;--------------------------------------------------------------------------------
[Statedef -3]
;--------------------------------------------------------------------------------
;AIeIvVݒLqXe[g
;
;
;------------------------------------------------------------------------------
;펞Ďn̂APause/SuperPauseɂ삳Kv̂
;-3Xe[gɋLq
;[State -3 ,펞Ď]
type = null
;------------------------------------------------------------------------------




;ςœ삪ЂƂƂm肷܂ł́AAI͂܂Ƃɓ܂B
;--------------------------------------------------------------------------------
;AI
;--------------------------------------------------------------------------------
[State -3, AIxZbg]
;var(59) = 1
;@AI̋ݒ肵܂B
;@var(59) = -3		;AIx-3iUvpj
;@var(59) = -2		;AIx-2iK[hvpj
;@var(59) = -1		;AIx-1iThobNj
;@var(59) = 0		;AI
;@var(59) = 1		;AIx1i@@ɒʏUKɐU񂷒x̋j
;@var(59) = 2		;AIx2i@@R{_x̋j
;
;@݁Ax2܂őΉĂ܂Bȏݒ肵ĂLv2ƕς܂
;
type = VarSet

var(59) = 1		;ύX



triggerall = !var(59)
triggerall = RoundState = [1,2]
Trigger1 = AILevel		;CPU씻BM.U.G.E.N 1.0ȍ~
;trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
trigger52 = NumHelper(30010)
trigger52 = Helper(30010),var(59)


[State -2,AINwp[]
type = Helper
trigger1=!NumHelper(30010)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0 && AILevel		;CPU씻BM.U.G.E.N 1.0ȍ~
Trigger1=(PrevStateNo=[190,194]) ||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
ID = 30010
postype = p1
pos = 0,0
sprpriority = -1
stateno = 30010
helpertype = normal
keyctrl = 1
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0
ignorehitpause = 1

[State -3, ֌WXe[gɍsȂ悤]
type = changestate
trigger1 = ishelper(30010)
trigger1 = stateno!=30010
value = 30010

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) ;AIZbgꂽ
Trigger1 = RoundState = 4;EhI
Trigger2 = Win = 1;Ƃ
Trigger3 = Lose = 1;Ƃ
Trigger4 = DrawGame = 1;Ƃ
V = 59
Value = 0



[State -2,K[h⏕wp[ij]
type = Helper
TriggerAll = Var(59)
trigger1 = numhelper(30000) = 0
ID = 30000
postype = p1
pos = 0,0
sprpriority = -1
stateno = 30000
helpertype = normal
keyctrl = 0
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0
ignorehitpause = 1

[State -2,K[h⏕wp[iOj]
type = Helper
TriggerAll = Var(59)
trigger1 = numhelper(30001) = 0
ID = 30001
postype = p1
pos = 0,0
sprpriority = -1
stateno = 30000
helpertype = normal
keyctrl = 0
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0
ignorehitpause = 1

[State -3, ֌WXe[gɍsȂ悤]
type = changestate
trigger1 = ishelper(30000)
trigger1 = stateno!=30000
trigger1 = stateno!=30001
value = 30000

[State -3, ֌WXe[gɍsȂ悤]
type = changestate
trigger1 = ishelper(30001)
trigger1 = stateno!=30000
trigger1 = stateno!=30001
value = 30000

[State -1, ];AIx1		_ňӐ}IAIs؂
type = Null
triggerAll = AILevel		;CPU씻BM.U.G.E.N 1.0ȍ~
triggerAll = var(59) = [0,1]
triggerAll = numhelper(30000) && numhelper(30001)
trigger1 = var(59)>0 && var(15)>0
Trigger2 = RoundState = 2
trigger2 = movetype != H
trigger2 = var(59) := 1*((command = "hold_y")||(command = "hold_z")||(command = "hold_a")*(command = "hold_x")) || 1
;------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;fobOp
;--------------------------------------------------------------------------------
[State Pause, fobOpX[Đ]
type = Pause
TriggerAll = 0
triggerAll = Power >= PowerMax
trigger1 = command = "hold_y"
time = 1+20*(command = "hold_z")

;fobOpt[ϐ
[State VarSet]
type = null
trigger1 = !ctrl && movetype=A && var(3) <= 0
trigger1 = fvar(35) <= 0
trigger1 = fvar(35) := 1 || 1

[State VarSet]
type = null
trigger1 = fvar(35) > 0
trigger1 = fvar(35) < 2*100000
trigger1 = fvar(35) := fvar(35) + 1 || 1

[State VarSet]
type = null
;trigger1 = var(3) > 0
trigger1 = enemynear(!enemynear,alive),GetHitVar(damage)
trigger1 = fvar(35) := fvar(35) + 2*100000 || 1
ignorehitpause = 1

[State VarSet]
type = null
trigger1 = ctrl && var(3) <= 0
trigger1 = fvar(35) > 2*100000
trigger1 = fvar(35) := -fvar(35) || 1

[State VarSet]
type = null
triggerAll = fvar(35) > 0
triggerAll = fvar(35) < 2*100000
trigger1 = command = "start"
trigger1 = fvar(35) := 0 || 1

[State VarSet]
type = null
trigger1 = command = "hold_y"
trigger1 = enemynear(!enemynear,alive),GetHitVar(damage)
trigger1 = fvar(35) := 100000-1 || 1
ignorehitpause = 1


[State Explod]
type = Explod
TriggerAll = 0
trigger1 = var(0) := abs(floor(0.5+fvar(35)))%1000/100
trigger2 = abs(floor(0.5+fvar(35)))%100000 >= 1000
trigger2 = var(0) := 10 || 1
trigger2 = 0
trigger3 = 1
anim = 13060 + var(0)
postype = p1
pos = facing*-16*2,-200
facing = facing
removetime = 1

[State Explod]
type = Explod
TriggerAll = 0
trigger1 = var(0) := abs(floor(0.5+fvar(35)))%100/10
trigger2 = abs(floor(0.5+fvar(35)))%100000 >= 100
trigger2 = var(0) := 10 || 1
trigger2 = 0
trigger3 = 1
anim = 13060 + var(0)
postype = p1
pos = facing*-16*1,-200
facing = facing
removetime = 1

[State Explod]
type = Explod
TriggerAll = 0
trigger1 = var(0) := abs(floor(0.5+fvar(35)))%10/1
trigger2 = abs(floor(0.5+fvar(35)))%100000 >= 10
trigger2 = var(0) := 10 || 1
trigger2 = 0
trigger3 = 1
anim = 13060 + var(0)
postype = p1
pos = facing*-16*0,-200
facing = facing
removetime = 1


