorName = "ria-coarst"
Trigger11= EnemyNear(var(55)),StateNo = 3230
;D0p`FEuハCvCX`[v
Trigger12= EnemyNear(var(55)),authorName = "hoe2" && EnemyNear(var(55)),Name = "Patchouli_K"
Trigger12= EnemyNear(var(55)),StateNo = 1250
Trigger13= fvar(37) && EnemyNear(var(55)),StateNo = fvar(37)
fvar(39) = 2

[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = AutHorName = "muteki" || AutHorName = "Akutagawa"
Trigger1 = EnemyNear,StateNo = 240
Trigger2 = EnemyNear(var(55)),Name!="millia"||EnemyNear(var(55)),StateNo!=1500
Trigger2 = EnemyNear(var(55)),Name!="eddie"||!(EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850||EnemyNear,NumHelper(1001)||EnemyNear,NumHelper(1002))
Trigger2 = EnemyNear(var(55)),StateType=A
Trigger3 = EnemyNear(var(55)),Name = "testa" || EnemyNear(var(55)),Name = "lehyu"
Trigger3 = EnemyNear(var(55)),StateNo = 205
Trigger4 = EnemyNear(var(55)),Name="millia"||EnemyNear(var(55)),Name="BRIDGET"||EnemyNear(var(55)),Name="eddie"||EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 215
Trigger5 = EnemyNear(var(55)),Name = "faust"
Trigger5 = EnemyNear(var(55)),StateNo = 235
Trigger6 = EnemyNear(var(55)),Name = "johnny"
Trigger6 = EnemyNear(var(55)),StateNo = 1500||EnemyNear(var(55)),StateNo = [3500,3501]
Trigger7 = EnemyNear(var(55)),Name = "order-Sol=Badguy"
Trigger7 = EnemyNear(var(55)),StateNo = 432
Trigger8 = EnemyNear(var(55)),Name = "Sion_Eltnam_Atlasia"
Trigger8 = EnemyNear(var(55)),StateNo = [240,241]
Trigger9 = EnemyNear(var(55)),Name = "Gale_s"
Trigger9 = (EnemyNear(var(55)),StateNo = [320,330]) || (EnemyNear(var(55)),StateNo = [1100,1150])
Trigger10= EnemyNear(var(55)),Name = "Kim Kaphwan" && EnemyNear(var(55)),AuthorName = "Ahuron"
Trigger10= EnemyNear(var(55)),StateNo = 260
Trigger11= EnemyNear(var(55)),Name = "jagyuta" && (EnemyNear(var(55)),StateNo = [1040,1047])
Trigger12= EnemyNear(var(55)),Name = "Heavy D!" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger12= EnemyNear(var(55)),StateNo = 300
Trigger13= EnemyNear(var(55)),Name = "Mukai" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger13= EnemyNear(var(55)),StateNo = 230
Trigger14= EnemyNear(var(55)),Name = "Clark Stil" && EnemyNear(var(55)),StateNo = 1410
Trigger15= EnemyNear(var(55)),Name = "Iori" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger15= EnemyNear(var(55)),StateNo = 300
Trigger16= (fvar(35) && EnemyNear(var(55)),StateNo = fvar(35))||(fvar(36) && EnemyNear(var(55)),StateNo = fvar(36))
fvar(39) = 3

[State -3,K[hs\p()]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;ʏ퓊
Trigger1 = EnemyNear(var(55)),AutHorName = "muteki"||EnemyNear(var(55)),AutHorName="Hh"||EnemyNear(var(55)),AutHorName="Phantom.of.the.Server"
Trigger1 = EnemyNear(var(55)),StateNo = 800
Trigger2 = EnemyNear(var(55)),AutHorName="GM"||EnemyNear(var(55)),AutHorName="H"||EnemyNear(var(55)),AutHorName="jin"||EnemyNear(var(55)),AutHorName="Ahuron"||AutHorName = "Akutagawa"
Trigger2 = EnemyNear(var(55)),StateNo = 800
Trigger3 = EnemyNear(var(55)),AutHorName = "Warusaki3"
Trigger3 = EnemyNear(var(55)),StateNo = 900
;GGLZ
Trigger4 = EnemyNear(var(55)),Name = "eddie" && EnemyNear(var(55)),StateNo = 1300
Trigger5 = EnemyNear(var(55)),Name = "SLAYER" && EnemyNear(var(55)),StateNo = 1200
Trigger6 = EnemyNear(var(55)),Name = "order-Sol=Badguy" || EnemyNear(var(55)),Name = "faust"
Trigger6 = EnemyNear(var(55)),StateNo = 1500
Trigger7 = EnemyNear(var(55)),Name = "jam" && EnemyNear(var(55)),StateNo = 2500
Trigger8 = EnemyNear(var(55)),Name = "sol" && EnemyNear(var(55)),StateNo = 1600
;GKEړ
Trigger9 = EnemyNear(var(55)),Name="cvsg_rugal"||EnemyNear,Name="cvsrugal"
Trigger9 = (EnemyNear(var(55)),stateno = [1700,1701])|| EnemyNear(var(55)),stateno=3200
fvar(39) = 4

[State -3,K[hs\p(2)]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;uEn
Trigger1 = EnemyNear(var(55)),name = "wind"&&(EnemyNear(var(55)),stateno=[7600,7601])
Trigger2 = EnemyNear(var(55)),stateno = 4000
Trigger2 = EnemyNear(var(55)),name="Shin Gouki"||EnemyNear,name="Ryu"||EnemyNear,name="Morrigan Aensland"||EnemyNear,name ="Sakura Kasugano"
Trigger3 = EnemyNear(var(55)),stateno = 3300
Trigger3 = EnemyNear(var(55)),name="Yuri Sakazaki"||EnemyNear,name="cvsgouki"||EnemyNear,name="cvsryu"||EnemyNear,name="cvssakura"
Trigger4 = EnemyNear(var(55)),stateno = 3600||EnemyNear(var(55)),StateNo=1700
Trigger4 = EnemyNear(var(55)),name = "Gouki"
Trigger5 = EnemyNear(var(55)),stateno = 20080||EnemyNear,stateno = 20060
Trigger5 = EnemyNear(var(55)),name = "Kaori Misaka"
Trigger6 = EnemyNear(var(55)),name = "Evil Ken"&&EnemyNear(var(55)),stateno = 3890
;RobgzOEfbg[Cv
Trigger7 = EnemyNear(var(55)),Name = "Combat Echizen"
Trigger7 = EnemyNear(var(55)),StateNo = [3200,3201]
;EBhMCXXEŏIR
Trigger8 = EnemyNear(var(55)),Name = "wind_MCXX"
Trigger8 = EnemyNear(var(55)),StateNo = [7600,7651]
;[hCiXEH̎
Trigger9 = EnemyNear(var(55)),Name = "RaveEx"
Trigger9 = ((EnemyNear(var(55)),StateNo = [3100,3101])&&EnemyNear(var(55)),Time > 40)||(EnemyNear(var(55)),StateNo = [3200,3301])
;ĂE㩕usbgtH[v/ fXy[h
Trigger10= EnemyNear(var(55)),Name = "Inaba Tei" && EnemyNear(var(55)),AuthorName = "pikapon"
Trigger10= (EnemyNear(var(55)),StateNo = 1800 && EnemyNear(var(55)),time > 3)|| EnemyNear(var(55)),StateNo = 1830
fvar(39) = 5

[State -3,K[hs\p(Ō)]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;XC[EA_[gE
Trigger1 = EnemyNear(var(55)),Name = "SLAYER" && EnemyNear(var(55)),StateNo = 1300
Trigger1 = EnemyNear(var(55)),Time = [30,50]
;Wj[EobJXt~Xg
Trigger2 = EnemyNear(var(55)),Name = "johnny" && EnemyNear(var(55)),var(49)
Trigger2 = EnemyNear(var(55)),StateNo = 1001||EnemyNear(var(55)),StateNo = 1011||EnemyNear(var(55)),StateNo = 1021
Trigger2 = EnemyNear(var(55)),Time = [1,11]
;tEMNeBJt@g
Trigger3 = EnemyNear(var(55)),Name = "Ralf Jones" && EnemyNear(var(55)),AuthorName = "Men'sClub"
Trigger3 = EnemyNear(var(55)),StateNo = 1500
Trigger3 = EnemyNear(var(55)),Time = [79,105]
;H×tEu̗tEieBbNvuƂӂށv
Trigger4 = EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger4 = (EnemyNear(var(55)),StateNo = 2600 &&(EnemyNear(var(55)),time = [29,36]))||(EnemyNear(var(55)),StateNo = 20007 &&(EnemyNear(var(55)),time = [0,30]))
;ƕEF̌
Trigger5 = EnemyNear(var(55)),Name = "doppo orochi" && EnemyNear(var(55)),AuthorName = "tokage"
Trigger5 = EnemyNear(var(55)),StateNo = 2000
Trigger5 = EnemyNear(var(55)),Time = [20,340]
;Ȃ݂Eː
Trigger6 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger6 = (EnemyNear(var(55)),StateNo = 584 && EnemyNear(var(55)),Time <= 5)||(EnemyNear(var(55)),StateNo = [2200,2239])|| EnemyNear(var(55)),StateNo = 2400
fvar(39) = 6


[State -3,]
type = VarAdd
triggerall = var(59) >= 1
trigger1 = fvar(39) >= 1
fvar(39) = -1

;==============================================================================
;̑x

;lȂ畁ʂɃK[ho邯
;AIFoȂUK[hԂɂ

[State -3, ΉUw]
Type = ChangeState
Value = 120 ;K[hXe[gɈړ
triggerall = var(59) > 7 && Roundstate = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99 ; ctrlł邱ƂOAłȂƍ\K[hɂȂI
;A-KUE]fBAbNEfBATX
trigger1 = EnemyNear(var(55)),AuthorName = "A-KUE" && EnemyNear(var(55)),Name = "Zodiac"
trigger1 = EnemyNear(var(55)),StateNo = 1055 && EnemyNear(var(55)),Time < 34
trigger1 = P2bodydist X < 195
;hoehoe D0JEO[Xvbh
trigger2 = EnemyNear(var(55)),AuthorName = "hoe2" && EnemyNear(var(55)),Name = "MARISA,K"
trigger2 = (EnemyNear(var(55)),StateNo = [1600,1620])&& P2BodyDist X < 120
;VgES
trigger3 = EnemyNear(var(55)),AuthorName = "Shiroto" && EnemyNear(var(55)),Name = "Reisen Udongein Inaba"
trigger3 = EnemyNear(var(55)),StateNo = 2030 && EnemyNear(var(55)),animelemtime(55) <= 1
;ugES
trigger4 = EnemyNear(var(55)),AuthorName = "RYU-SAN" && EnemyNear(var(55)),Name = "Buront"
trigger4 = EnemyNear(var(55)),StateNo = 420 && P2BodyDist X < 143
;Ȃ݂EP
trigger5 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
trigger5 = EnemyNear(var(55)),StateNo = 610 && EnemyNear(var(55)),Time < 30
;hoehoe D0p`[Eu҂̐΁vuCtAv
trigger6 = EnemyNear(var(55)),authorName = "hoe2" && EnemyNear(var(55)),Name = "Patchouli_K"
trigger6 = (EnemyNear(var(55)),StateNo = [7000,7009])||(EnemyNear(var(55)),StateNo = [7500,7524])

[State -3, ΉUwE^bO]
Type = ChangeState
Value = 120
triggerall = var(59) > 7 && Roundstate = 2
triggerall = numenemy = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
trigger1 = EnemyNear(1),AuthorName = "A-KUE" && EnemyNear(1),Name = "Zodiac"
trigger1 = EnemyNear(1),StateNo = 1055 && EnemyNear(1),Time < 34
trigger1 = P2bodydist X < 195
trigger2 = EnemyNear(1),AuthorName = "hoe2" && EnemyNear(1),Name = "MARISA,K"
trigger2 = (EnemyNear(1),StateNo = [1600,1620])&& P2BodyDist X < 120
trigger3 = EnemyNear(1),AuthorName = "Shiroto" && EnemyNear(1),Name = "Reisen Udongein Inaba"
trigger3 = EnemyNear(1),StateNo = 2030 && EnemyNear(1),animelemtime(55) <= 1
trigger4 = EnemyNear(1),AuthorName = "RYU-SAN" && EnemyNear(1),Name = "Buront"
trigger4 = EnemyNear(1),StateNo = 420 && P2BodyDist X < 143
trigger5 = EnemyNear(1),Name = "Kurenai Misuzu" && EnemyNear(1),AuthorName = "MAITAKE"
trigger5 = EnemyNear(1),StateNo = 610 && EnemyNear(1),Time < 30
trigger6 = EnemyNear(1),authorName = "hoe2" && EnemyNear(1),Name = "Patchouli_K"
trigger6 = (EnemyNear(1),StateNo = [7000,7009])||(EnemyNear(1),StateNo = [7500,7524])

[State -3, CanRecover𖳎鑊̑΍ƂEEEꂽ炢]
Type = VarSet
trigger1 = EnemyNear(var(55)),AuthorName = "ahuron"
trigger1 = EnemyNear(var(55)),StateNo = 702
trigger2 = EnemyNear(var(55)),AuthorName = "jin" || EnemyNear(var(55)),AuthorName = "Aoba" || EnemyNear(var(55)),AuthorName = "{T"
trigger2 = EnemyNear(var(55)),StateNo = 52000
trigger3 = EnemyNear(var(55)),AuthorName = "kayui uma"
trigger3 = EnemyNear(var(55)),StateNo = 681
trigger4 = EnemyNear(var(55)),AuthorName = "Rin & Bat"
trigger4 = EnemyNear(var(55)),Name = "White" || EnemyNear(var(55)),Name = "Geese Howard" || EnemyNear(var(55)),Name = "Nightmare Geese"
trigger4 = EnemyNear(var(55)),StateNo = 750
trigger5 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
fvar(34) = 1

[State -3, VSAILV12]
Type = VarSet
triggerall = EnemyNear(var(55)),Var(59) > 11
trigger1 = EnemyNear(var(55)),Name = "Gale_s" && EnemyNear(var(55)),AuthorName = "seizi"
trigger2 = EnemyNear(var(55)),Name = "MARISA,K" && EnemyNear(var(55)),AuthorName = "hoe2"
trigger3 = EnemyNear(var(55)),Name = "Patchouli_K" && EnemyNear(var(55)),AuthorName = "hoe2"
trigger4 = EnemyNear(var(55)),Name = "wakimiko" && EnemyNear(var(55)),AuthorName = "nyoibou"
fvar(34) = 1

[State -3, VSAILV12]
Type = VarSet
triggerall = EnemyNear(var(55)),Var(57) > 11
trigger1 = EnemyNear(var(55)),Name = "King" && EnemyNear(var(55)),AuthorName = "Ambasa"
fvar(34) = 1

;==============================================================================
;AIWOvZ

[State -3, WOvZ +1 ʏZ / XC[vij/ ԂƂ΂]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = EnemyNear(var(55)),stateType = A
trigger1 = stateno = 600
trigger2 = stateno = 1800 || stateno = 300
var(50) = -1

[State -3, WOvZ +2 ʏZ]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = EnemyNear(var(55)),stateType = A
trigger1 = stateno = 440
var(50) = -2

[State -3, WOvZ +3 ʏZ / XC[vij]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = EnemyNear(var(55)),stateType = A
trigger1 = stateno = 630
trigger2 = stateno = 1820
var(50) = -3

[State -3, WOvZ +4 ʏZ]
type = varadd
triggerall = EnemyNear(var(55)),stateType = A
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = movehit = 1
trigger1 = stateno = 200 || stateno = 217 || stateno = 223 || stateno = 230 || stateno = 235 || stateno = 640 || stateno = 620
trigger2 = time = 1
trigger2 = stateno = 210 || stateno = 610 || stateno = 4141
var(50) = -4

[State -3, WOvZ +5 ZȊO]
type = varadd
triggerall = EnemyNear(var(55)),stateType = L || EnemyNear(var(55)),stateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = stateno = 215 || stateno = 220 || stateno = 225 || stateno = 240 || stateno = 243 || stateno = 250 || stateno = 255
trigger2 = stateno = 400 || stateno = 430
var(50) = -5