;G̍ŨXL}\
[State Explod]
type = Explod
TriggerAll = 0
TriggerAll = Var(59)
trigger1 = var(0) := abs(floor(0.5+Helper(30000),var(6)))%1000/100
trigger2 = abs(floor(0.5+Helper(30000),var(6)))%100000 >= 1000
trigger2 = 0
trigger3 = 1
anim = 13060 + var(0)
postype = p1
pos = facing*-16*2,-250
facing = facing
removetime = 1

[State Explod]
type = Explod
TriggerAll = 0
TriggerAll = Var(59)
trigger1 = var(0) := abs(floor(0.5+Helper(30000),var(6)))%100/10
trigger2 = abs(floor(0.5+Helper(30000),var(6)))%100000 >= 100
trigger2 = 0
trigger3 = 1
anim = 13060 + var(0)
postype = p1
pos = facing*-16*1,-250
facing = facing
removetime = 1

[State Explod]
type = Explod
TriggerAll = 0
TriggerAll = Var(59)
trigger1 = var(0) := abs(floor(0.5+Helper(30000),var(6)))%10/1
trigger2 = abs(floor(0.5+Helper(30000),var(6)))%100000 >= 10
trigger2 = 0
trigger3 = 1
anim = 13060 + var(0)
postype = p1
pos = facing*-16*0,-250
facing = facing
removetime = 1

;K[h̍d\
[State Explod]
type = Explod
TriggerAll = 0
TriggerAll = Var(59)
triggerAll = Helper(30000),var(7)
trigger1 = (Helper(30000),var(7)<0)
trigger1 = numExplod(8005)<2
anim = 8005
ID = 8005
postype = p1
pos = facing*-16*3,-250-8
scale = 0.5 ,0.5
facing = facing
bindtime = -1
removetime = 30

[State Explod]
type = Explod
TriggerAll = 0
TriggerAll = Var(59)
triggerAll = Helper(30000),var(7)
trigger1 = var(0) := abs(floor(0.5+Helper(30000),var(7)))%1000/100
trigger2 = abs(floor(0.5+Helper(30000),var(7)))%100000 >= 1000
trigger2 = 0
trigger3 = 1
anim = 13080 + 10*(Helper(30000),var(7)<0) + var(0)
postype = p1
pos = facing*-16*2,-250
facing = facing
removetime = 1

[State Explod]
type = Explod
TriggerAll = 0
TriggerAll = Var(59)
triggerAll = Helper(30000),var(7)
trigger1 = var(0) := abs(floor(0.5+Helper(30000),var(7)))%100/10
trigger2 = abs(floor(0.5+Helper(30000),var(7)))%100000 >= 100
trigger2 = 0
trigger3 = 1
anim = 13080 + 10*(Helper(30000),var(7)<0) + var(0)
postype = p1
pos = facing*-16*1,-250
facing = facing
removetime = 1

[State Explod]
type = Explod
TriggerAll = 0
TriggerAll = Var(59)
triggerAll = Helper(30000),var(7)
trigger1 = var(0) := abs(floor(0.5+Helper(30000),var(7)))%10/1
trigger2 = abs(floor(0.5+Helper(30000),var(7)))%100000 >= 10
trigger2 = 0
trigger3 = 1
anim = 13080 + 10*(Helper(30000),var(7)<0) + var(0)
postype = p1
pos = facing*-16*0,-250
facing = facing
removetime = 1


[State LifeSet]
type = LifeSet
TriggerAll = Var(59) <= -2
trigger1 = Helper(30000),var(7) = 0
trigger1 = ctrl
value = LifeMax
;--------------------------------------------------------------------------------
[State -1]
Type = VarSet
var(10) = 0
trigger1 = var(59)

[State -1]
Type = Null
triggerAll = var(59)
trigger1 = var(11) := var(11) -1 || 1
trigger2 = movetype != H
trigger2 = var(11) <= 0
trigger2 = var(14) := 0 || 1

[State -1]
Type = VarSet
var(12) := 0
trigger1 = var(59)
trigger1 = time = 1

[State VarSet]
type = VarSet
triggerAll = var(59)
trigger1 = ctrl
var(12) := (5 +1*(command = "holdfwd") -1*(command = "holdback") -3*(command = "holddown") +3*(command = "holdup"))*1000

[State ChangeState]
type = ChangeState
triggerAll = var(59)
trigger1 = ctrl
trigger1 = !statetype = a
trigger1 = P2Dist X < 0
value = 0

;------------------------------------------------------------------------------
;K[h
[State -3, K[h]
Type = VarSet
triggerAll = !var(10)
var(10) = 120
TriggerAll = var(59)>0 && RoundState = 2
TriggerAll = StateNo != 120 || (Life*0.75/(LifeMax*0.001)) < (random*0.001*750)*(1+(Helper(30000),var(3)-Helper(30000),var(4))/(Helper(30000),var(3)+Helper(30000),var(4) +1))
TriggerAll = Ctrl
Trigger1 = inguarddist
trigger2 = Helper(30000),InGuardDist
Trigger3 = Facing*((Helper(30001),Pos X) - (Pos X)) < random*0.001*100
trigger3 = Helper(30001),InGuardDist

[State -3, K[h(ThobN)]
Type = VarSet
triggerAll = !var(10)
var(10) = 120
TriggerAll = var(59)<0 && RoundState = 2
TriggerAll = StateNo != 120 || (Life*0.75/(LifeMax*0.001)) < (random*0.001*750)*(1+(Helper(30000),var(3)-Helper(30000),var(4))/(Helper(30000),var(3)+Helper(30000),var(4) +1))
TriggerAll = Ctrl
Trigger1 = inguarddist
trigger2 = Helper(30000),InGuardDist
Trigger3 = Facing*((Helper(30001),Pos X) - (Pos X)) < random*0.001*100
trigger3 = Helper(30001),InGuardDist

[State -3, K[h(Uv[h)]
Type = VarSet
triggerAll = !var(10)
var(10) = 120
TriggerAll = var(59)<0 && RoundState = 2
TriggerAll = var(59)<= -3 && Helper(30000),var(6)
TriggerAll = StateNo != 120 || (Life*0.75/(LifeMax*0.001)) < (random*0.001*750)*(1+(Helper(30000),var(3)-Helper(30000),var(4))/(Helper(30000),var(3)+Helper(30000),var(4) +1))
TriggerAll = Ctrl
Trigger1 = inguarddist
trigger2 = Helper(30000),InGuardDist
Trigger3 = Facing*((Helper(30001),Pos X) - (Pos X)) < random*0.001*100
trigger3 = Helper(30001),InGuardDist

[State -3, t@W[K[h]
type = StateTypeSet
statetype = C
physics = C
TriggerAll = var(59) && RoundState = 2
TriggerAll = (StateNo = [120,155]) || (var(10) = 120)
TriggerAll = statetype != A
Trigger1 = Enemy,NumProj > 0 || (Enemy,NumHelper > helper(30000),var(15))
Trigger2 = EnemyNear,HitDefAttr = C,AA,AP || EnemyNear,HitDefAttr = SA,AP
Trigger3 = EnemyNear,HitDefAttr = S,AA
Trigger3 = EnemyNear,Time <= 10
Trigger3 = EnemyNear,Vel Y <= 0
Trigger4 = EnemyNear,StateType != S
Trigger4 = EnemyNear,HitDefAttr = S,AA,AP
Trigger4 = EnemyNear,Time > 10
Trigger4 = EnemyNear,Vel Y <= 0

[State -3, t@W[K[h]
type = StateTypeSet
statetype = S
physics = S
TriggerAll = var(59) && RoundState = 2
TriggerAll = (StateNo = [120,155]) || (var(10) = 120)
TriggerAll = statetype != A
TriggerAll = (P2BodyDist X + Const(size.ground.front)) < enemynear,const(size.attack.dist) + random*0.001*100
Trigger1 = EnemyNear,HitDefAttr = A,AA,AP
Trigger2 = EnemyNear,HitDefAttr = S,AA
Trigger2 = EnemyNear,StateType = S
Trigger3 = EnemyNear,HitDefAttr = S,AA
Trigger3 = EnemyNear,Time > 10 + random*0.001*10
Trigger3 = EnemyNear,Vel Y >= 0
Trigger4 = EnemyNear,StateType != S
Trigger4 = EnemyNear,HitDefAttr = S,AA
Trigger4 = EnemyNear,Vel Y > 0 
trigger5 = (EnemyNear,statetype = A)*(EnemyNear,movetype = A)
;trigger6 = 1



[State -3, Wv]
type = VarSet
TriggerAll = var(59) > 0 && RoundState = 2
TriggerAll = StateNo = [39,40]
Trigger1 = EnemyNear,StateType != L
Trigger1 = (P2BodyDist X + Const(size.ground.front)) >= 50
Trigger1 = EnemyNear,MoveType != H
trigger2 = Numhelper(406) > 0
trigger2 = Helper(406),movehit
trigger3 = (Numhelper(3030) > 0)||(Numhelper(3035) > 0)||(Numhelper(4006) > 0)
Trigger3 = EnemyNear,MoveType != A
trigger3 = (P2BodyDist X + Const(size.ground.front)) >= 75
trigger4 = (Numhelper(3040) > 0)
Trigger4 = EnemyNear,MoveType != A
trigger4 = (P2BodyDist X + Const(size.ground.front)) >= 50
Trigger5 = ((P2BodyDist X + Const(size.ground.front)) >= 50) || (BackEdgeBodyDist > 60)
Trigger5 = EnemyNear,MoveType != H
Trigger5 = EnemyNear,StateType != L
;trigger6 = ((P2BodyDist X + Const(size.ground.front)) = [140,185]) || (((P2BodyDist X + Const(size.ground.front)) <= 150) && (EnemyNear,BackEdgeBodyDist <= 25))
;trigger6 = EnemyNear,StateType = L
;Trigger6 = EnemyNear,StateNo = 5120
sysvar(1) = 1

[State -3, Wv]
type = VarSet
Trigger1 = var(59) > 0 && RoundState = 2
TriggerAll = StateNo = [39,40]
Trigger1 = EnemyNear,StateType != L
Trigger1 = EnemyNear,MoveType != H
Trigger1 = BackEdgeBodyDist > 60
sysvar(1) = -1

;==============================================================================
; ̑
;==============================================================================
;_bV}~
[State 100, 5]
type = ChangeState
TriggerAll = var(59)
TriggerAll = StateNo = [100,100]
triggerAll = time >= 15
trigger1 = inguarddist || Helper(30000),InGuardDist || Helper(30001),InGuardDist
trigger2 = (P2BodyDist X + Const(size.ground.front)) <= 50 + random*0.001*50
value = 101
Ctrl = 1


;==============================================================================
; ړ֘A
;==============================================================================
;l߂
;------------------------------------------------------------------------------

;_bV
[State -3]
Type = VarSet
triggerAll = !var(10)
var(10) = 100
TriggerAll = var(59) > 0
triggerAll = hitshakeover
trigger1 = statetype = S
trigger1 = ctrl
Trigger1 = !inguarddist
Trigger1 = !Helper(30001),InGuardDist
Trigger1 = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*100)+100
Trigger1 = Facing*((Helper(30001),Pos X) - (Pos X)) > (P2BodyDist X + Const(size.ground.front))

;Oi
[State -3]
Type = VarSet
triggerAll = !var(10)
var(10) = 20
TriggerAll = var(59) > 0
triggerAll = hitshakeover
triggerAll = statetype != A
triggerAll = ctrl

;triggerall =0		;̂ňꎞsgp

Trigger1 = !inguarddist
Trigger1 = !Helper(30001),InGuardDist
Trigger1 = P2BodyDist X > 10*gametime%25
Trigger1 = (P2BodyDist X + Const(size.ground.front)) < (random*0.001*100)+50
Trigger1 = Facing*((Helper(30001),Pos X) - (Pos X)) > 50

Trigger2 = prevstateno = 1000 || prevstateno = 1120
trigger2 = (P2BodyDist X + Const(size.ground.front)) > 100

[State 20, 1]
type = VelSet
TriggerAll = var(59) > 0
triggerAll = stateno = 20
trigger1 = enemynear(!enemynear,alive),statetype != L
Trigger1 = P2BodyDist X > 10*gametime%25
x = const(velocity.walk.fwd.x)