[State -3, WOvZ +5 Z]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = stateno = 450
trigger2 = (stateno = [1300,1301])||(stateno = [1310,1312]) || stateno = 1320
var(50) = -5

[State -3, WOvZ +5 @GEuCWO]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateno = 3601 && time = 1
trigger2 = EnemyNear(var(55)),stateType = A
trigger2 = stateno = 3611 && time = 1
trigger3 = stateno = 3701 && time = 1
trigger4 = stateno = 3910 && time = 1
trigger5 = stateno = 4241 && time = 1
trigger6 = stateno = 4340 && time = 1
var(50) = -5

[State -3, WOvZ +6 ʏZ / KEZ]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = movehit = 1
trigger1 = EnemyNear(var(55)),stateType = A
trigger1 = stateno = 410 || stateno = 420
trigger2 = movehit = 1
trigger2 = stateno = 1205
trigger3 = stateno = 4702 || stateno = 4802
trigger3 = time = 1
trigger4 = stateno = 1355
trigger4 = time = 1
var(50) = -6

[State -3, WOvZ +7 KEZ]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = movehit = 1
trigger1 = stateno = 1215 || stateno = 1225
trigger2 = movehit = 1
trigger2 = stateno = 1401 || stateno = 1411
trigger3 = stateno = 1365 || stateno = [1710,1712]
trigger3 = time = 1
var(50) = -7

[State -3, WOvZ +8 ʏZ / KEZ]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = movehit = 1
trigger1 = EnemyNear(var(55)),stateType = A
trigger1 = stateno = 650 || stateno = 621
trigger2 = movehit = 1
trigger2 = stateno = 226 || stateno = 1421
trigger3 = stateno = 1375
trigger3 = time = 1
var(50) = -8

[State -3, WOvZ +10 XC[v()]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = stateno = 1810
var(50) = -10

[State -3, WOvZZbg]
type = varset
triggerall = EnemyNear(var(55)),Movetype != H
trigger1 = EnemyNear(var(55)),stateType = S || EnemyNear(var(55)),stateType = C
trigger2 = EnemyNear(var(55)),stateType = L
trigger3 = EnemyNear(var(55)),Ctrl
var(50) = 20

;==============================================================================
;AIAZp

[State -3, ʏPE]
type = varset
triggerall = var(59)
triggerall = !var(58)
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateno = 810
trigger1 = EnemyNear(var(55)),stateno = [820,821]
var(58) = 1

[State -3, ʏPǌEłグ]
type = varset
triggerall = var(59) > 3
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) <= 1
trigger1 = var(50) >= 1
trigger1 = var(50) >= 8 ||(Power >= 1000 && !Helper(15000+id),var(2))|| Power >= 3000
trigger1 = stateno = 226 && movehit
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
var(58) = ifelse(var(58) = 1 &&(Random <= 333 ||(Power >= 3000 && Helper(15000+id),var(3) && var(51) < 180 &&(Helper(15000+id),var(3) = 2 || !var(49)))), 10, 2)

[State -3, ʏPǌEQ[W]
type = varset
triggerall = var(59) > 3
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = Helper(15000+id),var(2)
trigger1 = var(58) = 2
trigger1 = power < 2000
var(58) = 10

[State -3, ʏPǌENXXpC_[]
type = varset
triggerall = var(59) > 7
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = 2
trigger1 = !Helper(15000+id),var(2)
trigger1 = !var(54)
trigger1 = !var(53)
trigger1 = var(51) > 365
trigger1 = var(50) >= 2
trigger1 = Power >= 2000
var(58) = 12

[State -3, ʏPǌENXXpC_[2]
type = varset
triggerall = var(59) > 7
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = 12
trigger1 = stateno = 3511
var(58) = 13

[State -3, ʏPǌEʒ[]
type = varset
triggerall = var(59) > 3
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = 2
trigger1 = stateno = 1401 && movehit
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
var(58) = 3

[State -3, ʏPǌEʒ]
type = varset
triggerall = var(59) > 3
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = 2 || var(58) = 15
trigger1 = stateno = 1411 && movehit
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
var(58) = 4

[State -3, FMSEǌ]
type = varset
triggerall = var(59) > 8
triggerall = EnemyNear(var(55)),stateType = A
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateno = [3920,3923]
var(58) = 5

[State -3, SGA[\obg or WGA[]
type = varset
triggerall = var(59) > 5
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = stateno = [1350,1359]
trigger1 = movehit
trigger1 = var(58) = 6 || var(50) >= 8
var(58) = 7

[State -3, ~TCǌ]
type = varset
triggerall = var(59) > 4
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = var(58) = 7 || var(58) = 14 ||(!var(58) && var(50) < 4);DCP~TC
trigger1 = stateno = 610 && movehit
trigger2 = (((var(58) = [3,4])||var(58) = 13)&& var(50) < 4)|| var(58) = 31 || var(58) = 34
trigger2 = stateno = 3511
trigger3 = (var(58) = [3,4])
trigger3 = var(50) < 8
trigger3 = Power < 1000
trigger4 = var(58) = 35
trigger4 = Power < 3000 || var(51) > 150
trigger4 = StateType != A
trigger4 = var(50) < 8
trigger5 = stateno = 3511
trigger5 = var(58) = 2
trigger6 = !var(58)
trigger6 = var(50) <= 0 || power < 1000 ||(!Helper(15000+id),var(2) && power < 3000)
trigger6 = stateno = 226 && movehit
var(58) = 8

[State -3, \obg~TC]
type = varset
triggerall = var(59)
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = var(58) = 7
trigger1 = stateno = 244
var(58) = 9

[State -3, CKXiCg~TC]
type = varset
triggerall = var(59) > 9
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = stateno = 4912
trigger1 = life <= 500 || var(59) > 10
var(58) = 39

[State -3, ~TCǌ]
type = varset
triggerall = var(59)
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = stateno = [1350,1359]
trigger1 = movehit
trigger1 = var(58) = 10 ||(!var(58) && var(50) < 8)
trigger2 = stateno = [4100,4101]
trigger3 = stateno = [4701,4709]
var(58) = 37

[State -3, CCǌ1]
type = varset
triggerall = var(59) > 6
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = !var(58)
trigger1 = var(50) = [8,12]
trigger1 = stateno = 1225 && movehit
var(58) = ifelse(var(59) > 10 ||(var(59) = 9 && life <= lifemax * 0.5)||(var(59) = 10 && life <= lifemax * 0.6), 35,15)

[State -3, CCEǌ2]
type = varset
triggerall = var(59) > 6
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = power < 2000
trigger1 = Helper(15000+id),var(2)
trigger1 = var(58) = 35
var(58) = 15

[State -3, CCEQ[W]
type = varset
triggerall = var(59) > 6
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = power < 2000
trigger1 = Helper(15000+id),var(2)
trigger1 = var(58) = 16
var(58) = 40

[State -3, \obg~TC]
type = varset
triggerall = var(59)
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = var(58) = 15 || var(58) = 32
trigger1 = stateno = 244
var(58) = 17

[State -3, łグWOǌ]
type = varset
triggerall = var(59) > 3
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = !var(58)
trigger1 = stateno = 226 && movehit
trigger1 = var(50) < 8
trigger1 = (Helper(15000+id),var(2) && Power < 3000)|| Power < 1000 || var(50) <= 0
var(58) = 18

[State -3, tbp[ǌ]
type = varset
triggerall = var(59) > 9
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = !var(58)
trigger1 = stateno = 1810 && movehit
var(58) = 19

[State -3, tbp[ǌ]
type = varset
triggerall = var(59) > 3
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = 19
trigger1 = stateno = 1401 || stateno = 1411 || stateno = 3511
trigger1 = movehit
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
var(58) = 30

[State -3, X^[_Xg@Gǌ]
type = varset
triggerall = var(59) > 3
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = stateno = 3602
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = var(58) = 19
trigger2 = var(50) < 8
var(58) = 36

[State -3, CCǌ2]
type = varset
triggerall = var(59) > 6
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = !var(58)
trigger1 = var(50) >= 13
trigger1 = stateno = 1225 && movehit
var(58) = 31

[State -3, SGA[\obg]
type = varset
triggerall = var(59)
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = var(58) = 31
trigger1 = stateno = [1350,1359]
trigger1 = movehit
var(58) = 32

[State -3, tbp[ǌ]
type = varset
triggerall = var(59) > 8
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = !var(58)
trigger1 = stateno = 1820 && movehit
var(58) = 33

[State -3, O[r[XLbvǌ]
type = varset
triggerall = var(59) > 6
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = !var(58)
trigger1 = stateno = [1710,1712]
trigger1 = movehit
var(58) = 34

[State -3, ʏKE]
type = varset
triggerall = var(59) > 7
triggerall = !var(58)
triggerall = !fvar(34)
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateno = 860
trigger1 = var(51) < 120
trigger1 = EnemyNear(var(55)),stateno = [870,871]
var(58) = 38

[State -3, CKXE]
type = varset
triggerall = var(59) > 6
triggerall = var(59) <= 10
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateno = 4912
trigger1 = life > 500
var(58) = 99

[State -3, AZϐZbg]
type = varset
triggerall = var(58)
triggerall = var(58) != [20,29]
trigger1 = EnemyNear(var(55)),Movetype != H
trigger2 = var(58) != 38 && var(58) != 40
trigger2 = EnemyNear(var(55)),stateno = [5100,5299]
trigger3 = EnemyNear(var(55)),Ctrl
trigger4 = stateno = 195 ||(stateno = [1000,1020])|| stateno = 1530||(stateno = [1650,1660])|| stateno = 3850
trigger5 = var(58) = 38
trigger5 = stateno = [1400,1429]
var(58) = 0

[State -3, WvϐZbg]
type = varset
triggerall = var(58) = [20,29]
trigger1 = Movetype = H
trigger2 = var(58) = [20,21]
trigger2 = stateno = 2300 || stateno = [120,159]
trigger3 = statetype != A
trigger3 = stateno != [36,40]
trigger4 = Helper(15000+id),var(45) > 360
var(58) = 0

;==============================================================================
;؂Ԃ
;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = ifelse(fvar(39) = 4, 36, 38)
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),facing != facing
triggerall = Random <= var(59)*50 || var(59) > 9
trigger1 = p2bodydist X < 80
trigger1 = fvar(39)= 3
trigger2 = fvar(39)= 4

;------------------------------------------------------------------------------
;O
[State -3, sway]
type = ChangeState
value = 2200
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = EnemyNear(var(55)),facing != facing
triggerall = Random <= var(59)*50 || var(59) > 9
triggerall = fvar(39)= 5
trigger1 = p2bodydist X < 100
trigger2 = EnemyNear(var(55)),Name = "doppo orochi" && EnemyNear(var(55)),AuthorName = "tokage"
trigger2 = p2bodydist X < 190

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 10 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [-8,48]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger1 = Helper(30000+id),var(53)
trigger1 = Random <= 250

;---------------------------------------------------------------------------
;t@Ci}X^[Xp[N
[State -3, FMS]
type = ChangeState
value = 3900
triggerall = var(59) >= 8 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*20)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = power >= 3000
triggerall = Life < 0.35*LifeMax
triggerall = P2bodydist X = [-5,72]
triggerall = P2bodydist Y > -115
triggerall = P2bodydist X > 25 || P2bodydist Y > -90
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),AnimTime <= -4
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 450)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)

;---------------------------------------------------------------------------
;ΔѓXCfBO
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 9 && RoundState = 2
triggerall = !var(53)
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = P2bodydist X = [35,125]
triggerall = P2bodydist Y > -115
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),AnimTime <= -14
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),HitDefAttr = SC, NP, SP || Enemy,numproj
triggerall = P2bodydist X < 75 || EnemyNear(var(55)),AnimTime <= -17
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10 ||(Helper(15000+id),var(50) && Random <= 250)
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 450)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)

;---------------------------------------------------------------------------
;I[[Yjo[XiQ[WxRj
[State -3, Blazingstar]
type = ChangeState
value = 4300
triggerall = var(59) >= 7 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = Helper(15000+id),var(2)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = power >= 3000
triggerall = P2bodydist X = [-5,65]
triggerall = P2bodydist Y > -30
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -14
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 450)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333 || var(59) > 10

;---------------------------------------------------------------------------
;I[[Y\[[VXeiQ[WxQj
[State -3, Stardustreverie]
type = ChangeState
value = 4200
triggerall = var(59) >= 6 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = power >= 2000
triggerall = P2bodydist X = [-5,65]
triggerall = P2bodydist Y > -30
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -14
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 450)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333 || var(59) > 10

;---------------------------------------------------------------------------
;X^[_XgiQ[WxPj
[State -3, Stardust]
type = ChangeState
value = 3500
triggerall = var(59) >= 6 && RoundState = 2
triggerall = var(53) <= 1
triggerall = !Helper(15000+id),var(2)
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 
triggerall = power >= 1000
triggerall = Life >= Lifemax * 0.5 || var(59) < 10
triggerall = ((P2bodydist X = [-5,45])&&EnemyNear(var(55)),AnimTime <= -12)||((P2bodydist X = [35,65])&&EnemyNear(var(55)),AnimTime <= -17)
triggerall = P2bodydist Y > -80
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),HitDefAttr = SCA, NA, SA, AT
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 450)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333

;---------------------------------------------------------------------------
;EBb`GA[ij
[State -3, Light W air]
type = ChangeState
value = 1300
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = P2bodydist X = [-5,40]
triggerall = P2bodydist Y > -90
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 450)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333 || var(59) > 11

;---------------------------------------------------------------------------
;XgCNGA[ij
[State -3, Light W air]
type = ChangeState
value = 1350
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = statetype = A
triggerall = (StateNo = [2300,2301])|| StateNo = 2370
triggerall = P2bodydist X = [-5,45]
triggerall = P2bodydist Y = [-90,60]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333 || var(59) > 11
trigger4 = time > 50 - var(59)*4

;---------------------------------------------------------------------------
; K[hLZEJE^[R
[State -3, GC3]
type = ChangeState
value = 1920
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !Helper(15000+id),var(2) || var(53)
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = stateno = [150,153]
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist X > 60 || var(53)
triggerall = P2BodyDist Y = [-60,10]
triggerall = Enemynear(var(55)),animtime <= -20 ||(Enemynear(var(55)),animtime <= -10 &&(var(53) = [1,2]))
triggerall = !EnemyNear(var(55)),Ctrl
trigger1 = enemynear(var(55)),life < 60
trigger2 = BackEdgeBodyDist < 30
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger2 = Random <= 200
trigger3 = BackEdgeBodyDist < 15 || var(52) < 90
trigger3 = Random <= 10
trigger4 = life <= lifemax * 0.1
trigger4 = Random <= 30
trigger5 = Power >= 2500
trigger5 = Helper(15000+id),var(48) > 360

;---------------------------------------------------------------------------
; K[hLZEJE^[P
[State -3, GC1]
type = ChangeState
value = 1900
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !Helper(15000+id),var(2)
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = stateno = [150,153]
triggerall = P2BodyDist X = [-8,65]
triggerall = P2BodyDist Y = [-60,10]
triggerall = Enemynear(var(55)),animtime <= -6
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = life <= lifemax * 0.6
trigger1 = enemynear(var(55)),life < 50
trigger2 = BackEdgeBodyDist < 30
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger2 = Random <= 200
trigger3 = BackEdgeBodyDist < 15 || var(52) < 90
trigger3 = Random <= 10
trigger4 = life <= lifemax * 0.1
trigger4 = Random <= 30
trigger5 = Power >= 2500
trigger5 = Helper(15000+id),var(48) > 360

;---------------------------------------------------------------------------
; K[hLZEGXP[v
[State -3]
type = ChangeState
value = 1930
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(53)
triggerall = statetype != A
triggerall = stateno = [150,153]
triggerall = Power >= 500
triggerall = life <= lifemax * 0.5
triggerall = facing != EnemyNear(var(55)),facing
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = Enemynear(var(55)),animtime = [-40,-23]
trigger1 = P2BodyDist X = [30,115]
trigger1 = Random <= 50
trigger2 = var(52) < 60
trigger2 = Enemynear(var(55)),animtime < -30
trigger2 = P2BodyDist X = [0,65]
trigger2 = Random <= 120
trigger3 = Enemynear(var(55)),animtime < -20
trigger3 = Helper(15000+id),var(48) > 360