;nCWv
[State -1, nCWv]
Type = VarSet
triggerAll = !var(10)
var(10) = 107
TriggerAll = var(59) > 0
triggerAll = statetype != A
trigger1 = ctrl
Trigger1 = !inguarddist
Trigger1 = !Helper(30001),InGuardDist
Trigger1 = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*300)+50
Trigger1 = Facing*((Helper(30001),Pos X) - (Pos X)) > (P2BodyDist X + Const(size.ground.front))
trigger1 = IfElse(facing=-1, -(helper(10000),var(58)+Helper(10000),Pos X-Pos X), (helper(10000),var(59)+Helper(10000),Pos X-Pos X) )>100
trigger1 = random < 200 + 500*(var(10) != 20)

[State -1, LZnCWv]
Type = VarSet
triggerAll = !var(10)
var(10) = 109
triggerall = var(59) > 0
triggerAll = statetype != A
triggerAll = hitshakeover
TriggerAll = !inguarddist
TriggerAll = !Helper(30001),InGuardDist
TriggerAll = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*100)+50
TriggerAll = Facing*((Helper(30001),Pos X) - (Pos X)) > (P2BodyDist X + Const(size.ground.front))

trigger1 = 0
trigger2 = (stateno = [1400,1599]) || (stateno = [2000,2399])
trigger2 = var(20) && var(20)%2 =0
Trigger2 = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*(100+(enemynear,stateno!=[130,155])*100))+50

trigger3 = (stateno = [2400,2999])
trigger3 = var(20) && var(20)%2 =0
Trigger3 = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*(100+(enemynear,stateno!=[130,155])*100))+50

[State 55, 2]	;nCWv
type = VarSet
triggerall = var(59) > 0
triggerAll = stateno = 107
trigger1 = random%3 = 0
trigger2 = BackEdgeBodyDist < random*0.001*100
sysvar(1) = 1

[State 55, 2]	;nCWv
type = VarSet
triggerall = var(59) > 0
triggerAll = stateno = 109
Trigger1 = !inguarddist
Trigger1 = !Helper(30001),InGuardDist
Trigger1 = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*100)+50
Trigger1 = Facing*((Helper(30001),Pos X) - (Pos X)) > (P2BodyDist X + Const(size.ground.front))
trigger2 = BackEdgeBodyDist < random*0.001*100
sysvar(1) = 1

[State -1, 󒆃obNXebv]
Type = VarSet
triggerAll = !var(10)
var(10) = 115
triggerall = var(59) > 0
triggerAll = statetype = A && Pos Y<-1
triggerAll = var(21) < 2
triggerAll = hitshakeover
TriggerAll = (P2BodyDist X + Const(size.ground.front)) = [-20,50]
TriggerAll = (P2BodyDist X + Const(size.ground.front)) > 0 || (Pos Y < enemynear,Const(size.height))

trigger1 = ctrl
trigger1 = random%(30 + (enemynear,statetype=L)*30 + (enemynear,movetype=H)*10) = 0

trigger2 = (stateno = [1400,1599]) || (stateno = [2000,2399])
trigger2 = var(20) && var(20)%2 =0
trigger2 = random% 300 = 0

trigger3 = (stateno = [2400,2999])
trigger3 = var(20) && var(20)%2 =0
trigger3 = random% 100 = 0

;==============================================================================
; KEZ
;==============================================================================
;------------------------------------------------------------------------------
;ԂςȂKEZ
[State -1, ũ[bgv]	;Var(46) = 60
Type = VarSet
triggerall=0
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 3500
triggerall = Var(46) = 60
;triggerall = (Power=PowerMax) || power >= 1000

triggerall = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 35
triggerall = PlayerID(var(3)),StateType != A

trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = 0
trigger3 = var(20)!=0 && var(20)%5 = 0



;==============================================================================
; ʏUZ
;==============================================================================
;------------------------------------------------------------------------------
[State -1, A-2]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1010

triggerall = statetype != A

trigger1 = 0
trigger2 = Stateno = 1000 || Stateno = 1200 || Stateno = 1120
trigger2 = MoveContact && hitshakeover
trigger2 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime)>= 10
trigger2 = PlayerID(var(3)),StateType != A

trigger3 = Stateno = 1000 || Stateno = 1200 || Stateno = 1120
trigger3 = MoveContact && hitshakeover
trigger3 = PlayerID(var(3)),GetHitVar(fall.recovertime) >= 10
trigger3 = PlayerID(var(3)),StateType = A
trigger3 = (P2BodyDist X + Const(size.ground.front)) < 107 + Vel X
trigger3 = fvar(3) := 10 || 1	;ɕb
trigger3 = fvar(3) := (fvar(3)- PlayerID(var(3)),GetHitVar(hitshaketime)) || 1
trigger3 = fvar(3) > 0
trigger3 = fvar(3) := fvar(3)*IfElse(PlayerID(var(3)),GetHitVar(hitshaketime)>0, PlayerID(var(3)),GetHitVar(yvel), PlayerID(var(3)),Vel Y) + PlayerID(var(3)),GetHitVar(yaccel) * (fvar(3)*(fvar(3)-1)/2.0) || 1
trigger3 = PlayerID(var(3)),Pos Y + fvar(3) <= -20*PlayerID(var(3)),GetHitVar(fall)
trigger3 = P2Dist Y + fvar(3) = [-120, 0]


[State -1, A-3]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1160

triggerall = statetype != A

trigger1 = 0
trigger2 = Stateno = 1010 || Stateno = 1210
trigger2 = MoveContact && hitshakeover
trigger2 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) -20 >= 0
trigger2 = PlayerID(var(3)),StateType != A
trigger2 = !((PlayerID(var(3)),StateNo = [150,155]) && (PlayerID(var(3)),Statetype = S))	;K[hȂlq
trigger3 = Stateno = 1010 || Stateno = 1210
trigger3 = MoveContact && hitshakeover
trigger3 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) -20 = [-4,-1]
trigger3 = PlayerID(var(3)),StateType != A
trigger3 = PlayerID(var(3)),StateNo = [150,155]		;Uɂ
trigger3 = random*0.001*100 < 50				;ŕԂ悤Ȃpx



;3A>5B
[State -1, 5B]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1400

trigger1 = 0
trigger2 = Stateno = 1130
trigger2 = MoveContact && hitshakeover
trigger2 = !((PlayerID(var(3)),StateNo = [150,155]) && (PlayerID(var(3)),GetHitVar(hittime) + Moveguarded > 33))
;	>Lt[Ăꍇ3A/A-4Ŏ~߂




[State -1, 2A]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1120

triggerall = statetype != A

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 103 + Vel X
triggerAll = P2BodyDist Y = [-70, -30]
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = ctrl || var(20)%7 = 0
trigger1 = random*0.001*(104 + 100) > (P2BodyDist X + Const(size.ground.front))


[State -1, A]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1000

triggerall = statetype != A

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 103 + Vel X
triggerAll = P2BodyDist Y = [-119, 10]
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = ctrl || var(20)%7 = 0
trigger1 = random*0.001*(90 + 100) > (P2BodyDist X + Const(size.ground.front))


[State -1, J2A]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1030

triggerall = (statetype = A && Pos Y < 0)

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 103 + Vel X
triggerAll = P2BodyDist Y = [-60, 10]

trigger1 = random*0.001*1000 < random*0.001*1
trigger1 = ctrl || var(20)%7 = 0

trigger2 = (Stateno = [1200,1219])
trigger2 = MoveContact && hitshakeover
trigger2 = (PlayerID(var(3)),GetHitVar(hittime) -17 >= 0) || (PlayerID(var(3)),GetHitVar(fall.recovertime) -17 >= 0)
trigger2 = PlayerID(var(3)),StateNo != [150,151]	;K[hȂlq
trigger3 = (Stateno = [1200,1219])
trigger3 = MoveContact && hitshakeover
trigger3 = PlayerID(var(3)),GetHitVar(hittime) -17 = [-4,-1]
trigger3 = PlayerID(var(3)),StateNo = [150,155]		;Uɂ
trigger3 = random*0.001*100 < 50				;ŕԂ悤Ȃpx


[State -1, JA]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1200

triggerall = (statetype = A && Pos Y < 0)

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 103 + Vel X
triggerAll = P2BodyDist Y = [-119, 10]

trigger1 = ctrl || var(20)%7 = 0
trigger1 = random*0.001*(90 + 100) > (P2BodyDist X + Const(size.ground.front))


[State -1, ʏ퓊]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1350

triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 103 + Vel X
triggerAll = P2Dist Y = 0
triggerAll = !enemynear(!enemynear,alive),GetHitVar(fall)

trigger1 = p2bodydist X <= 500
trigger1 = random*0.001*(90 + 100) > (P2BodyDist X + Const(size.ground.front)) -(facing*enemynear(!enemynear,alive),facing*enemynear(!enemynear,alive),Vel X)*24





;߂ȋK
[State -1, 6A]
TriggerAll = var(59) > 0
Type = VarSet
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1160

triggerall = statetype != A

triggerAll = ((PlayerID(var(3)),StateNo = [150,155]) && (PlayerID(var(3)),Statetype = A))
triggerAll = PlayerID(var(3)),GetHitVar(ctrltime) >= 14
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 187
triggerAll = fvar(3) := 14 || 1	;ɕb
triggerAll = fvar(3) := (fvar(3)- PlayerID(var(3)),GetHitVar(hitshaketime)) || 1
triggerAll = fvar(3) > 0
triggerAll = fvar(3) := fvar(3)*IfElse(PlayerID(var(3)),GetHitVar(hitshaketime)>0, PlayerID(var(3)),GetHitVar(yvel), PlayerID(var(3)),Vel Y) + PlayerID(var(3)),GetHitVar(yaccel) * (fvar(3)*(fvar(3)-1)/2.0) || 1
triggerAll = PlayerID(var(3)),Pos Y + fvar(3) <= -20*PlayerID(var(3)),GetHitVar(fall)
triggerAll = P2Dist Y + fvar(3) = [-112, -1]

trigger1 = ctrl || var(20)%7 = 0
trigger2 = (Stateno = [1000,1039]) || Stateno = 1120 || Stateno = 1200
trigger2 = MoveContact && hitshakeover


;==============================================================================
; ߋs
;==============================================================================
[State -1, 6AhC]
TriggerAll = var(59) > 0
Type = VarSet
;triggerAll = !var(10) && random%10=0
v = 10
value = var(0)
triggerAll = var(0) := 2110

;triggerall = statetype != A || (statetype = A && Pos Y < 0)

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 150 + Vel X
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = 0
trigger1 = var(40) >= 1000
trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = stateno = 1160
trigger3 = stateno = 1160
trigger3 = var(20)!=0 && var(20)%3 = 0

[State -1, 5Ch6C]
TriggerAll = var(59) > 0
Type = VarSet
;triggerAll = !var(10) && random%10=0
v = 10
value = var(0)
triggerAll = var(0) := 2160

;triggerall = statetype != A || (statetype = A && Pos Y < 0)

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 150 + Vel X
triggerAll = P2BodyDist Y = [-70, -30]
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = 0
trigger1 = var(40) >= 1000
trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = stateno = 2105
trigger3 = stateno = 2105
trigger3 = AnimElemNo(0) >= 4		;h
;trigger3 = var(20)!=0 && var(20)%3 = 0

[State -1, J2C]
TriggerAll = var(59) > 0
Type = VarSet
triggerAll = !var(10) && random%10=0
v = 10
value = var(0)
triggerAll = var(0) := 2220

triggerall = (statetype = A && Pos Y < 0)

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 150 + Vel X
triggerAll = P2BodyDist Y = [-70, -30]
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = var(40) >= 1000
trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = var(20)!=0 && var(20)%3 = 0

[State -1, 2C]
TriggerAll = var(59) > 0
Type = VarSet
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 2120

;triggerall = statetype != A

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 150 + Vel X
triggerAll = P2BodyDist Y = [-70, -30]
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = var(40) >= 1000
trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = var(20)!=0 && var(20)%3 = 0


[State -1, 4C/J4C]
TriggerAll = var(59) > 0
Type = VarSet
triggerAll = !var(10) && random%10=0
v = 10
value = var(0)
triggerAll = var(0) := 2140

;triggerall = statetype != A

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 150 + Vel X
triggerAll = P2BodyDist Y = [-70, -30]
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = var(40) >= 1000
trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = var(20)!=0 && var(20)%3 = 0

[State -1, 6C/J6C]
TriggerAll = var(59) > 0
Type = VarSet
triggerAll = !var(10) && random%10=0
v = 10
value = var(0)
triggerAll = var(0) := 2160

;triggerall = statetype != A

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 150 + Vel X
triggerAll = P2BodyDist Y = [-70, -30]
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = var(40) >= 1000
trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = var(20)!=0 && var(20)%3 = 0