;---------------------------------------------------------------------------
;ރ_bV
[State -3, Run Back]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
trigger1 = var(59) >= 9
trigger1 = facing != EnemyNear(var(55)),facing
trigger1 = EnemyNear(var(55)),HitDefAttr = SCA, AT
trigger1 = P2BodyDist X = [-9,60]
trigger1 = Random <= var(59)*35 || var(59)>10
trigger2 = var(52) > 50 && BackEdgeBodyDist >= 20
trigger2 = var(53) != 5
trigger2 = var(56) = 1
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Partner,StateNo = 1500 || Partner,StateNo = 1601 || Partner,StateNo = 2040
trigger2 = P2BodyDist X <= 100
trigger3 = Helper(15000+id),var(48) > 360

;---------------------------------------------------------------------------
;󒆌_bV
[State -3, air buck run]
type = ChangeState
value = 2350
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype = A && ctrl
triggerall = stateno != 2300
triggerall = stateno != 2350
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = inguarddist
trigger1 = P2bodydist X = [60,115]
trigger1 = Random <= 80

;---------------------------------------------------------------------------
;O
[State -3, sway]
type = ChangeState
value = 2200
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = !fvar(39)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || (stateno = [120,140])
trigger1 = facing != EnemyNear(var(55)),facing
trigger1 = (var(59)<=10 && Random<=var(59)*18) || (var(59)>10 && Random<=333)
trigger1 = EnemyNear(var(55)),movetype = A
trigger1 = Enemynear(var(55)),animtime = [-35,-25]
trigger1 = (!Enemy,numproj &&(P2BodyDist X = [0,120]))||(Enemy,numproj &&(P2BodyDist X = [30,150]))
trigger1 = InGuardDist || Random <= 333
trigger2 = !var(53)
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),Movetype != H
trigger2 = P2BodyDist X = [-35,-10]
trigger2 = Random <= 250 || var(59) > 10

;==============================================================================
;˂p
;󒆒p`
[State -3, Jump middle Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = P2BodyDist X = [-5,45+Floor(vel X * 10)]
triggerall = P2BodyDist Y = [-65,35+Floor(vel Y * 10)]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = Random <= var(59)*100
trigger1 = (prevstateno = [120,155]) || (prevstateno = [5000,5210])|| Helper(15000+id),var(50)
trigger1 = EnemyNear(var(55)),StateType = A || Vel Y > 1
trigger1 = EnemyNear(var(55)),AnimTime = [-20,-4]
trigger1 = Random <= 300
trigger2 = Vel Y > 1
trigger2 = fvar(39) = 3||((stateno = [132,140])&&(EnemyNear(var(55)),HitDefAttr = SCA, AT))

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [-5,48]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -10
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20
trigger3 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 250

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*40
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -60 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [45,83]
triggerall = P2bodydist Y > -60
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -13
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*33
triggerall = EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -13
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 10) = [25,75]
triggerall = P2bodydist Y > -20
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -16
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 

;---------------------------------------------------------------------------
;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*30
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -5
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 3) = [15,35]
triggerall = P2bodydist Y > -45
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -8
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 
trigger3 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 500)|| var(59) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 400

;---------------------------------------------------------------------------
; 
[State -3, Throw P]
type = ChangeState
value = ifelse(var(52) < 50 || var(59) < 8 || var(53) || Random <= 200, 850 ,800)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = Random <= var(59)*25 || var(59) > 10
triggerall = p2bodydist X = [-5,30]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),prevstateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -2
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])|| Helper(15000+id),var(49) || Helper(15000+id),var(50) ||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -11
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10
trigger3 = var(59) > 9
trigger3 = EnemyNear(var(55)),stateno = [120,159]
trigger3 = Random <= 120 || var(59) > 11

;---------------------------------------------------------------------------
;i[Xp[NiQ[WxPj
[State -3, NarrowSpark]
type = ChangeState
value = 3000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 9 && RoundState = 2
triggerall = !Helper(15000+id),var(2)
triggerall = Helper(15000+id),var(6)
triggerall = Life < Lifemax * 0.5 || Helper(15000+id),var(6) >= 2
triggerall = Random <= var(59)*25 || var(59) > 10 || Helper(15000+id),var(6) >= 3
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = P2bodydist X > 95
triggerall = EnemyNear(var(55)),AnimTime <= -6
triggerall = power >= 1000
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)|| Helper(15000+id),var(6) >= 3
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -11
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10 || Helper(15000+id),var(6) >= 3
trigger3 = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, HP)
trigger3 = (EnemyNear(var(55)),HitDefAttr = SC, NA, NP, SP)|| EnemyNear(var(55)),MoveType = A
trigger3 = EnemyNear(var(55)),Time < 10
trigger3 = P2bodydist X > 110
trigger3 = Helper(15000+id),var(50) || Random <= 200 || var(59) > 10 || Helper(15000+id),var(6) >= 3

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, Strong W leyline]
type = ChangeState
value = 1220
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 10 && RoundState = 2
triggerall = Random <= var(59)*25 || var(59) > 10
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !InGuardDist
trigger1 = P2bodydist X > 215
trigger1 = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, HP)
trigger1 = EnemyNear(var(55)),AnimTime <= -33
trigger1 = Random <= 50

;---------------------------------------------------------------------------
;ߋ\EႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 6 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [-5,30]
trigger1 = Random <= 5
trigger2 = Helper(15000+id),var(48) > 60
trigger2 = Random <= 30

;==============================================================================
;^bOLq
;hSeItypeQ
[State -3, e̓p[I]
type = ChangeState
value = 3810
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(56) || Helper(15000+id),var(2)
triggerall = var(54) = 1
triggerall = var(53) = [1,2]
triggerall = var(51) < 300
triggerall = power >= 3000
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2bodydist Y > -50
triggerall = Random <= 50 + var(59)*3
triggerall = EnemyNear(var(55)),Life < 80 || EnemyNear(var(55)),gethitvar(hittime) >= 18 || EnemyNear(var(55)),AnimTime <= -18
trigger1 = P2bodydist X = [160,225]
trigger1 = Partner,MoveType = A
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = (EnemyNear(var(55)),StateNo = [120,159])||(EnemyNear(var(55)),StateNo = [5000,5019])
trigger2 = P2bodydist X = [175,225]
trigger2 = EnemyNear(var(55)),AnimTime <= -18
trigger2 = Partner,Pos X - Pos X != [-40,40]
trigger2 = !InGuardDist

;---------------------------------------------------------------------------
;}X^[Xp[N
[State -3, ƓI]
type = ChangeState
value = 3100
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 7 && RoundState = 2
triggerall = var(54) = 1
triggerall = var(53) = [1,2]
triggerall = power >= 2000
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = !Enemy,numproj
triggerall = P2bodydist Y > -50
triggerall = Random <= 50 + var(59)*3
triggerall = EnemyNear(var(55)),Life < 80 || EnemyNear(var(55)),gethitvar(hittime) >= 18 || EnemyNear(var(55)),AnimTime <= -18
trigger1 = !var(56) ||(Helper(15000+id),var(2) && power >= 3000)
trigger1 = P2bodydist X > 200
trigger1 = Partner,MoveType = A
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = (EnemyNear(var(55)),StateNo = [120,159])||(EnemyNear(var(55)),StateNo = [5000,5019])
trigger2 = P2bodydist X > 220
trigger2 = EnemyNear(var(55)),AnimTime <= -22
trigger2 = Partner,Pos X - Pos X != [-50,50]
trigger2 = !InGuardDist
trigger3 = var(56) = 1
trigger3 = Partner,StateNo = 1500
trigger3 = Life > Lifemax * 0.65
trigger3 = power = powermax

;---------------------------------------------------------------------------
;i[Xp[N
[State -3, 猂I]
type = ChangeState
value = 3000
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 9 && RoundState = 2
triggerall = var(54) > 0
triggerall = var(53) != 5
triggerall = Helper(15000+id),var(6)
triggerall = !Helper(15000+id),var(2)
triggerall = Life < Lifemax * 0.5 || Helper(15000+id),var(6) >= 2
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = power >= 2000 ||(Life <= Lifemax * 0.5 && power >= 1000)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,119]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X > 100
triggerall = P2bodydist Y > -60
triggerall = Random <= var(59)*15
trigger1 = EnemyNear(var(55)),AnimTime <= -9
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [5000,5019]
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 7

;---------------------------------------------------------------------------
;q@I䖝ł˂IԂς[I
[State -3, NarrowSpark]
type = ChangeState
value = 3000
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58) && !Helper(15000+id),var(2)
triggerall = var(53) != 5
triggerall = Helper(15000+id),var(6)
triggerall = Life < Lifemax * 0.5 || Helper(15000+id),var(6) >= 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HP, HT)
triggerall = (EnemyNear(var(55)),Pos Y = [-115,-50])|| EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist X > 100 || EnemyNear(var(55)),AnimTime <= -4
triggerall = !inguarddist
triggerall = power >= 1000
triggerall = Random <= var(59)*15
trigger1 = EnemyNear(var(55)),Life < 50 ||(EnemyNear(numenemy>=2),Life < 50 && var(53))
trigger2 = var(56) = 1
trigger2 = var(54)
trigger2 = NumPartner && Partner,Alive
trigger2 = Partner,Pos X - Pos X = [-30,30]
trigger2 = BackEdgeBodyDist <= 25
trigger2 = P2BodyDist X > 200
trigger2 = power >= 2000

;---------------------------------------------------------------------------
;O[r[XLbvij
[State -3, Groovy_c]
type = ChangeState
value = 1702
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) = 1 || var(53) = 4
triggerall = Helper(15000+id),var(46) >= 35
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [25,125]
triggerall = Random <= var(59)*15
trigger1 = Partner,MoveType = A
trigger1 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;}WbN~TCij
[State -3, middle M missile]
type = ChangeState
value = 1010
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(54) = 1
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2BodyDist X = [100,150]
triggerall = P2BodyDist Y > -40
triggerall = Random <= var(59)*20
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;}WbN~TCij
[State -3, Strong M missile]
type = ChangeState
value = 1020
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(54) = 1
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y > -40
triggerall = (!Helper(15000+id),var(2) && Random <= var(59)*20)||(Helper(15000+id),var(2) && Random <= var(59)*7)
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;C[W[U[
[State -3, I laser]
type = ChangeState
value = ifelse(Random <= 250, 1060, 1050)
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(54) = 1
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y > -40
triggerall = (!Helper(15000+id),var(2) && Random <= var(59)*12)||(Helper(15000+id),var(2) && Random <= var(59)*20)
triggerall = Partner,Pos X - Pos X != [-40,40]
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]
trigger3 = var(56) = 1
trigger3 = Partner,StateNo = 1500
trigger3 = power = powermax

;---------------------------------------------------------------------------
;C[W[U[ij
[State -3, Strong I laser]
type = ChangeState
value = 1070
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(54) = 1
triggerall = !NumHelper(1070)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2BodyDist X > 180
triggerall = P2BodyDist Y > -20
triggerall = Random <= var(59)*7
triggerall = Partner,Pos X - Pos X != [-50,50]
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]
trigger3 = var(56) = 1
trigger3 = Partner,StateNo = 1500
trigger3 = power = powermax

;---------------------------------------------------------------------------
;p[
[State -3, charge]
type = ChangeState
value = 2000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = power < powermax
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = var(53) <= 2
trigger1 = P2bodydist X > 200 && Random <= 20
trigger2 = var(53) <= 2
trigger2 = Partner,MoveType = A
trigger2 = (Partner,StateNo = [2000,4999])||(Partner,StateNo >= 6000)
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo != [120,159]
trigger2 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger2 = p2bodydist X > 120 || !var(53) || EnemyNear(numenemy>=2),MoveType = H
trigger3 = Partner,MoveType = A
trigger3 = p2bodydist X > 180 || (Partner,StateNo = [2000,4999])||(Partner,StateNo >= 6000)
trigger3 = EnemyNear(var(55)),MoveType = H && EnemyNear(numenemy>=2),MoveType = H
trigger3 = (EnemyNear(var(55)),StateNo != [120,159])&&(EnemyNear(numenemy>=2),StateNo != [120,159])
trigger4 = var(53) <= 2
trigger4 = var(56) = 1
trigger4 = Partner,StateNo = 1500 || Partner,StateNo = 1601 || Partner,StateNo = 2040
trigger4 = p2bodydist X > 100 ||(EnemyNear(var(55)),MoveType = H && EnemyNear(numenemy>=2),MoveType = H)

;==============================================================================
;_bV̘Ag
;tFCNu[ij
[State -3, middle fake broom]
type = ChangeState
value = 1120
triggerall = var(59) >= 3 && RoundState = 2
triggerall = pos y >= -120
triggerall = (StateNo = [2300,2301])||(StateNo = 2370)
triggerall = Random <= var(59)*100
trigger1 = var(58) = 23
trigger1 = var(58) := 24

;---------------------------------------------------------------------------
;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 1 || EnemyNear(var(55)),StateType != A
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])||(StateNo = [1101,1102])
triggerall = Random <= var(59)*100
trigger1 = var(58) = 24
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = P2BodyDist X = [-15,35+Floor(vel X * 7)]
trigger1 = P2BodyDist Y = [-10,90+Floor(vel Y * 7)]
trigger1 = vel X >= 0
trigger1 = vel Y >= 0

;---------------------------------------------------------------------------
;󒆒p`
[State -3, Jump middle Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])||(StateNo = [1101,1102])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X = [-25,50]
triggerall = P2BodyDist Y = [-60,90+Floor(vel Y * 7)]
triggerall = (P2BodyDist Y = [-60,60])|| var(58) = 24
trigger1 = !var(58)
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = StateNo = 2300 && time > 7
trigger2 = var(58) = 24
trigger2 = StateNo = [1101,1102]

;---------------------------------------------------------------------------
;󒆋p`
[State -3, Jump Strong Punch1]
type = ChangeState
value = 620
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X = [35,95+Floor(vel X * 7)]
triggerall = P2BodyDist Y = [-40,90+Floor(vel Y * 7)]
triggerall = vel X != 0
trigger1 = StateNo != 2301 ||(StateNo = 2301 && time > 8)
trigger1 = (var(58) = 22 && EnemyNear(var(55)),StateType = A)

;---------------------------------------------------------------------------
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 8 || EnemyNear(var(55)),StateType != A
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])||(StateNo = [1101,1102])|| StateNo = 2350
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X < 75
triggerall = vel X > 0
trigger1 = var(58) = 22
trigger1 = (P2BodyDist X = [-5,75+Floor(vel X * 5)])|| var(51) < 50 || FrontEdgeBodyDist < 20
trigger1 = P2BodyDist Y = [-20,150]

;---------------------------------------------------------------------------
;󒆑O_bV
[State -3, air run]
type = ChangeState
value = 2301
triggerall = var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype = A && ctrl
triggerall = stateno != [120,140]
triggerall = stateno != 2300
triggerall = stateno != 2301
triggerall = stateno != 2350
trigger1 = Vel Y >= 0
trigger1 = var(58) = [21,22]
trigger2 = pos y = [-120,-55]
trigger2 = var(58) = 23

;==============================================================================
;K[hE󂯐gLq
[State -3]
type = ChangeState
value = 120
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = stateno != [150,155]
triggerall = stateno != 2350
triggerall = ctrl|| (stateno = [18,19]) || stateno = 99 ||(stateno = 195 && time >= 40)
triggerall =!(EnemyNear(var(55)),HitDefAttr = SCA, AT)
triggerall = Random <= var(59)*80 || var(59) > 9
trigger1 = inguarddist
trigger2 = statetype != A
trigger2 = var(59) > 8
trigger2 = numHelper(15000+ID)
trigger2 = Helper(15000+ID),inguarddist
trigger3 = statetype != A
trigger3 = numHelper(15000+ID)
trigger3 = EnemyNear(var(55)),facing = facing || P2Dist X < 0
trigger3 = Helper(15000+ID),inguarddist && EnemyNear(var(55)),StateType = A