[State -1, 5C]
TriggerAll = var(59) > 0
Type = VarSet
triggerAll = !var(10) && random%10=0
v = 10
value = var(0)
triggerAll = var(0) := 2100

;triggerall = statetype != A || (statetype = A && Pos Y < 0)

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 150 + Vel X
triggerAll = P2BodyDist Y = [-70, -30]
triggerAll = enemynear(!enemynear,alive),statetype != L

trigger1 = var(40) >= 1000
trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = (stateno = [1000,1300]) || (stateno = [1400,1599])
trigger3 = var(20)!=0 && var(20)%3 = 0

[State VarSet]
Type = VarSet
TriggerAll = enemynear(!enemynear,alive),movetype = H
TriggerAll = enemynear(!enemynear,alive),statetype != L
Trigger1 = stateno = 2100
Trigger2 = stateno = 2120
var(12) := 2**3

;==============================================================================
; s
;==============================================================================
[State VarSet]
Type = VarSet
TriggerAll = var(59) > 0
TriggerAll = (var(13) = [1,9])
var(13) := 0
trigger1 = P2Dist X < 150
trigger1 = !var(3)
trigger2 = stateno = 5120


[State -1, 6B]
Type = VarSet
TriggerAll = var(59) > 0
TriggerAll = !(var(13) = [1,9])
;triggerAll = !var(10)
var(13) := 1

triggerAll = P2Dist X > 200
trigger1 = Helper(30001),var(1) + random*0.001*1000*100 > random*0.001*1000*100*2
trigger1 = !(NumHelper(21460))

[State -1, 6B~]
Type = VarSet
TriggerAll = var(59) > 0
TriggerAll = !var(13) = 1
;triggerAll = !var(10)
var(13) := 0

triggerAll = movetype != H

trigger1 = NumHelper(21460)
trigger1 = !(Helper(21460),movehit=[1,7]) && (Helper(21460),movecontact=[1,7])
trigger1 = Helper(21460),stateno = 21465
trigger1 = random*0.001*5000 > var(40)

[State -1, 6B]
Type = VarSet
TriggerAll = var(59) > 0
triggerAll = var(13) = 1
v = 10
value = var(0)
triggerAll = var(0) := 1460

triggerAll = P2Dist X > 200
triggerAll = (fvar(11)+fvar(12) < 100)*(P2statetype != L)
TriggerAll = !((Facing*((Helper(30001),Pos X) - (Pos X)) < random*0.001*200)&&(Helper(30001),InGuardDist))

;px
triggerAll = fvar(0) := Facing*(enemynear(!enemynear,alive),Pos X - Pos X) || 1
triggerAll = fvar(0) := atan((enemynear(!enemynear,alive),Pos Y - (Pos Y))/ifelse(fvar(0)=0,0.01,fvar(0)) )*(180/pi) +180*(fvar(0) < 0) || 1
triggerAll = fvar(2) := fvar(0) || 1
triggerall = (statetype != A)*(fvar(0) = [-10,10]) || (statetype = A)*(fvar(0) = [-5,5])
;_EĂȂ
triggerAll = !(( (enemynear(0),statetype = L)||(enemynear(0),GetHitVar(fall)) )&&( (enemynear(1),statetype = L)||(enemynear(1),GetHitVar(fall)) )) || Helper(21460),movehit

trigger1 = var(40) >= 1000 + (random*0.001*100<99)*1000 + random*0.001*1000
trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = stateno = [1000,1300]

;6Bǌq
[State VarSet]
type = VarSet
TriggerAll = var(59) > 0
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 2500 + (statetype = A && Pos Y < 0)*100
triggerAll = stateno = 1460
triggerAll = var(20)!=0 && var(20)%3 = 0

triggerAll = !(inguarddist)
triggerAll = !(Helper(30000),InGuardDist)
triggerAll = !(Facing*((Helper(30001),Pos X) - (Pos X)) < random*0.001*100)
triggerAll = !(Helper(30001),InGuardDist)

triggerAll = Pos Y > -20
triggerAll = fvar(0) := atan((P2Dist Y+115)/ifelse(P2Dist X=0,0.01,P2Dist X) )*(180/pi) || 1
triggerAll = fvar(0) := fvar(0)+180*(P2Dist X<0)  || 1
triggerAll = (-fvar(0)=[-10,5]) || (-fvar(0)=[10,25])
triggerAll = var(0) := (-fvar(0)=[-10,5])*2500 + (-fvar(0)=[10,25])*2550 + (statetype = A && Pos Y < 0)*100

trigger1 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 30
trigger2 = PlayerID(var(3)),GetHitVar(fall)&&PlayerID(var(3)),statetype=A
trigger2 = PlayerID(var(3)),GetHitVar(fall.recovertime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 30
trigger3 = stateno = 1460
trigger3 = NumHelper(21460)
trigger3 = Helper(21460),movehit=[1,7]
trigger3 = Helper(21460),stateno = 21465
trigger3 = PlayerID(var(3)),GetHitVar(fall.recovertime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 30

;6BǌJq
[State VarSet]
type = VarSet
TriggerAll = var(59) > 0
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 2500 + (statetype = A && Pos Y < 0)*100
triggerAll = stateno = 1460
triggerAll = var(20)!=0 && var(20)%3 = 0

triggerAll = !(inguarddist)
triggerAll = !(Helper(30000),InGuardDist)
triggerAll = !(Helper(30001),InGuardDist)

triggerAll = Pos Y < -20
triggerAll = fvar(0) := atan((P2Dist Y+115)/ifelse((P2Dist X-14*Vel X)=0,0.01,(P2Dist X-14*Vel X)) )*(180/pi) || 1
triggerAll = fvar(0) := fvar(0)+180*((P2Dist X-14*Vel X)<0)  || 1
triggerAll = (-fvar(0)=[-25,25]) || (-fvar(0)=[-60,-55])
triggerAll = var(0) := (-fvar(0)=[-25,25])*2500 + (-fvar(0)=[-60,-55])*2550 + (statetype = A && Pos Y < 0)*100

trigger1 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 30
trigger2 = PlayerID(var(3)),GetHitVar(fall)&&PlayerID(var(3)),statetype=A
trigger2 = PlayerID(var(3)),GetHitVar(fall.recovertime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 30
trigger3 = stateno = 1460
trigger3 = NumHelper(21460)
trigger3 = Helper(21460),movehit=[1,7]
trigger3 = Helper(21460),stateno = 21465
trigger3 = PlayerID(var(3)),GetHitVar(fall.recovertime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 30