;---------------------------------------------------------------------
;_E
[State -3, Taunt]
type = ChangeState
value = 700
triggerall = alive
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = pos y >= -20
trigger1 = stateno = 5050
trigger1 = CanRecover
trigger2 = stateno = 5030
trigger2 = var(59) >= 11
trigger2 = pos y > -5
trigger2 = Random <= 100 || var(59) > 11
trigger3 = stateno = 5050
trigger3 = var(59) >= 10
trigger3 = pos y > -5 || var(59) > 11
trigger3 = Random <= 15 || var(59) > 10

;---------------------------------------------------------------------------
;󒆎g
[State -3,A_UKEMI]
type = ChangeState
value = 5210
triggerall = Var(59) >= 8 && RoundState = 2
triggerall = Vel Y > -1
triggerall = Alive
triggerall = StateNo = 5050
triggerall = CanRecover
trigger1 = P2BodyDist X > 50 || inguarddist
trigger1 = ((Var(59) = [8,10])&&Random <= var(59)*50)||(Var(59) > 10 && Random <= 800)
trigger2 = Random <= var(59)*20

;==============================================================================
;NU
;C[W[U[
[State -3, middle I laser]
type = ChangeState
value = ifelse(EnemyNear(var(55)),AnimTime < -23, 1050, 1060)
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*30
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X = [130,255]
trigger1 = EnemyNear(var(55)),AnimTime = [-28,-17]

;---------------------------------------------------------------------------
;C[W[U[ij
[State -3, Strong I laser]
type = ChangeState
value = 1070
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*30
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
triggerall = !NumHelper(1070)
trigger1 = P2BodyDist X > 135
trigger1 = EnemyNear(var(55)),AnimTime < -20

;---------------------------------------------------------------------------
;~L[EFCij
[State -3, Strong milky w]
type = ChangeState
value = 1530
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = (var(59) <= 9 && Random <= var(59)*18) || (var(59)>9&&Random <= 250)
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X = [45,100]
trigger1 = EnemyNear(var(55)),AnimTime = [-17,-13]

;---------------------------------------------------------------------------
;O[Xvbhij
[State -3, Strong greens]
type = ChangeState
value = 1620
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = (var(59) <= 9 && Random <= var(59)*20) || (var(59)>9&&Random <= 300)
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X = [45,80]
trigger1 = EnemyNear(var(55)),AnimTime = [-17,-13]

;---------------------------------------------------------------------------
;p[^
[State -3, charge]
type = ChangeState
value = 2000
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = power < powermax
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),StateNo = [5100,5120]
trigger1 = Random <= var(59)*20
trigger1 = P2BodyDist X > 60
trigger1 = power < 2000 || P2BodyDist X >= 100
trigger1 = Helper(15000+id),var(2)
trigger2 = !inguarddist
trigger2 = var(58) = 40

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),movetype = H
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = ctrl || (stateno = 19 && time >= 16) ||(stateno = 99 && P2bodydist X <= 10)
trigger1 = !var(58)
trigger1 = !var(54) || var(56) != 1
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
trigger1 = p2bodydist X > 45

;==============================================================================
;uEA[}[΍
;EBb`GA[ij
[State -3, Strong W air]
type = ChangeState
value = 1320
triggerall = var(59) > 7 && RoundState = 2
triggerall = Random <= var(59)*25 || var(59) > 11
triggerall = statetype != A
triggerall = EnemyNear(var(55)),facing != facing
triggerall = (stateno = [200,299])||(stateno = [400,499])
triggerall = stateno != 210 &&(stateno != [220,224])&& stateno != 230 &&(stateno != [240,244])&& stateno != 250 && stateno != 440
triggerall = P2BodyDist X = [-5,45]
triggerall = P2BodyDist Y >= -75
triggerall = inguarddist ||(EnemyNear(var(55)),MoveType = A &&(var(53) ||(EnemyNear(var(55)),HitDefAttr = SCA, AT)))
trigger1 = movecontact
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateNo != [5000,5099]

;---------------------------------------------------------------------------
;Wv
[State -3, jump sway]
type = ChangeState
value = 2250
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*25 || var(59) > 11
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),facing != facing
triggerall = (stateno = [200,299])||(stateno = [400,499])
triggerall = P2BodyDist X = [15,100]
trigger1 = movecontact
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger1 =!(EnemyNear(var(55)),HitDefAttr = SCA, AT)

;==============================================================================
;AZER
;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = fvar(38) = [2,3]
triggerall = var(59) = [1,9]
triggerall = (var(58) = [1,19])||(var(58) = [30,39])
triggerall = life > lifemax * 0.5
trigger1 = var(59) = [8,9] 
trigger1 = P2BodyDist X > 100
trigger1 = (life > lifemax * 0.9) ||(life*0.3 > enemynear(var(55)),life)
trigger1 = Random <= 100
trigger2 = var(59) = [4,7] 
trigger2 = life > lifemax * 0.7 ||(life*0.3 > enemynear(var(55)),life)
trigger2 = Random <= 150
trigger3 = var(59) < 4
trigger3 = Random <= 250
trigger4 = Random <= 200-(var(59)*20)

;
[State -3, Taunt]
type = ChangeState
value = 195
ctrl = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1
triggerall = fvar(38)
triggerall = RoundState = [2,3]
trigger1 = life > lifemax * 0.5 || var(59) < 10 || RoundState = 3
trigger1 = var(58) = 99

;==============================================================================
;Kǌ
;EBb`gbv^[ij
[State -3, Strong W topturn]
type = ChangeState
value = 1420
triggerall = var(59) > 7 && RoundState = 2
triggerall = !fvar(34)
triggerall = var(50) >= 3
triggerall = statetype = A
triggerall = ctrl ||(stateno = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = Pos Y < -30
trigger1 = var(58) = 38

;OWv
[State -3, Hi Jump]
type = ChangeState
value = 39
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = var(58) = 38

;==============================================================================
;PǌEヌCCǌ
;t@Ci}X^[Xp[N
[State -3, FMS]
type = ChangeState
value = 3900
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(50) >= 5
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = (P2BodyDist X = [-10,74])|| var(51) < 60 || var(58) = 34
triggerall = P2BodyDist Y < -30
triggerall = power >= 3000
triggerall = Life < 0.35*LifeMax
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = var(58) = 2 ||(var(58) = [10,11])|| var(58) = 19 || var(58) = 34
trigger2 = Helper(15000+id),var(47) > 10
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = var(58) = 15 || var(58) = 31 || var(58) = 35

;---------------------------------------------------------------------------
;_p`
[State -3, special Strong Punch2]
type = ChangeState
value = 226
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(50) >= 8
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,80]
trigger1 = var(58) = 1

;---------------------------------------------------------------------------
;EBb`GA[ij
[State -3, Strong W air]
type = ChangeState
value = 1320
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 5
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X <= 45
trigger1 = power >= 3000
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = var(58) = 34

;---------------------------------------------------------------------------
;}^[
[State -3, air turn]
type = ChangeState
value = 2370
triggerall = var(59) >= 8 && RoundState = 2
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = StateNo = 1321 && movehit
trigger1 = var(51) < 115
trigger1 = var(58) = 34

;---------------------------------------------------------------------------
;󒆃hSeI
[State -3, A Dragonmeteor]
type = ChangeState
value = ifelse(var(51) < 110 ||(!var(53)&& P2Dist X < -40)|| var(53) = 5 , 3850, 3860)
triggerall = var(59) > 7 && RoundState = 2
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = power >= 3000
trigger1 = var(58) = 34
trigger1 = stateno = 1321 && movehit
trigger1 = time > 11

;---------------------------------------------------------------------------
;I[[Yjo[XiQ[WxRj
[State -3, Blazingstar]
type = ChangeState
value = 4300
triggerall = var(59) >= 8 && RoundState = 2
triggerall = Helper(15000+id),var(2) || Random <= 250
triggerall = var(50) >= 5
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-35,56]
triggerall = power >= 3000
trigger1 = var(58) = 33
trigger1 = stateno = 410 && movehit
trigger2 = ctrl || (stateno = [18,19]) || stateno = 99
trigger2 = var(51) > 100
trigger2 = var(58) = 34

;---------------------------------------------------------------------------
;I[[Y
[State -3, Stardust]
type = ChangeState
value = ifelse(Power >= 2000, 4200, 4100)
triggerall = var(59) >= 8 && RoundState = 2
triggerall = !Helper(15000+id),var(2)
triggerall = var(50) >= 5
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-35,56]
triggerall = power >= 1000
trigger1 = var(58) = 33
trigger1 = P2BodyDist X <= 50
trigger1 = stateno = 410 && movehit
trigger2 = ctrl || (stateno = [18,19]) || stateno = 99
trigger2 = var(58) = 34

;---------------------------------------------------------------------------
;}WbN~TCij
[State -3, Light M missile]
type = ChangeState
value = 1000
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,100]
trigger1 = var(58) = 33
trigger1 = stateno = 410 && movehit

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 6
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,80]
trigger1 = Helper(15000+id),var(47) > 2
trigger1 = var(58) = 33
trigger2 = Helper(15000+id),var(47) > 8
trigger2 = var(58) = 34

;EBb`gbv^[ij
[State -3, Light W topturn]
type = ChangeState
value = 1400
triggerall = statetype = A
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(51) < 100
triggerall = var(50) >= 7
triggerall = P2BodyDist X = [-15,35]
triggerall = P2BodyDist Y > -50
trigger1 = var(58) = 2
trigger1 = !Helper(15000+id),var(2)
trigger1 = Power = [1000,1999]
trigger1 = stateno = 600 && movehit

;---------------------------------------------------------------------------
;󒆒p`
[State -3, Jump middle Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = var(59) >= 4 && RoundState = 2
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = stateno = 600 && movehit
trigger1 = (var(58) = [12,13])|| var(58) = 31
trigger2 = var(58) = 2
trigger3 = var(58) = 19
trigger3 = power >= 3000 ||(Power >= 1000 && !Helper(15000+id),var(2))
trigger4 = var(58) = 35
trigger4 = power >= 3000 ||((Power = [1000,1999])&& Random <= 300 && !Helper(15000+id),var(2))

;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) > 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-5,65]
triggerall = P2BodyDist Y = [-75,90]
trigger1 = (var(58) = [2,4])||(var(58) = [12,13])|| var(58) = 16 || var(58) = 19 || var(58) = 31 || var(58) = 35 

;---------------------------------------------------------------------------
;󒆃uCWOX^[iQ[WxRj
[State -3, A Blazingstar]
type = ChangeState
value = 3710
triggerall = statetype = A
triggerall = var(59) > 7 && RoundState = 2
triggerall = Helper(15000+id),var(2) || Random <= 250 || var(58) = 34
triggerall = power >= 3000
triggerall = Life >= 0.35*LifeMax
triggerall = (var(58) = 2 && var(51) > 90)||(var(58) = [3,4])|| var(58) = 19  || var(58) = 31 || var(58) = [34,35]
trigger1 = P2BodyDist X = [-15,45]
trigger1 = P2BodyDist Y = [-20,90]
trigger1 = (stateno = 610 && time > 10)
trigger2 = stateno = 600 && movehit
trigger2 = var(50) < 8

;󒆃X^[_Xg@G
[State -3, A Stardustreverie]
type = ChangeState
value = 3610
triggerall = statetype = A
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(50) >= 5
triggerall = power >= 2000
trigger1 = var(58) = 19
trigger1 = (stateno = 610 && time > 10)
trigger1 = movehit
trigger2 = var(58) = 35
trigger2 = stateno = 600 && movehit

;󒆃X^[_Xg
[State -3, A Stardust]
type = ChangeState
value = 3510
triggerall = statetype = A
triggerall = var(59) > 3 && RoundState = 2
triggerall = !Helper(15000+id),var(2)
triggerall = power >= 1000
trigger1 = (var(58) = [12,13])|| var(58) = 16 || var(58) = 19 || var(58) = 31 || var(58) = [34,35];NXXpC_[
trigger1 = stateno = 600 ||(stateno = 610 && time > 10)
trigger1 = movehit
trigger2 = var(58) = [3,4]
trigger2 = stateno = 600 && movehit
trigger3 = var(58) = 2
trigger3 = stateno = 610 && time > 10
trigger3 = movehit

;EBb`gbv^[ij
[State -3, Light W topturn]
type = ChangeState
value = 1400
triggerall = statetype = A
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(51) < 100
triggerall = var(50) >= 7
triggerall = P2BodyDist X = [-15,35]
triggerall = P2BodyDist Y > -50
trigger1 = var(58) = 2 || var(58) = 19 || var(58) = 31 || var(58) = 35
trigger1 = stateno = 600 ||(stateno = 610 && time > 10)
trigger1 = movehit

;EBb`gbv^[ij
[State -3, middle W topturn]
type = ChangeState
value = 1410
triggerall = statetype = A
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(50) >= 7
trigger1 = var(58) = 2 || var(58) = 19 || var(58) = 31 || var(58) = 35
trigger1 = stateno = 600 ||(stateno = 610 && time > 10)
trigger1 = movehit

;󒆒p`
[State -3, Jump middle Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = var(59) >= 4 && RoundState = 2
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
trigger1 = stateno = 600 && movehit
trigger1 = var(58) = 2

;---------------------------------------------------------------------------
;Wv
[State -3, Hi Jump]
type = ChangeState
value = 38
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = var(51) < 100
trigger1 = var(58) = 2

;---------------------------------------------------------------------------
;EBb`GA[ij
[State -3, Strong W air]
type = ChangeState
value = 1320
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 5
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X <= 45 || var(51) < 120
triggerall = var(58) = 19
trigger1 = (power >= 3000 && var(51) < 200)|| power < 1000 && facing = 1
trigger1 = (power >= 3000 && Helper(15000+id),var(3) &&(Helper(15000+id),var(3) = 2 || !var(49)))||(power < 1000)
trigger1 = var(58) := 14
trigger2 = var(51) >= 200
trigger2 = power >= 3000 && Helper(15000+id),var(2)
trigger2 = var(58) := 34

;OWv
[State -3, Hi Jump]
type = ChangeState
value = 39
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(50) >= 1
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = var(58) = [12,13]
trigger2 = P2BodyDist X <= 40
trigger2 = var(58) = 19

;---------------------------------------------------------------------------
;EBb`GA[ij
[State -3, Strong W air]
type = ChangeState
value = 1320
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 5
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X <= 40 || Helper(15000+id),var(47) > 10
trigger1 = Helper(15000+id),var(47) > 3
trigger1 = var(58) = 11
trigger1 = var(58) := 14
trigger2 = power >= 3000
trigger2 = Helper(15000+id),var(3)
trigger2 = Helper(15000+id),var(3) = 2 || !var(49)
trigger2 = Helper(15000+id),var(47) > 27
trigger2 = var(58) = 15
trigger3 = var(58) = 31
trigger3 = var(51) < 240 || P2BodyDist X <= 20
trigger3 = EnemyNear(var(55)),Vel Y >= 0
trigger3 = P2BodyDist Y > -160
trigger4 = facing = 1 || Power >= 3000 ||(!Helper(15000+id),var(2) && Power >= 1000)
trigger4 = (Power < 2000 &&(!Helper(15000+id),var(2) || Power < 1000))|| Power >= 3000
trigger4 = var(51) < 120
trigger4 = var(58) = 7
trigger5 = power >= 3000
trigger5 = Helper(15000+id),var(3)
trigger2 = Helper(15000+id),var(3) = 2 || !var(49)
trigger5 = Helper(15000+id),var(47) > 24
trigger5 = var(51) < 150
trigger5 = var(58) = 35
trigger5 = var(58) := 7

;OnCWv
[State -3, Hi Jump]
type = ChangeState
value = 36
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(50) >= 1
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = facing = 1 || var(51) >= 100
trigger1 = var(58) = 12
trigger2 = Helper(15000+id),var(47) > 12
trigger2 = power < 3000 ||(Life >= 0.35*LifeMax &&(var(51) >= 150 ||!Helper(15000+id),var(3)))
trigger2 = var(58) = 35 
trigger3 = power = [1000,1999]
trigger3 = Helper(15000+id),var(3)
trigger3 = Helper(15000+id),var(3) = 2 || !var(49)
trigger3 = Helper(15000+id),var(47) > 15
trigger3 = !Helper(15000+id),var(2)
trigger3 = var(58) = 16
trigger4 = (var(58) = [2,4])|| var(58) = 19
;trigger2 = P2bodydist X <= 30
;trigger2 = power >= 1000 || var(50) >= 8
;trigger2 = power < 3000 ||(Life >= 0.35*LifeMax)
;trigger2 = var(58) = 31

;---------------------------------------------------------------------------
;}^[iu[LOj
[State -3, air turn]
type = ChangeState
value = 2370
triggerall = var(59) >= 5 && RoundState = 2
triggerall = statetype = A
triggerall = Random <= var(59)*50 || var(59) > 8
trigger1 = StateNo = 1205 && movecontact

;---------------------------------------------------------------------------
;}^[iu[LOj
[State -3, air turn]
type = ChangeState
value = 2371
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype = A
triggerall = Random <= var(59)*50 || var(59) > 8
trigger1 = StateNo = 1215 || StateNo = 1225
trigger1 = movecontact

;---------------------------------------------------------------------------
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 4
triggerall = facing = 1 || var(51) > 90
triggerall = var(52) > 25
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X <= 45
triggerall = P2BodyDist Y > -60
trigger1 = var(58) = 30

;==============================================================================
;Y~TCǌ
;}X^[Xp[NiQ[WxQj
[State -3, MasterSpark]
type = ChangeState
value = 3100
triggerall = var(59) > 3 && RoundState = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = Helper(15000+id),var(2) || Random <= 250
trigger1 = Helper(15000+id),var(47) > 7
trigger1 = var(58) = [16,17]
trigger2 = Helper(15000+id),var(2) || Random <= 250
trigger2 = var(58) = 18
trigger3 = var(58) = 9

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = ctrl || (stateno = 19 && time >= 16) ||(stateno = 99 && P2bodydist X <= 10)
trigger1 = var(58) = 36 ||(var(58) = 39 && var(52) > 30)
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
trigger1 = enemynear(var(55)),movetype = H
trigger1 = p2bodydist X <= 15

;---------------------------------------------------------------------------
;i[Xp[NiQ[WxPj
[State -3, NarrowSpark]
type = ChangeState
value = 3000
triggerall = var(59) > 3 && RoundState = 2
triggerall = !Helper(15000+id),var(2)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = power >= 1000
triggerall = Life <= Lifemax *0.6 || power >= 2000 || Helper(15000+id),var(6) >= 3
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = Helper(15000+id),var(47) > 6
trigger1 = var(58) = [3,4]
trigger2 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -100
trigger2 = (var(58) = [8,9])|| var(58) = 39
trigger3 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -75
trigger3 = (var(58) = [16,17])||(var(58) = 30 &&(var(50) < 4 || P2bodydist X > 40))|| var(58) = 31
trigger4 = EnemyNear(var(55)),Vel Y >= 0
trigger4 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -60
trigger4 = var(58) = 18
trigger5 = facing = -1
trigger5 = var(58) = 32
trigger6 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -100
trigger6 = var(58) = 7
trigger6 = var(50) < 5

;---------------------------------------------------------------------------
;A[XCgC
[State -3, Light earthlight ray]
type = ChangeState
value = ifelse(P2BodyDist X < 25, 1650, 1660)
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
trigger1 = Helper(15000+id),var(47) > 15
trigger1 = var(58) = 5

;---------------------------------------------------------------------------
;}WbN~TC / ~L[EFC
[State -3, Light M missile]
type = ChangeState
value = ifelse(var(58) != 5 && var(58) != 7 && var(58) != 39 &&(var(51) < 80 || var(52) < 25), 1530, 1000)
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
trigger1 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -75
trigger1 = var(58) = 8 ||(var(58) = [16,17])||(var(58) = 30 &&(var(50) < 4 || P2bodydist X > 40))
trigger2 = var(51) <= 180
trigger2 = var(58) = [3,4]
trigger3 = EnemyNear(var(55)),Vel Y >= 0
trigger3 = power < 1000 || Helper(15000+id),var(2)
trigger3 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -110
trigger3 = var(58) = 18
trigger4 = var(58) = 30
trigger4 = (var(51) <= 90 && facing = -1)|| var(52) <= 25
trigger5 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -110
trigger5 = var(58) = 31
trigger6 = var(58) = 7
trigger6 = var(51) <= 90 && facing = -1
trigger6 = Power < 1000 ||(Helper(15000+id),var(2) && Power < 3000)
trigger7 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -100
trigger7 = var(58) = 16
trigger8 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -130
trigger8 = var(58) = 36
trigger9 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -130
trigger9 = var(58) = 39 && P2bodydist X < 115
trigger9 = Power < 1000 || Helper(15000+id),var(2)

;---------------------------------------------------------------------------
;}WbN~TCij
[State -3, middle M missile]
type = ChangeState
value = 1010
triggerall = var(59) >= 8 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
trigger1 = var(51) > 180 || EnemyNear(var(55)),Vel Y >= 0
trigger1 = (var(58) = [3,4])|| var(58) = 9 || var(58) = 37
trigger2 = facing = -1
trigger2 = var(58) = 32
trigger3 = (var(58) = 39 && P2bodydist X >= 110)
trigger4 = var(58) = 7
trigger4 = var(50) < 5
trigger4 = Power < 1000 || Helper(15000+id),var(2)

;==============================================================================
;EBb`GA[Ag
;LbN
[State -3, special middle Kick]
type = ChangeState
value = 243
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 5
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = facing = 1 || var(51) > 120
trigger1 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -135
trigger1 = var(58) = 7 || var(58) = 32
trigger2 = Helper(15000+id),var(47) > 5
trigger2 = EnemyNear(var(55)),Pos Y+Floor(EnemyNear(var(55)),vel Y * 9) > -115
trigger2 = var(58) = 10
trigger3 = power >= 1000
trigger3 = power < 3000 || !Helper(15000+id),var(3)
trigger3 = Helper(15000+id),var(47) > 20
trigger3 = var(58) = 15

;---------------------------------------------------------------------------
;CKXiCgiQ[WxRj
[State -3, Magusnight]
type = ChangeState
value = 4900
triggerall = var(59) >= 8 && RoundState = 2
triggerall = Helper(15000+id),var(3)
triggerall = Helper(15000+id),var(3) = 2 || Random <= 250 || var(58) = 7 || Helper(15000+id),var(2)
triggerall = Helper(15000+id),var(3) = 2 || !var(49)
triggerall = statetype = A && ctrl
triggerall = power >= 3000
triggerall = StateNo = 2300 && time >= 3
triggerall = P2BodyDist X < 50 || var(51) < 90
trigger1 = P2BodyDist X < 25 || var(51) < 90
trigger1 = var(58) = 6
trigger1 = var(51) >= 120
trigger1 = time > 10
trigger2 = var(58) = 7 || var(58) = 34
trigger3 = var(58) = 10
trigger3 = time > 21 || var(51) < 25
trigger4 = var(58) = 14 || var(58) = 15 || var(58) = 31
trigger4 = time > 10

;---------------------------------------------------------------------------
;󒆃hSeI
[State -3, A Dragonmeteor]
type = ChangeState
value = ifelse(var(51) < 110 ||(!var(53)&& P2Dist X < -40)|| var(53) = 5 , 3850, 3860)
triggerall = var(59) > 7 && RoundState = 2
triggerall = !Helper(15000+id),var(3) || var(49)
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = power >= 3000
triggerall = StateNo = 2300 && time >= 3
triggerall = P2BodyDist X < 50 || var(51) < 90
trigger1 = var(58) = 7 || var(58) = 34
trigger2 = var(58) = 10
trigger2 = time > 21 || var(51) < 25
trigger3 = var(58) = 14 || var(58) = 15 || var(58) = 31
trigger3 = time > 10

;---------------------------------------------------------------------------
;󒆃hSeI
[State -3, A Dragonmeteor]
type = ChangeState
value = ifelse(var(51) < 110 ||(!var(53)&& P2Dist X < -40)|| var(53) = 5 , 3850, 3860)
triggerall = var(59) > 7 && RoundState = 2
triggerall = Helper(15000+id),var(3) != 2 || var(49)
triggerall = !Helper(15000+id),var(3) || P2BodyDist X >= 50 || var(51) >= 120
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = power >= 3000
trigger1 = StateNo = 1321 && movehit
trigger1 = var(58) = 6 ||(var(58) = [14,15])|| var(58) = 35

;---------------------------------------------------------------------------
;_[NtCgiQ[WxPj
[State -3, darkflight]
type = ChangeState
value = ifelse(power >= 2000 && var(51) < 120, 4800, 4700)
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 6
triggerall = !Helper(15000+id),var(2)
triggerall = statetype = A && ctrl
triggerall = power >= 1000
triggerall = StateNo = 2300 && time >= 3
trigger1 = facing = -1 || var(51) > 160 || power < 2000
trigger1 = Random <= 250
trigger1 = var(58) = 6
trigger2 = var(58) = 10
trigger2 = time > 25 || var(51) < 25
trigger3 = P2BodyDist X < 30 || var(51) < 120
trigger3 = var(58) = 31
trigger3 = time > 10

;---------------------------------------------------------------------------
;XgCNGA[
[State -3, Strong W air]
type = ChangeState
value = 1350
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 6
triggerall = statetype = A
triggerall = StateNo = 2300 && time >= 3
trigger1 = var(58) = 6
trigger1 = Power < 3000 || !Helper(15000+id),var(2) || time > 10
trigger2 = Power < 1000 ||(Helper(15000+id),var(2) && Power < 3000)
trigger2 = var(58) = 10
trigger3 = var(58) = 31 || var(58) = 35
trigger3 = time > 10

;---------------------------------------------------------------------------
;}^[
[State -3, air turn]
type = ChangeState
value = 2370
triggerall = var(59) >= 8 && RoundState = 2
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = StateNo = 1321
trigger1 = time >= 11
trigger1 = var(58) = 7 || var(58) = 31
trigger2 = var(58) = 6 || var(58) = 14 || var(58) = 15 || var(58) = 35
trigger2 = movehit

;---------------------------------------------------------------------------
;}^[(\obgp)
[State -3, air turn]
type = ChangeState
value = 2375
triggerall = var(59) >= 8 && RoundState = 2
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = StateNo = 243 && movecontact
trigger1 = var(58) = 7 && var(51) < 120
trigger2 = var(58) = 10
trigger3 = var(58) = 15
trigger3 = var(51) < 200
trigger3 = Power >= 3000
trigger4 = EnemyNear(var(55)),StateNo = [120,159]
trigger5 = !var(58)

;---------------------------------------------------------------------------
;svĒEEE
[State -3, wait]
type = ChangeState
Value = 0
ctrl = 1
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = alive
triggerall = stateno = [18,19]
trigger1 = var(58) = 15
trigger1 = p2bodydist X < 10 || Power < 3000 || !Helper(15000+id),var(3)
trigger2 = var(58) = 36
trigger2 = p2bodydist X > 15
trigger3 = var(58) = 35
trigger3 = p2bodydist X < 10
trigger4 = var(58) = 7
trigger4 = p2bodydist X < 50

;---------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != [99,101]
triggerall = prevstateno != [99,101]
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = var(58) = 31
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = power < 3000 || Life >= 0.35*LifeMax
trigger1 = P2BodyDist X > 10
trigger2 = var(56) = 2
trigger2 = var(54) = 1
trigger2 = var(53) != 5
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = P2BodyDist X > 100
trigger2 = Random <= 120
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = var(56) = 2
trigger3 = var(53) != 5
trigger3 = Partner,StateNo = 3301
trigger3 = P2BodyDist X = [40,140]

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist X > 15
trigger1 = var(58) = 11 || var(58) = [34,35]
trigger2 = var(58) = 15
trigger2 = Helper(15000+id),var(3)
trigger2 = Helper(15000+id),var(3) = 2 || !var(49)
trigger2 = Power >= 3000
trigger3 = var(58) = 7
trigger3 = p2bodydist X > 50
trigger4 = var(58) = 31 || var(58) = 35
trigger4 = EnemyNear(var(55)),StateType = A
trigger4 = power < 3000 || Life >= 0.35*LifeMax
trigger4 = P2BodyDist X > 25

;---------------------------------------------------------------------------
;EBb`GA[ij
[State -3, Strong W air]
type = ChangeState
value = 1320
triggerall = statetype != A
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 5
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -60
triggerall = facing = 1 || var(51) > 180 ||(power >= 3000 && Helper(15000+id),var(3))
triggerall = (P2BodyDist X = [-9,39])|| var(58) = 6
triggerall = P2BodyDist X <= 19 || Power < 2700 || var(58) = 6 ||(power >= 3000 && Helper(15000+id),var(3) && var(51) < 140)|| !Helper(15000+id),var(3)
triggerall = movehit
trigger1 = stateno = 235 || stateno = 410
trigger1 = var(58) := 6
trigger2 = stateno = 217
trigger2 = var(51) < 160
trigger2 = var(58) := 6

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, Strong W leyline]
type = ChangeState
value = 1220
triggerall = statetype != A
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(50) >= 7
triggerall = EnemyNear(var(55)),StateType != L
trigger1 = power < 3000 || !Helper(15000+id),var(3)
trigger1 = ctrl|| (stateno = [18,19]) || stateno = 99
trigger1 = Helper(15000+id),var(47) > 10
trigger1 = var(58) = 15
trigger1 = var(58) := 16

;==============================================================================
;nRrl[V
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = var(59) >= 8 && RoundState = 2
triggerall = !fvar(34)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,35]
triggerall = P2BodyDist Y > -20
triggerall = stateno = 430
triggerall = movehit && time > 5
trigger1 = var(51) >= 140
trigger1 =(Power >= 3000 && Helper(15000+id),var(3))
trigger1 = Helper(15000+id),var(3) = 2 || !var(49)
trigger1 = Random <= var(59)*20 || Helper(15000+id),var(3) = 2
trigger2 = Helper(15000+id),var(2)
trigger2 = Power < 1000

;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,60]
triggerall = P2BodyDist Y > -40
trigger1 = (Power >= 3000 &&(Life < 0.35*LifeMax))|| var(53)
trigger1 = stateno = 430
trigger1 = movehit && time > 5

;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = var(59) >= 8 && RoundState = 2
triggerall = Random <= 250 || Helper(15000+id),var(3) = 2
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -60
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -60
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X <= 50
triggerall = P2BodyDist Y > -45
triggerall = stateno = 400 || stateno = 430
triggerall = movehit && time > 5
trigger1 = (P2BodyDist X = [-9,13])|| var(51) < 150 || Power < 1000
trigger1 = facing = 1 || var(51) >= 250 ||(Power >= 3000 && Helper(15000+id),var(3) &&(Helper(15000+id),var(3) = 2 || !var(49)))
trigger1 = var(58) := 6

;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = var(59) >= 8 && RoundState = 2
triggerall = var(51) >= 140
triggerall = !var(53)
triggerall = !fvar(34)
triggerall = Random <= var(59)*20
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [19,50]
triggerall = P2BodyDist Y > -20
trigger1 = stateno = 430
trigger1 = movehit && time > 5

;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 5 || EnemyNear(var(55)),StateType != L
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,31]
triggerall = P2BodyDist Y > -20
trigger1 = stateno = 400 || stateno = 430
trigger1 = movecontact && time > 5
trigger1 = movehit || Random <= 200

;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,85]
triggerall = P2BodyDist X < 40 || Helper(15000+id),var(46) >= 35
triggerall = P2BodyDist Y > -40
trigger1 = (Power >= 2000 &&(Helper(15000+id),var(2) || Random <= 150))|| var(52) < 90 || fvar(34) || var(51) < 84 || Random <= 250
trigger1 = stateno = 430
trigger1 = movehit && time > 5

;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !fvar(34)
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,100]
triggerall = P2BodyDist Y > -20
trigger1 = stateno = 430
trigger1 = movehit && time > 5

;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,80]
triggerall = P2BodyDist Y > -40
trigger1 = stateno = 430
trigger1 = movehit && time > 5

;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 6 || EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -75
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),Const(size.head.pos.y) < -60
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,70]
triggerall = P2BodyDist Y > -75
trigger1 = stateno = 400 || stateno = 430
trigger1 = movecontact && time > 5