;6BǌXJ
[State VarSet]
type = VarSet
TriggerAll = var(59) > 0
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 2750
triggerAll = stateno = 1460
triggerAll = var(20)!=0 && var(20)%3 = 0

triggerAll = !(inguarddist)
triggerAll = !(Helper(30000),InGuardDist)
triggerAll = !(Facing*((Helper(30001),Pos X) - (Pos X)) < random*0.001*100)
triggerAll = !(Helper(30001),InGuardDist)

triggerAll = random*0.001*(enemy(0),Power/enemy(0),PowerMax) > random*0.001*(Power/PowerMax)
triggerAll = (Power >= PowerMax-240)*(var(59)>=2 || random*0.001*100>50)

triggerAll = (Helper(21460),movehit=[1,7]) && PlayerID(var(3)),BackEdgeBodyDist < 100

trigger1 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 29
trigger1 = PlayerID(var(3)),statetype != A
trigger2 = !NumHelper(21460)
trigger2 = PlayerID(var(3)),GetHitVar(fall)&&PlayerID(var(3)),statetype=A
trigger2 = PlayerID(var(3)),GetHitVar(fall.recovertime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 29
trigger3 = stateno = 1460
trigger3 = NumHelper(21460)
trigger3 = Helper(21460),stateno = 21465
trigger3 = PlayerID(var(3)),GetHitVar(fall.recovertime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 29


;ΒnJqP
[State VarSet]
type = VarSet
TriggerAll = var(59) > 0
;triggerAll = !var(10)
v = 10
value = var(0)

triggerAll = Pos Y < -20
triggerAll = fvar(0) := atan((P2Dist Y+115)/ifelse((P2Dist X-14*Vel X)=0,0.01,(P2Dist X-14*Vel X)) )*(180/pi) || 1
triggerAll = fvar(0) := fvar(0)+180*((P2Dist X-14*Vel X)<0)  || 1
triggerAll = (-fvar(0)=[-25,25]) || (-fvar(0)=[-75,-55])
triggerAll = var(0) := (-fvar(0)=[-25,25])*2500 + (-fvar(0)=[-75,-55])*2550 + (statetype = A && Pos Y < 0)*100
triggerAll = random < 100

trigger1 = var(40) >= 1000
trigger1 = ctrl || var(20)%7 = 0

;==============================================================================
; NU
;==============================================================================
;FLimit\
;fvar(11)+fvar(12)+(Helper(21460),movehit=[1,7])*40+(Helper(21420),movehit=[1,3])*40+(Helper(21520),movehit=[1,3])*40+(Helper(22500),var(6)>=1)*40+(Helper(22700),var(6)>=1)*40

[State -3]
Type = VarSet
TriggerAll = var(59)
var(10) = -1
TriggerAll = var(10) >= 1000
trigger1 = (PlayerID(var(3)),stateno = 15110) && (PlayerID(var(3)),statetype = L) && (PlayerID(var(3)),movetype = H)
trigger2 = P2Stateno = 5120
trigger3 = enemynear(!enemynear,alive),prevstateno = 5120 && !enemynear(!enemynear,alive),ctrl
trigger4 = fvar(11)+fvar(12) >= 100

;[o
[State -3]
Type = VarSet
TriggerAll = var(59)
var(10) = IfElse(statetype=A, 111, 40)
triggerAll = IfElse(facing=1, -(helper(10000),var(58)+Helper(10000),Pos X-Pos X), (helper(10000),var(59)+Helper(10000),Pos X-Pos X) )<100
triggerAll = IfElse(facing=1, Pos X<enemynear(!enemynear,alive),Pos X , Pos X>enemynear(!enemynear,alive),Pos X)
trigger1 = (PlayerID(var(3)),stateno = 15110) && (PlayerID(var(3)),statetype = L) && (PlayerID(var(3)),movetype = H)
trigger2 = P2Stateno = 5120
trigger3 = enemynear(!enemynear,alive),prevstateno = 5120 && !enemynear(!enemynear,alive),ctrl
trigger4 = fvar(11)+fvar(12) >= 100

[State -3]
Type = VarSet
TriggerAll = var(59)
var(12) = (6-3*(Pos Y < -200))*1000
triggerAll = IfElse(facing=1, -(helper(10000),var(58)+Helper(10000),Pos X-Pos X), (helper(10000),var(59)+Helper(10000),Pos X-Pos X) )<100
triggerAll = stateno = 111
triggerAll = IfElse(facing=1, Pos X<enemynear(!enemynear,alive),Pos X , Pos X>enemynear(!enemynear,alive),Pos X)
trigger1 = (PlayerID(var(3)),stateno = 15110) && (PlayerID(var(3)),statetype = L) && (PlayerID(var(3)),movetype = H)
trigger2 = P2Stateno = 5120
trigger3 = enemynear(!enemynear,alive),prevstateno = 5120 && !enemynear(!enemynear,alive),ctrl
trigger4 = fvar(11)+fvar(12) >= 100

[State -3]
Type = VarSet
TriggerAll = var(59)
var(12) = 0
triggerAll = stateno = 111
trigger1 = IfElse(facing=1, -(helper(10000),var(58)+Helper(10000),Pos X-Pos X), (helper(10000),var(59)+Helper(10000),Pos X-Pos X) )>100

;߂Â߂Ȃ
[State -3]
type = VarSet
TriggerAll = var(59) > 0
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 120

triggerAll = hitshakeover
triggerAll = statetype != A
triggerAll = ctrl

triggerAll = (P2BodyDist X + Const(size.ground.front)) < 100
triggerAll = IfElse(facing=1, -(helper(10000),var(58)+Helper(10000),Pos X-Pos X), (helper(10000),var(59)+Helper(10000),Pos X-Pos X) )>100+50
triggerAll = ctrl && statetype!=A

trigger1 = (PlayerID(var(3)),stateno = 15110) && (PlayerID(var(3)),statetype = L) && (PlayerID(var(3)),movetype = H)
trigger2 = P2Stateno = 5120
trigger3 = enemynear(!enemynear,alive),prevstateno = 5120 && !enemynear(!enemynear,alive),ctrl
trigger4 = fvar(11)+fvar(12) >= 100