;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 6 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,55]
triggerall = P2BodyDist Y > -125
trigger1 = stateno = 400 || stateno = 430
trigger1 = movehit && time > 5

;ߗp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 225
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 10
triggerall = var(50) >= 5
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-8,9]
trigger1 = stateno = 200
trigger1 = movehit && time > 5

;p`
[State -3, special middle Punch]
type = ChangeState
value = 217
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 4
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
trigger1 = stateno = 215 && movehit

;p`
[State -3, special Strong Punch]
type = ChangeState
value = 223
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 8
triggerall = var(50) >= 4
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
trigger1 = stateno = 217 && movehit

;ߗp`
[State -3, Stand middle Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 5
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-12,5]
trigger1 = stateno = 200
trigger1 = movehit && time > 5

;p`
[State -3, Stand middle Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 5
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [5,35]
trigger1 = Power >= 1000
trigger1 = Power >= 2000 || life <= lifemax * 0.5
trigger1 = stateno = 200
trigger1 = movehit && time > 5

;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),Const(size.head.pos.y) < -70
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,27]
trigger1 = stateno = 200
trigger1 = movehit && time > 6

;LbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 255
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 5
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y > -65
trigger1 = stateno = 230 && time > 6 && movehit
trigger2 = var(59) < 8
trigger2 = P2BodyDist X = [5,15]
trigger2 = stateno = 200 && time > 5 && movehit

;==============================================================================
;󒆃Rrl[V
;󒆋p`
[State -3, Jump Strong Punch1]
type = ChangeState
value = 620
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,85]
triggerall = P2BodyDist Y = [-50,80]
triggerall = Vel X > 0
triggerall = Pos Y < -75
trigger1 = stateno = 600 || stateno = 630
trigger1 = movehit

;󒆒p`
[State -3, Jump middle Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,45]
triggerall = P2BodyDist Y = [-60,45]
triggerall = Vel X >= 0 || var(58)
trigger1 = stateno = 600 || stateno = 630
trigger1 = movecontact

;Wvp`
[State -3, Jump Strong Punch2]
type = ChangeState
value = 621
triggerall = statetype = A
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(50) >= 4
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,45]
triggerall = P2BodyDist Y = [-110,35]
triggerall = !Vel X
trigger1 = stateno = 600 || stateno = 630
trigger1 = movecontact

;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = statetype = A
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(50) >= 8 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,50]
triggerall = P2BodyDist Y = [-60,95]
triggerall = Vel X >= 0
trigger1 = stateno = 600 || stateno = 630
trigger1 = movecontact

;==============================================================================
;AZEF}Xp
;t@Ci}X^[Xp[Ni̗͂RTȉ̂ƂQ[WxRpj
[State -3, FMS]
type = ChangeState
value = 3900
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),Life > 100 || var(53)
triggerall = (P2BodyDist X = [-5,65])|| stateno = 440
triggerall = P2BodyDist Y > -110
triggerall = power >= 3000
triggerall = Life < 0.35*LifeMax
triggerall = movehit
trigger1 = stateno = 410 || stateno = 420 || stateno = 440
trigger2 = (stateno = 210 && time >= 12)|| stateno = 215 || stateno = 220 || stateno = 230 || stateno = 235 || stateno = 255
trigger3 = P2BodyDist X <= 40
trigger3 = fvar(34) || var(53) || var(54)
trigger3 = hitdefattr = SC, NA
trigger4 = var(51) < 110 || P2BodyDist X <= 23
trigger4 = stateno = 450

;==============================================================================
;3Q[WEAZ
;tbp[XC[vij
[State -3, middle flapper_b]
type = ChangeState
value = 1810
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(51) < 200
triggerall = var(50) >= 10
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,65]
triggerall = P2BodyDist Y > -60
triggerall = power >= 3000
trigger1 = stateno = 217 || stateno = 440
trigger1 = movehit

;---------------------------------------------------------------------------
;O[r[XLbvij
[State -3, Groovy_a]
type = ChangeState
value = 1700
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = Helper(15000+id),var(46) >= 35
triggerall = statetype != A
triggerall = Random <= var(59)*30 || P2BodyDist X > 30
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -70
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = P2BodyDist X < 75
trigger1 = stateno = 440 && movehit

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, Light W leyline]
type = ChangeState
value = 1200
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 6
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X < 13
triggerall =(Power >= 3000 && Helper(15000+id),var(3)&&(Helper(15000+id),var(3) = 2 || !var(49)))
trigger1 = stateno = 450 && movehit
trigger1 = var(58) := 11

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, Strong W leyline]
type = ChangeState
value = 1220
triggerall = statetype != A
triggerall = var(59) >= 8 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 7
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = stateno = 450 && movehit
trigger1 = Power < 1500
trigger1 = Helper(15000+id),var(2)

;==============================================================================
;AZEKp
;󒆃hSeI
[State -3, A Dragonmeteor]
type = ChangeState
value = ifelse(var(51) < 110 ||(!var(53)&& P2Dist X < -40)|| var(53) = 5 , 3850, 3860)
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = power >= 3000
triggerall = movehit 
trigger1 = EnemyNear(var(55)),Life <= 150 || var(53)
trigger1 = stateno = 1301 || stateno = 1311 || stateno = 1321
trigger2 = var(51) < 110
trigger2 = Helper(15000+id),var(2)
trigger2 = stateno = 1301 || stateno = 1311 || stateno = 1321

;󒆃hSeI
[State -3, A Dragonmeteor]
type = ChangeState
value = 3850
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),Life <= 150 || var(53)
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = !inguarddist
triggerall = power >= 3000
trigger1 = stateno = 1715 && time > 3

;---------------------------------------------------------------------------
;CKXiCg
[State -3, Magusnight]
type = ChangeState
value = 4900
triggerall = var(59) > 6 && RoundState = 2
triggerall = !var(58)
triggerall = Helper(15000+id),var(3)
triggerall = Helper(15000+id),var(3) = 2 || !var(49)
triggerall = statetype = A
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2bodydist X = [-9,45]
triggerall = P2bodydist X < 9 || var(51) < 90
triggerall = P2bodydist Y = [-120,45]
triggerall = power >= 3000
trigger1 = StateNo = [2300,2301]

;---------------------------------------------------------------------------
;_[NtCgiQ[WxPj
[State -3, darkflight]
type = ChangeState
value = ifelse(Power >= 2000 && var(51) < 90, 4800, 4700)
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(2)
triggerall = var(50) >= 6
triggerall = statetype = A
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2bodydist X = [-9,60]
triggerall = P2bodydist Y = [-120,45]
triggerall = power >= 1000
trigger1 = StateNo = [2300,2301]

;---------------------------------------------------------------------------
;󒆃uCWOX^[iQ[WxRj
[State -3, A Blazingstar]
type = ChangeState
value = 3710
triggerall = statetype = A
triggerall = var(59) > 7 && RoundState = 2
triggerall = Helper(15000+id),var(2) || Random <= 333
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y = [-30,95]
triggerall = power >= 3000
triggerall = movehit 
trigger1 = var(58) != 8 && var(58) != 11
trigger1 = !var(58) || stateno = 600 ||(stateno = 610 && time > 10)
trigger1 = var(50) < 4
trigger1 = P2BodyDist X = [-5,40]
trigger1 = stateno = [600,640]
trigger1 = stateno != [620,621]

;---------------------------------------------------------------------------
;uCWOX^[iQ[WxRj
[State -3, Blazingstar]
type = ChangeState
value = 3700
triggerall = var(59) > 7 && RoundState = 2
triggerall = var(59) < 12|| Helper(15000+id),var(2)
triggerall = !var(58)
triggerall = facing = -1 || var(51) < 100
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = (EnemyNear(var(55)),Life = [150,250])|| Helper(15000+id),var(2)
triggerall = EnemyNear(var(55)),alive
triggerall = (P2BodyDist X = [-5,40])|| stateno = 440
triggerall = P2BodyDist Y > -50
triggerall = power >= 3000
triggerall = movehit
trigger1 = (stateno = 210 && time >= 12)|| stateno = 215 || stateno = 217
trigger2 = fvar(34) || var(53)
trigger2 = hitdefattr = SC, NA
trigger2 = stateno != 400 && stateno != 430
trigger3 = EnemyNear(var(55)),Life <= 100 || var(53)
trigger3 = stateno = 440

;---------------------------------------------------------------------------
;X^[_Xg@GiQ[WxQj
[State -3, Stardustreverie]
type = ChangeState
value = 3600
triggerall = var(59) > 6 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 5
triggerall = EnemyNear(var(55)),Life < 150
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = (P2BodyDist X = [-5,40])|| stateno = 440
triggerall = P2BodyDist Y > -50
triggerall = power >= 2000
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440 || stateno = 450
trigger2 = (stateno = 210 && time >= 12)|| stateno = 215 || stateno = 217 || stateno = 220 || stateno = 230
trigger3 = fvar(34) || var(53)
trigger3 = hitdefattr = SC, NA
trigger3 = stateno != 400 && stateno != 430
trigger4 = Helper(15000+id),var(2)
trigger4 = stateno = 440

;---------------------------------------------------------------------------
;t@CiXp[NiQ[WxRj
[State -3, FinalSpark]
type = ChangeState
value = 3200
triggerall = var(59) > 4 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y > -80
triggerall = Life > lifemax * 0.8 || var(59) < 9
triggerall = power >= 3000
trigger1 = Helper(15000+id),var(2)
trigger1 = stateno = 450 && movehit

;---------------------------------------------------------------------------
;}X^[Xp[NiQ[WxQj
[State -3, MasterSpark]
type = ChangeState
value = 3100
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X >= 30
triggerall = P2BodyDist Y > -80
triggerall = power >= 3000
trigger1 = EnemyNear(var(55)),life <= 100 || var(59) < 10 ||(Helper(15000+id),var(2) && Life > lifemax * 0.8)
trigger1 = stateno = 450 && movehit
trigger2 = hitdefattr = SC, NA
trigger2 = moveguarded
trigger2 = stateno != 200 && stateno != 230 && stateno != 235 && stateno != 240 && stateno != 400 && stateno != 430
trigger2 = EnemyNear(var(55)),life <= 70 ||(var(53) = [1,4])
trigger2 = Random <= 333

;---------------------------------------------------------------------------
;󒆃X^[_XgiQ[WxPj
[State -3, A Stardust]
type = ChangeState
value = 3510
triggerall = var(59) > 5 && RoundState = 2
triggerall = !Helper(15000+id),var(2)
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y = [-20,95]
triggerall = power >= 1000
triggerall = movehit 
trigger1 = !var(58)
trigger1 = stateno = 1301 || stateno = 1311
trigger1 = P2BodyDist X = [-5,20]
trigger1 = power >= 3000
trigger2 = var(58) != 8 && var(58) != 11
trigger2 = !var(58) || stateno = 600 ||(stateno = 610 && time > 10)
trigger2 = var(50) < 4
trigger2 = P2BodyDist X = [-5,40]
trigger2 = stateno = [600,640]
trigger2 = stateno != [620,621]

;---------------------------------------------------------------------------
;󒆃X^[_XgiQ[WxPj
[State -3, A Stardust]
type = ChangeState
value = 3510
triggerall = var(59) > 5 && RoundState = 2
triggerall = !Helper(15000+id),var(2)
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = power >= 1000
trigger1 = P2BodyDist X = [-15,65]
trigger1 = stateno = 600 && movehit
trigger1 = var(50) < 4

;---------------------------------------------------------------------------
;I[[Yjo[X
[State -3, Stardust]
type = ChangeState
value = 4300
triggerall = var(59) > 5 && RoundState = 2
triggerall = Helper(15000+id),var(2) && !var(58)
triggerall = var(51) > 120
triggerall = statetype != A
triggerall = Random <= var(59)*20
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y > -40
triggerall = power >= 3000
triggerall = movehit
trigger1 = stateno = 410 ||(stateno = 440 && time <= 13 && var(53))
trigger2 = (stateno = 210 && time >= 12)|| stateno = 215 || stateno = 217 || stateno = 255

;---------------------------------------------------------------------------
;I[[Y
[State -3, Stardust]
type = ChangeState
value = ifelse(Power >= 3000, 4200, 4100)
triggerall = var(59) > 4 && RoundState = 2
triggerall = !Helper(15000+id),var(2) && !var(58)
triggerall = var(51) > 120
triggerall = statetype != A
triggerall = stateno != 450
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = (P2BodyDist X = [-5,60])
triggerall = P2BodyDist Y > -40
triggerall = power >= 2000 ||(power >= 1000 && life <= lifemax * 0.5)
triggerall = movehit
trigger1 = stateno = 410 || stateno = 420 ||(stateno = 440 && time <= 13 && var(53))
trigger2 = (stateno = 210 && time >= 12)|| stateno = 215 || stateno = 217 || stateno = 255
trigger3 = (stateno = 210 && time >= 12)|| stateno = 215 || stateno = 217 || stateno = 255 || stateno = 410 ||(stateno = 440 && time <= 13)
trigger3 = fvar(34) || EnemyNear(var(55)),life <= 50 || var(59) < 8

;---------------------------------------------------------------------------
;X^[_XgiQ[WxPj
[State -3, Stardust]
type = ChangeState
value = 3500
triggerall = var(59) > 4 && RoundState = 2
triggerall = !Helper(15000+id),var(2) && !var(58)
triggerall = !var(53)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = (P2BodyDist X = [-5,30])
triggerall = P2BodyDist Y > -60
triggerall = power >= 2000 ||(power >= 1000 && life <= lifemax * 0.5)
triggerall = movehit 
trigger1 = stateno = 410 || stateno = 420 ||(stateno = 440 && time <= 13 && var(53))||(stateno = 220 && P2BodyDist Y > -45)
trigger2 = (stateno = 210 && time >= 12)|| stateno = 215 || stateno = 230 || stateno = 255
trigger3 = fvar(34) || EnemyNear(var(55)),life <= 50 || var(59) < 8
trigger3 = hitdefattr = SC, NA
trigger3 = stateno != 210 && stateno != 225 && stateno != 400 && stateno != 430 && stateno != 450

;---------------------------------------------------------------------------
;i[Xp[NiQ[WxPj
[State -3, NarrowSpark]
type = ChangeState
value = 3000
triggerall = var(59) > 8 && RoundState = 2
triggerall = !Helper(15000+id),var(2) && !var(58)
triggerall = Helper(15000+id),var(6)
triggerall = Life < Lifemax * 0.5 || Helper(15000+id),var(6) >= 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = (EnemyNear(var(55)),Pos Y = [-125,-45])|| EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist X > 100
triggerall = !inguarddist
triggerall = power >= 1000
trigger1 = !var(54)
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = EnemyNear(var(55)),StateNo = [5000,5070]
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 6
trigger1 = Random <= var(59)*24

;==============================================================================
;AZEKEZp
;O[Xvbhij
[State -3, Strong greens]
type = ChangeState
value = 1620
triggerall = var(59) > 0 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y > -90
trigger1 = stateno = 215 && movehit

;--------------------------------------------------------------------------
;EBb`GA[ij
[State -3, Strong W air]
type = ChangeState
value = 1320
triggerall = var(59) > 0 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 5
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),Pos Y < -40 ||(var(50) >= 6 && Power >= 1000)|| var(50) >= 9
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y > -120
triggerall = movehit
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = (stateno = 200 && time > 5)|| stateno = 235 || stateno = 255
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = ((stateno = 400 || stateno = 430)&& time > 5)|| stateno = 410 || stateno = 420
trigger3 = EnemyNear(var(55)),StateType = S
trigger3 = stateno = 200 || stateno = 235 ||(stateno = 255 && P2BodyDist X < 30)|| stateno = 410

;---------------------------------------------------------------------------
;tbp[XC[vij
[State -3, Light flapper_a]
type = ChangeState
value = 1800
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(53)
triggerall = var(50) >= 1
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,65]
triggerall = P2BodyDist Y > -40
triggerall = stateno = 440 && movehit
trigger1 = var(53) = 5
trigger2 =(EnemyNear(var(55)),StateNo = [5000,5099])&&(EnemyNear(numenemy>=2),StateNo = [5000,5099])

;---------------------------------------------------------------------------
;~L[EFCij
[State -3, Strong milky w]
type = ChangeState
value = 1530
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = var(53) = 5
triggerall = !Helper(15000+id),var(44)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X < 60
triggerall = movecontact
trigger1 = (stateno = 200 && time > 5) || stateno = 235 || stateno = 255
trigger2 = ((stateno = 400 || stateno = 430)&& time > 5)|| stateno = 410 || stateno = 420 || stateno = 440

;---------------------------------------------------------------------------
;O[r[XLbvij
[State -3, Groovy_c]
type = ChangeState
value = 1702
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = Helper(15000+id),var(46) >= 35
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [25,120]
trigger1 = Random <= 80
trigger1 = (stateno = [200,299]) || (stateno = [400,499])
trigger1 = stateno != 210 && stateno != 220 && stateno != 230 && stateno != 240
trigger1 = (stateno != [223,224])&&(stateno != [243,244])&& stateno != 250 && stateno != 440
trigger1 = moveguarded

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, Light W leyline]
type = ChangeState
value = 1200
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 6
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [25,95]
triggerall = moveguarded
trigger1 = (stateno = 200 && time > 5) || stateno = 235 ||((stateno = 400 || stateno = 430)&& time > 5)
trigger1 = Random <= 50
trigger2 = stateno = 410 || stateno = 420 || stateno = 255
trigger2 = Random <= 150

;---------------------------------------------------------------------------
;O[r[XLbvij
[State -3, Groovy_a]
type = ChangeState
value = 1700
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = Helper(15000+id),var(46) >= 35
triggerall = Helper(15000+id),var(3) != 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = Random <= 250 ||(var(51) < 100 && facing = -1)
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = movehit
trigger1 = P2BodyDist X < 60
trigger1 = stateno = 440
trigger2 = P2BodyDist X < 15
trigger2 = stateno = 217 ||(stateno = 430 && time > 5)|| stateno = 410 || stateno = 420

;---------------------------------------------------------------------------
;}WbN~TCij
[State -3, Light M missile]
type = ChangeState
value = 1000
triggerall = var(59) > 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,100]
triggerall = P2BodyDist Y > -80
triggerall = movehit ||(moveguarded && Random <= 50)
trigger1 = (stateno = 200 && time > 5)|| stateno = 235 || stateno = 255
trigger2 = ((stateno = 400 || stateno = 430)&& time > 5)|| stateno = 410 || stateno = 420

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, Light W leyline]
type = ChangeState
value = 1200
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 6
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X < 15
triggerall = facing = 1 || var(51) >= 240 ||(Power >= 3000 && Helper(15000+id),var(3)&&(Helper(15000+id),var(3) = 2 || !var(49)))
trigger1 = Power < 1000 || !Helper(15000+id),var(2) ||(Power >= 3000 && Helper(15000+id),var(3)&&(Helper(15000+id),var(3) = 2 || !var(49)))
trigger1 = stateno = 450 && movehit
trigger1 = var(58) := 11

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, W leyline]
type = ChangeState
value = 1220
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(51) > 240
triggerall = var(50) >= 7
triggerall = statetype != A
triggerall = Random <= 300
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = stateno = 450 && movehit

;---------------------------------------------------------------------------
;tbp[XC[vij
[State -3, Strong flapper_c]
type = ChangeState
value = 1820
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = !fvar(34)
triggerall = var(50) >= 3
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X < 45 || var(51) < 200
trigger1 = stateno = 450 && movehit

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, W leyline]
type = ChangeState
value = 1220
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 7
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = stateno = 450 && movehit

;---------------------------------------------------------------------------
;tbp[XC[vij
[State -1, middle flapper_b]
type = ChangeState
value = 1810
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 10
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,65]
triggerall = P2BodyDist Y > -60
trigger1 = stateno = 217 || stateno = 440
trigger1 = movehit

;---------------------------------------------------------------------------
;tbp[XC[vij
[State -3, Light flapper_a]
type = ChangeState
value = 1800
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 1
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,65]
triggerall = P2BodyDist Y > -60
trigger1 = stateno = 440 && movehit
trigger2 = var(59) > 9
trigger2 = var(51) < 100 || EnemyNear(var(55)),BackEdgeBodyDist < 15
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),StateNo != [5000,5150]
trigger2 = stateno = 200 || stateno = 235 || stateno = 255 || stateno = 400 || stateno = 430 || stateno = 410 || stateno = 420 || stateno = 440
trigger2 = moveguarded

;---------------------------------------------------------------------------
;EBb`gbv^[ij
[State -3, Light W topturn]
type = ChangeState
value = 1400
triggerall = var(59) > 1 && RoundState = 2
triggerall = var(51) < 80
triggerall = var(50) >= 7
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,35]
triggerall = P2BodyDist Y = [-50,95]
triggerall = movehit || stateno = 1715
trigger1 = !var(58)
trigger1 = stateno = [600,651]
trigger1 = stateno != 610
trigger2 = stateno = 610 && time > 10
trigger3 = EnemyNear(var(55)),StateNo != [120,159]
trigger3 = stateno = 1715

;---------------------------------------------------------------------------
;EBb`gbv^[ij
[State -3, middle W topturn]
type = ChangeState
value = 1410
triggerall = var(59) > 1 && RoundState = 2
triggerall = var(50) >= 7
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y = [-50,75]
triggerall = movehit
trigger1 = !var(58)
trigger1 = stateno = [600,651]
trigger1 = stateno != 610
trigger2 = stateno = 610 && time > 10

;---------------------------------------------------------------------------
;EBb`gbv^[ij
[State -3, middle W topturn]
type = ChangeState
value = 1410
triggerall = var(59) > 1 && RoundState = 2
triggerall = var(50) >= 7
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = stateno = 1715 && time > 4

;---------------------------------------------------------------------------
;O[Xvbhij
[State -3, Strong greens]
type = ChangeState
value = 1620
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = moveguarded
trigger1 = (stateno = 200 && time > 5)|| stateno = 235 || stateno = 255
trigger2 = ((stateno = 400 || stateno = 430)&& time > 5)|| stateno = 410 || stateno = 420

;---------------------------------------------------------------------------
;Wv
[State -3, jump sway]
type = ChangeState
value = 2250
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*7 ||(var(59) > 10 && Random <= 250)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = moveguarded
triggerall = P2BodyDist X = [5,100]
trigger1 = (stateno = [200,299])||(stateno = [400,499])
trigger1 = movecontact

;---------------------------------------------------------------------------
;~L[EFCij
[State -3, Strong milky w]
type = ChangeState
value = 1530
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(44)
triggerall = statetype != A
triggerall = Random <= var(59)*25
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X < 50 || var(51) < 100
triggerall = moveguarded
trigger1 = (stateno = 200 && time > 5)|| stateno = 235 || stateno = 255
trigger2 = ((stateno = 400 || stateno = 430)&& time > 5)|| stateno = 410 || stateno = 420 || stateno = 440

;---------------------------------------------------------------------------
;~L[EFCij
[State -3, Light milky w]
type = ChangeState
value = 1500
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(44)
triggerall = statetype != A
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X > 40
triggerall = P2BodyDist X < 140 || var(51) < 160
trigger1 = moveguarded && var(51) > 150
trigger1 = (stateno = 200 && time > 5)|| stateno = 235 || stateno = 255
trigger2 = moveguarded && var(51) > 150
trigger2 = ((stateno = 400 || stateno = 430)&& time > 5)|| stateno = 410 || stateno = 420 || stateno = 440
trigger3 = ctrl ||(stateno = [18,19])|| stateno = 99
trigger3 = var(50) < 4
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = EnemyNear(var(55)),StateNo = [5000,5099]
trigger3 = EnemyNear(var(55)),Pos Y < -60

;---------------------------------------------------------------------------
;󒆃~L[EFCij
[State -3, A Strong milky w]
type = ChangeState
value = 1580
triggerall = var(59) > 9 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2bodydist Y = [-90,50]
triggerall = (stateno = 610 && time > 10)|| stateno = 620 || stateno = 640 || stateno = 650
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = (Random <= var(59)*15 || var(51) < 100)&& moveguarded
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = var(50) < 4
trigger2 = movehit

;---------------------------------------------------------------------------
;󒆃~L[EFCij
[State -3, A Light milky w]
type = ChangeState
value = 1560
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2bodydist Y = [-90,50]
triggerall = Random <= var(59)*18 
trigger1 = stateno = 600 || stateno = 630
trigger1 = moveguarded

;---------------------------------------------------------------------------
;tFCNu[ij
[State -3, Light fake broom]
type = ChangeState
value = 1110
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(52) > 180
triggerall = statetype = A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = pos y >= -120
trigger1 = (StateNo = [2300,2301])|| StateNo = 2370
trigger1 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;tFCNu[ij
[State -3, Light fake broom]
type = ChangeState
value = 1120
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(52) <= 180
triggerall = statetype = A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateNo = [120,159]
triggerall = pos y >= -120
trigger1 = StateNo = [2300,2301]
trigger2 = StateNo = 2370

;---------------------------------------------------------------------------
;XgCNGA[ij
[State -3, Light W air]
type = ChangeState
value = 1350
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 6
triggerall = statetype = A
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = (P2bodydist X = [-9,60])|| var(51) < 75
triggerall = P2bodydist Y = [-110,75]
trigger1 = StateNo = [2300,2301]

;---------------------------------------------------------------------------
;}^[
[State -3, air turn]
type = ChangeState
value = 2370
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 1
triggerall = statetype = A
triggerall = Random <= var(59)*35 || var(59) > 8
triggerall = EnemyNear(var(55)),StateType != L
triggerall = StateNo = 1321 &&(time >= 11 || movehit)
trigger1 = facing = 1 || var(51) > 115 || var(52) > 120 || EnemyNear(var(55)),Ctrl
trigger2 = var(51) < 140
trigger2 = (!Helper(15000+id),var(2) && Power >= 1000)|| Power >= 3000

;==============================================================================
;nq
;O[Xvbhij
[State -3, Strong greens]
type = ChangeState
value = 1620
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-5,40]
triggerall = P2bodydist Y > -40
triggerall = !InGuardDist
trigger1 = Helper(15000+id),var(44)
trigger1 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;ߗp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 225
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 10
triggerall = !var(58)
triggerall = var(50) >= 5
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-5,20]
triggerall = P2bodydist Y = [-110,-75]
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo != [120,159]

;---------------------------------------------------------------------------
;_p`
[State -3, special Strong Punch2]
type = ChangeState
value = 226
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 8
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-5,80]
triggerall = !InGuardDist
trigger1 = P2bodydist Y = [-110,-75]
trigger2 = P2bodydist X > 35
trigger2 = P2bodydist Y = [-125,-30]

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A || var(50) >= 5
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-8,50]
triggerall = P2bodydist Y > -20
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 5 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-8,50]
triggerall = P2bodydist Y > -40
triggerall = !InGuardDist
trigger1 = !var(58)

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 6 || EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -75
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),Const(size.head.pos.y) < -70
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [25,78]
triggerall = P2bodydist Y > -70
triggerall = !InGuardDist
trigger1 = P2bodydist X < 60
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 7
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 9

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 6 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),Pos Y < -40
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [30,70]
triggerall = P2bodydist Y = [-110,-75]
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 2 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = (EnemyNear(var(55)),StateNo != [120,131])|| EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [45,105]
triggerall = P2bodydist Y > -25
triggerall = !InGuardDist
trigger1 = P2bodydist X < 80
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 12
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 15

;---------------------------------------------------------------------------
;i[Xp[NiQ[WxPj
[State -3, NarrowSpark]
type = ChangeState
value = 3000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !Helper(15000+id),var(2) && !var(58)
triggerall = Helper(15000+id),var(6)
triggerall = Life < Lifemax * 0.5 || Helper(15000+id),var(6) >= 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A || EnemyNear(var(55)),Pos Y = [-100,-35]
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X > 75
triggerall = P2BodyDist Y > -80
triggerall = !inguarddist
triggerall = power >= 1000
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 15
trigger2 = P2BodyDist X > 120
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 9
trigger3 = P2BodyDist X > 150
trigger3 = EnemyNear(var(55)),gethitvar(hittime) >= 6

;==============================================================================
;
;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = (var(59) = [1,9]) && RoundState = 2
triggerall = !var(58)
triggerall = fvar(38) = [2,3]
triggerall = life > lifemax * 0.5
triggerall = P2BodyDist X > 150
trigger1 = var(59) = [8,9] 
trigger1 = P2BodyDist X > 180
trigger1 = (life > lifemax * 0.9) || (life*0.3 > enemynear(var(55)),life)
trigger1 = Random <= 20
trigger2 = var(59) = [4,7] 
trigger2 = life > lifemax * 0.7
trigger2 = Random <= 40
trigger3 = var(59) < 4
trigger3 = Random <= 50
trigger4 = P2BodyDist X > 200
trigger4 = Random <= 200-(var(59)*20)

;---------------------------------------------------------------------------
;p[
[State -3, charge]
type = ChangeState
value = 2000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = power < powermax
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = P2BodyDist X > 180
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),MoveType != A
trigger1 = NumHelper(1050)||NumHelper(1060)||NumHelper(1070)
trigger1 = Random <= 100
trigger2 = P2BodyDist X > 210
trigger2 = Random <= 50

;---------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != [99,101]
triggerall = prevstateno != [99,101]
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = !var(58)
triggerall = !var(54)||!var(53)||((Life < 0.35*LifeMax)&& Power >= 3000)|| var(56) = 2
trigger1 = P2BodyDist X > 150
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 150
trigger2 = Helper(15000+id),var(2)
trigger2 = P2BodyDist X > 120
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = Random <= 60
trigger3 = P2BodyDist X > 90
trigger3 = (Life < 0.35*LifeMax)&& Power >= 3000
trigger3 = EnemyNear(var(55)),MoveType != A
trigger3 = Random <= 80

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(54)
Triggerall = !var(58) || var(58) = 15
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist X > 65
triggerall = Random <= 50
trigger1 = ctrl || (stateno = 19 && time >= 16)
trigger2 = stateno = 99
trigger2 = p2bodydist X < 120
trigger3 = ctrl || (stateno = 19 && time >= 16)
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = (EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),MoveType = H)
trigger3 = Partner,MoveType != A

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58) || var(58) = 15
triggerall = statetype != A
triggerall = ctrl || (stateno = 18 && time >= 16)
triggerall = BackEdgeBodyDist > 20
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = p2bodydist X < 80
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = p2bodydist X < 35
trigger2 = Random <= 100
trigger3 = var(58) = 15
trigger3 = Power < 3000
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = p2bodydist X < 40

;---------------------------------------------------------------------------
;svĒEEE
[State -3, wait]
type = ChangeState
Value = 0
ctrl = 1
triggerall = statetype != A
triggerall = alive
triggerall = stateno = [18,19]
trigger1 = var(59) >= 1 && Roundstate = 2
Trigger1 = !var(58)
trigger1 = p2bodydist X = [0,70]
trigger1 = Random <= 20
trigger2 = Roundstate = 3
trigger3 = var(58) = 15
trigger3 = p2bodydist X >= 40

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = BackEdgeBodyDist > 40
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
trigger1 = var(53) != 5
trigger1 = !var(54) &&(!var(58) || var(50) < 5)
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X < 45
trigger1 = !inguarddist
trigger1 = Random <= 500
trigger2 = (Life >= 0.35*LifeMax)|| Power < 3000
trigger2 = var(56) = 1
trigger2 = var(54)
trigger2 = var(53) <= 2
trigger2 = EnemyNear(var(55)),MoveType != H
trigger2 = P2BodyDist X = [80,150]
trigger2 = !inguarddist
trigger2 = Random <= 120
trigger3 = !var(58)
trigger3 = facing != EnemyNear(var(55)),facing
trigger3 = EnemyNear(var(55)),MoveType = A
trigger3 = P2BodyDist X = [30,90]
trigger3 = Random <= 120
trigger4 = !var(58)
trigger4 = facing != EnemyNear(var(55)),facing
trigger4 = EnemyNear(var(55)),HitDefAttr = SC, AT
trigger4 = P2BodyDist X = [-5,60]
trigger4 = Random <= 150 || (var(59) > 10)
trigger5 = var(59) > 7
trigger5 = !fvar(39)
trigger5 = !var(53) && !var(58)
trigger5 = facing != EnemyNear(var(55)),facing
trigger5 = P2BodyDist X = [35,115]
trigger5 = !inguarddist
trigger5 = Random <= 15

;---------------------------------------------------------------------------
;O
[State -3, sway]
type = ChangeState
value = 2200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = BackEdgeBodyDist < 20 || var(52) < 40
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),StateNo = 5110 || var(50) < 5
trigger1 = P2BodyDist X < 30

;------------------------------------------------------------------------------
;Wv(჌x)
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = (Var(59) = [1,3]) && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = !var(58)
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;OWv
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(59) > 3 && RoundState = 2
Triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = !fvar(39)
trigger1 = (var(59)<10&&Random<=30) || (var(59)>=10&&Random<=15)
trigger1 = P2BodyDist X = [80,150]
trigger2 = fvar(39) = [3,4]
trigger2 = P2BodyDist X <= 145

;------------------------------------------------------------------------------
;OnCWv
[State -3,Wv]
Type     = ChangeState
Value    = 36
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !fvar(39)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = var(56) != 1
trigger1 = P2BodyDist X = [160,200]
trigger1 = (var(59)<10&&Random<=20) || (var(59)>=10&&Random<=12) || (fvar(39) = [3,4])
trigger2 = !var(53)
trigger2 = P2BodyDist X = [210,260]
trigger2 = (EnemyNear(var(55)),HitDefAttr = SC, NP, SP)|| Enemy,numproj
trigger2 = Random <= 150
trigger2 = var(58) := 22
trigger3 = !var(53)
trigger3 = P2BodyDist X = [170,215]
trigger3 = (EnemyNear(var(55)),HitDefAttr = SC, NP, SP)|| Enemy,numproj
trigger3 = Random <= 150

;---------------------------------------------------------------------------
;󒆌_bV
[State -3, air buck run]
type = ChangeState
value = 2350
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype = A && ctrl
triggerall = stateno != 2300
triggerall = stateno != 2350
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = inguarddist
trigger1 = P2bodydist X = [60,115]
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;2iWv
[State -3,Wv]
Type = ChangeState
Value = 45
triggerall = var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype = A && ctrl
triggerall = Vel Y >= 0
trigger1 = var(58) = 20
trigger1 = var(58) := 21

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type = ChangeState
Value = 38
Triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58) && !var(53)
triggerall = !fvar(39)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),StateNo != 40
trigger1 = EnemyNear(var(55)),Vel X > 0 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = P2BodyDist X = [140,170]
trigger1 = Random <= 50
trigger2 = var(52) < 40
trigger2 = P2BodyDist X = [130,190]
trigger2 = var(58) := 20
trigger2 = Random <= 150
trigger3 = var(59) > 8
trigger3 = P2BodyDist X = [160,210]
trigger3 = Random <= 50
trigger3 = var(58) := 23

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58) && !var(53)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = var(59) < 10
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),StateNo != 40
trigger1 = EnemyNear(var(55)),Vel X >= 0 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = P2BodyDist X = [40,75]
trigger1 = var(52) > 120
trigger1 = Random <= 70

;==============================================================================
;nZUEԂ
;hSeItypeQiQ[WxRpj
[State -3, Dragonmeteor2]
type = ChangeState
value = 3810
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 9
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = var(51) < 320
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [150,220]
triggerall = P2BodyDist Y > -80
triggerall = power >= 3000
trigger1 = Random <= 30 - var(59)*2

;---------------------------------------------------------------------------
;}X^[Xp[NiQ[WxQj
[State -3, MasterSpark]
type = ChangeState
value = 3100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 4 && RoundState = 2
triggerall = var(59) < 9 || EnemyNear(var(55)),Life < 70
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y > -50
triggerall = power >= 2000
trigger1 = Random <= 25 - var(59)*2

;---------------------------------------------------------------------------
;A[XCgCij
[State -3, middle earthlight ray]
type = ChangeState
value = 1660
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 4 && RoundState = 2
triggerall = var(59) < 11
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X > 230
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 10

;---------------------------------------------------------------------------
;A[XCgCij
[State -3, Light earthlight ray]
type = ChangeState
value = 1650
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [160,230]
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 12

;---------------------------------------------------------------------------
;}WbN~TCij
[State -3, Strong M missile]
type = ChangeState
value = 1020
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X > 165
triggerall = P2BodyDist Y > -50
trigger1 = ((var(59) = [1,8])&& Random <= var(59)*3)||(var(59) > 8 && Random <= 12)
trigger2 = var(54) = 1
trigger2 = Random <= var(59)*6

;---------------------------------------------------------------------------
;}WbN~TCij
[State -3, middle M missile]
type = ChangeState
value = 1010
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [130,165]
triggerall = P2BodyDist Y > -50
trigger1 = ((var(59) = [1,8])&& Random <= var(59)*5)||(var(59) > 8 && Random <= 20)
trigger2 = var(54) = 1
trigger2 = Random <= var(59)*8

;---------------------------------------------------------------------------
;C[W[U[ij
[State -3, Light I laser]
type = ChangeState
value = 1050
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType != A || var(59) < 9
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y > -50
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 15

;---------------------------------------------------------------------------
;C[W[U[ij
[State -3, middle I laser]
type = ChangeState
value = 1060
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType != A || var(59) < 9
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y > -50
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 15

;---------------------------------------------------------------------------
;C[W[U[ij
[State -3, Strong I laser]
type = ChangeState
value = 1070
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType != A || var(59) < 9
triggerall = P2BodyDist X > 180
triggerall = P2BodyDist Y > -50
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 15

;---------------------------------------------------------------------------
;EBb`CCij
[State -3, Strong W leyline]
type = ChangeState
value = 1220
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist Y > -50
triggerall = P2BodyDist X > 125
trigger1 = P2BodyDist X > 150
trigger1 = var(59) = [1,8]
trigger1 = Random <= var(59)*5
trigger2 = P2BodyDist X > 150 || !inguarddist
trigger2 = var(59) > 8
trigger2 = Random <= 20

;---------------------------------------------------------------------------
;EBb`gbv^[ij
[State -3, middle W topturn]
type = ChangeState
value = 1410
triggerall = statetype = A && ctrl
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [5,75]
triggerall = P2BodyDist Y > 0
triggerall = Pos Y < -70
triggerall = Vel X <= 0
triggerall = Vel Y >= 0
trigger1 = stateno != 2300
trigger1 = Random <= 80

;---------------------------------------------------------------------------
;O[Xvbhij
[State -3, Strong greens]
type = ChangeState
value = 1620
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [40,95]
triggerall = P2BodyDist Y > -50
trigger1 = Random <= 30 - var(59)*2

;---------------------------------------------------------------------------
;~L[EFCij
[State -3, Strong milky w]
type = ChangeState
value = 1530
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 9 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(44)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [25,75]
triggerall = P2BodyDist Y > -50
trigger1 = Random <= 40 +(var(59) - 9)*10
trigger2 = var(53) = 5
trigger2 = Random <= 100

;==============================================================================
;nZUE΍
;EBb`GA[ij
[State -3, Light W air]
type = ChangeState
value = 1300
triggerall = statetype != A && RoundState = 2
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = P2bodydist X = [0,35]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = !InGuardDist
triggerall = ((var(59) = [5,10]) && Random <= var(59)*10) || ((var(59) > 10) && Random <= 300)
trigger1 = var(59) < 9
trigger1 = EnemyNear(var(55)),Time > 30
trigger2 = var(59) >= 9
trigger2 = EnemyNear(var(55)),Time > 15

;==============================================================================
;nZUE
; 
[State -3, Throw P]
type = ChangeState
value = ifelse((var(52) < 50 && !var(53))|| var(59) < 8 || var(53) || Random <= 200, 850 ,800)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H ||(EnemyNear(var(55)),stateno = [120,159])
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = p2bodydist X = [-5,30]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = (EnemyNear(var(55)),facing = facing) ||(prevstateno = [2200,2249])||(prevstateno = [5000,5270])|| prevstateno = 700
trigger3 = var(59) >= 9
trigger3 = Random <= 300 || var(59) > 10
trigger4 = var(59) > 9
trigger4 = Random <= 150 ||(prevstateno = [200,450])
trigger4 = EnemyNear(var(55)),stateno = [120,159]
trigger4 = Random <= 500 || var(59) > 10

;==============================================================================
;nZUE΋(i)
;p`
[State -3, Stand middle Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 7) = [5,60]
triggerall = P2BodyDist Y >= -75
triggerall = !InGuardDist
trigger1 = Random <= 80

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -60 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (EnemyNear(var(55)),StateNo != [120,159]) || EnemyNear(var(55)),StateType=A
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 7) = [35,80]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = var(59) < 11
trigger1 = (Random <= 50 && var(59) < 9)|| Random <= 20
trigger2 = P2BodyDist X < 60
trigger2 = EnemyNear(var(55)),AnimTime <= -7
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]
trigger3 = EnemyNear(var(55)),Vel Y >= 0
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = Random <= 120

;---------------------------------------------------------------------------
;_p`
[State -3, special Strong Punch2]
type = ChangeState
value = 226
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 8
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [45,85]
triggerall = P2BodyDist Y = [-115,-60]
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= 30
trigger2 = EnemyNear(var(55)),Vel X > 0
trigger2 = EnemyNear(var(55)),Vel Y >= 0
trigger2 = var(59) >= 10
trigger2 = Random <= 45

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Vel X > 0
triggerall = P2BodyDist Y = [-110,-60]
triggerall = !InGuardDist
trigger1 = P2BodyDist X = [45,80]
trigger1 = var(59) < 10
trigger1 = Random <= 70
trigger2 = EnemyNear(var(55)),Vel Y >= 0
trigger2 = P2BodyDist X = [55,90]
trigger2 = var(59) >= 10
trigger2 = Random <= 25

;==============================================================================
;nZUEi
;p`
[State -3, special Strong Punch]
type = ChangeState
value = 223
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 10
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [85,140]
triggerall = P2BodyDist Y >= -30
trigger1 = Random <= 20
trigger2 = var(59) = [3,8]
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 120

;---------------------------------------------------------------------------
;LbN
[State -3, special middle Punch]
type = ChangeState
value = 243
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58) && !var(53)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !(Enemy,hitdefattr = SAC, AP)
triggerall = !Enemy,numproj
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [75,130]
triggerall = P2BodyDist Y >= -30
triggerall = life < Lifemax * 0.5 || var(59) > 10
trigger1 = var(59) <= 9
trigger1 = Random <= 25
trigger2 = var(59) = 10
trigger2 = P2BodyDist X <= 120
trigger2 = Random <= 20

;==============================================================================
;nZUEi
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X = [-3,52+Floor(EnemyNear(var(55)),vel X * 8)]
triggerall = P2BodyDist Y >= -50
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 70
trigger3 = Random <= var(59)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -8
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X = [-3,51+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2BodyDist Y >= -25
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*9
trigger2 = var(59) >= 10
trigger2 = Random <= 120
trigger3 = Random <= var(59)*40
trigger3 = EnemyNear(var(55)),AnimTime <= -5
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 12) = [55,100]
triggerall = P2BodyDist Y >= -30
trigger1 = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= 40 - var(59)*3

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99||(stateno = [120,140])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 12) = [45,135]
triggerall = P2BodyDist Y >= -30
trigger1 = !InGuardDist
trigger1 = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 12) = [75,135]
trigger1 = var(59) < 8
trigger1 = Random <= 40 - var(59)*3
trigger2 = (!InGuardDist && !Enemy,numproj)||(enemy,hitdefattr = S, NA, SA)
trigger2 = P2BodyDist X > 90
trigger2 = var(59) >= 8
trigger2 = Random <= 50
trigger3 = var(59) >= 10
trigger3 = enemynear(var(55)),animtime <= -16
trigger3 = enemy,hitdefattr = S, NA
trigger3 = Random <= 40

;==============================================================================
;nZUEi
;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = 235
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) = [15,35]
triggerall = P2BodyDist Y >= -40
triggerall = !InGuardDist
trigger1 = Random <= 50
trigger2 = Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -5
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -75 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) = [-5,40]
triggerall = P2BodyDist Y >= -65
triggerall = !InGuardDist
trigger1 = Random <= 50
trigger2 = var(59) > 5 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -5
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = IfElse(P2BodyDist X <= 25,225,220)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [0,98]
triggerall = P2BodyDist Y >= -80
triggerall = !InGuardDist
trigger1 = var(59) < 9
trigger1 = P2BodyDist X > 60
trigger1 = P2BodyDist Y >= -45
trigger1 = Random <= 25 - var(59)*2

;==============================================================================
;󒆋ZU
;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 1 || EnemyNear(var(55)),StateType != A
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])||(StateNo = [1101,1102])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist Y = [-10,90+Floor(vel Y * 7)]
triggerall = vel X >= 0
trigger1 = !var(58)
trigger1 = StateNo != 2300
trigger1 = P2BodyDist X = [-15,35+Floor(vel X * 7)]
trigger1 = vel Y >= 0 || StateNo = 2350
trigger2 = !var(58)
trigger2 = StateNo = 2300 && time > 8
trigger2 = P2BodyDist X = [-15,55]

;---------------------------------------------------------------------------
;󒆎LbN
[State -3, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 3
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = P2BodyDist X = [-10,72]
triggerall = P2BodyDist Y = [-65,50]
trigger1 = EnemyNear(var(55)),Vel X > 0
trigger1 = vel X <= 0

;---------------------------------------------------------------------------
;󒆒p`
[State -3, Jump middle Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])||(StateNo = [1101,1102])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) || var(58) = 7 || var(58) = 14
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),alive
trigger1 = (P2BodyDist X = [-25,50])|| time > 20
trigger1 = P2BodyDist Y = [-60,60]
trigger1 = StateNo = 2300
trigger1 = time > 7
trigger1 = var(58) != 15 || time > 10
trigger2 = !var(58)
trigger2 = StateNo = [1101,1102]
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;Wvp`
[State -3, Jump Strong Punch2]
type = ChangeState
value = 621
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(50) >= 8
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = vel X = 0
trigger1 = P2BodyDist X = [-15,45]
trigger1 = P2BodyDist Y = [-110+Floor(vel Y * 9),-50]
trigger2 = P2BodyDist X = [30,85]
trigger2 = P2BodyDist Y = [-60,0]

;---------------------------------------------------------------------------
;󒆋p`
[State -3, Jump Strong Punch1]
type = ChangeState
value = 620
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 4 || EnemyNear(var(55)),StateType != A
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X = [35,95+Floor(vel X * 7)]
triggerall = P2BodyDist Y = [-40,90+Floor(vel Y * 7)]
triggerall = vel X != 0
trigger1 = StateNo != 2300 ||(StateNo = 2300 && time > 8)
trigger1 = !var(58) ||(var(58) = 22 && EnemyNear(var(55)),StateType = A)
trigger1 = vel Y >= 0
trigger2 = !var(58)
trigger2 = StateNo = 2300 && time > 8

;---------------------------------------------------------------------------
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(50) >= 8 || EnemyNear(var(55)),StateType != A
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140]) || StateNo = 2350
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X < 75
triggerall = vel X > 0
trigger1 = !var(58)
trigger1 = (P2BodyDist X = [-5,55+Floor(vel X * 5)])|| var(51) < 50 || FrontEdgeBodyDist < 20
trigger1 = P2BodyDist Y = [-20,120]
trigger1 = vel Y > 0
trigger1 = Pos Y = [-60,-40]
trigger2 = var(58) = 22
trigger2 = (P2BodyDist X = [-5,75+Floor(vel X * 5)])|| var(51) < 50 || FrontEdgeBodyDist < 20
trigger2 = P2BodyDist Y = [-20,120]

;==============================================================================
;̑
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = FrontEdgeBodyDist < 70

;_bV
[State -3, Dush]
type=changestate
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
trigger1 = P2BodyDist X > 20
trigger1 = BackEdgeBodyDist <= 35

;Wv
[State -3, Wv]
type = ChangeState
value = 36
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
trigger1 = P2BodyDist X <= 20
trigger1 = BackEdgeBodyDist <= 30

;
[State -3, Taunt]
type = ChangeState
value = 195
ctrl = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 3
triggerall = fvar(38) = 1 || fvar(38) = 3
trigger1 = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 70