[State -3]
type = VelSet
TriggerAll = var(59) > 0
x = const(velocity.walk.back.x)

triggerAll = statetype != A
triggerAll = ctrl

triggerAll = P2BodyDist X < 100
triggerAll = IfElse(facing=1, -(helper(10000),var(58)+Helper(10000),Pos X-Pos X), (helper(10000),var(59)+Helper(10000),Pos X-Pos X) )>100+50
triggerAll = ctrl && statetype!=A

trigger1 = (PlayerID(var(3)),stateno = 15110) && (PlayerID(var(3)),statetype = L) && (PlayerID(var(3)),movetype = H)
trigger2 = P2Stateno = 5120
trigger3 = enemynear(!enemynear,alive),prevstateno = 5120 && !enemynear(!enemynear,alive),ctrl
trigger4 = fvar(11)+fvar(12) >= 100


[State -1, 錾Fũ[bgv]
type = VarSet
TriggerAll = var(59) > 0
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 3060
triggerall = Var(46) = 0 && !numHelper(23000)
triggerall = (Power=PowerMax) || power >= 1000

triggerall = var(10)=-1 && var(15) = 0
triggerall = !enemynear(!enemynear,alive),ctrl && enemynear(!enemynear,alive),movetype!=A

triggerall = !(enemynear(!enemynear,alive),stateno = 5120 && enemynear(!enemynear,alive),time > helper(30000),var(11) -(101-90+10) && enemynear(!enemynear,alive),time > 2)
triggerall = !(enemynear(!enemynear,alive),prevstateno = 5120)

triggerall = (random*0.001)*Power > (random*0.001)*PowerMax
triggerall = (random*0.001)*Life/Lifemax > (random*0.001)*enemynear(!enemynear,alive),Life/enemynear(!enemynear,alive),Lifemax

trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = 0
trigger3 = var(20)!=0 && var(20)%5 = 0
trigger4 = stateno = [150,155]
trigger4 = hitshakeover

[State -1, 錾FJʁuJS̋Skʁv]
type = VarSet
TriggerAll = var(59) > 0
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 3020
triggerall = Var(46) = 0 && !numHelper(23000)
triggerall = (Power=PowerMax) || power >= 1000

triggerall = var(10)=-1 && var(15) = 0
triggerall = !enemynear(!enemynear,alive),ctrl && enemynear(!enemynear,alive),movetype!=A

triggerall = !(enemynear(!enemynear,alive),stateno = 5120 && enemynear(!enemynear,alive),time > helper(30000),var(11) -(101-90+10) && enemynear(!enemynear,alive),time > 2)
triggerall = !(enemynear(!enemynear,alive),prevstateno = 5120)

triggerall = (random*0.001)*Power > (random*0.001)*PowerMax
triggerall = (random*0.001)*0.25 > (random*0.001)*enemynear(!enemynear,alive),Life/enemynear(!enemynear,alive),Lifemax

trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = 0
trigger3 = var(20)!=0 && var(20)%5 = 0
trigger4 = stateno = [150,155]
trigger4 = hitshakeover


[State -1, JʁuJS̋Skʁv]	;Var(46) = 20
type = VarSet
TriggerAll = var(59) > 0
var(15) := 3400

triggerall = var(15) = 0
triggerall = enemynear(!enemynear,alive),statetype=L

triggerall = Var(46) = 20

trigger1 = var(10) >= 1000
trigger1 = var(10) := -1
trigger1 = 0

trigger2 = helper(30000),var(11)<10+6
trigger2 = (PlayerID(var(3)),stateno = 15110) && (PlayerID(var(3)),statetype = L) && (PlayerID(var(3)),movetype = H)
trigger2 = var(0) := 16+10 -IfElse(helper(30000),var(11)<10+6 ,10+6-helper(30000),var(11) ,1) || 1
trigger2 = (PlayerID(var(3)),time) = [var(0),var(0)+6]
trigger3 = enemynear(!enemynear,alive),stateno = 5120
trigger3 = var(0) := 10+6-helper(30000),var(11)
trigger3 = enemynear(!enemynear,alive),time = [var(0),var(0)+6]



[State -1, JʁuJS̋Skʁv]	;Var(46) = 20
type = VarSet
TriggerAll = var(59) > 0
triggerAll = var(15) = 3400
v = 10
value = var(0)
triggerAll = var(0) := 3400

triggerall = Var(46) = 20

trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = 0
trigger3 = var(20)!=0 && var(20)%5 = 0

;==============================================================================
; R{EZbgsȆ
;==============================================================================
;[U[Eˌ
;------------------------------------------------------------------------------
[State -3]
Type = Null	
;TriggerAll = 0
TriggerAll = var(59)
trigger1 = Stateno = 2100
trigger1 = AnimElemTime(8) < random*0.001*60*5
trigger1 = var(10) := 0
trigger2 = Stateno = 2500
trigger2 = var(3)
trigger2 = var(10) := 0

;OCY
;------------------------------------------------------------------------------
[State VarSet]
Type = VarSet
TriggerAll = var(59) > 0
var(14) := var(0)

triggerAll = var(0) := 30
triggerAll = Helper(30001),fvar(var(0)) + random*0.001*1000*100 > random*0.001*1000*100*2

triggerAll = P2Dist X > 200 + random*0.001*200
triggerAll = InGuardDist
triggerAll = enemynear(!enemynear,alive),MoveType != A
trigger1 = enemynear(!enemynear,alive),NumProj
trigger1 = var(11) := 60*1
trigger2 = enemynear(!enemynear,alive),NumHelper
trigger2 = Helper(30000),var(16) < 60*3	|| random>200	;3bȓɃwp[oĂH
trigger2 = var(11) := 60*1


;nCWv
[State -1, nCWv]
Type = VarSet
triggerAll = (var(14) = [30,32]) && var(11)>0
triggerAll = !var(10) || random*Life < random*LifeMax*0.3
var(10) = 107
TriggerAll = var(59) > 0
triggerAll = statetype != A

triggerAll = P2Dist X > 200 + random*0.001*200
triggerAll = InGuardDist
triggerAll = enemynear(!enemynear,alive),MoveType != A

trigger1 = ctrl
Trigger1 = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*(100+(enemynear,stateno!=[130,155])*100))+300

[State -1, LZnCWv]
Type = VarSet
triggerAll = (var(14) = [30,32]) && var(11)>0
triggerAll = !var(10) || random*Life < random*LifeMax*0.3
var(10) = 109
triggerall = var(59) > 0
triggerAll = statetype != A
triggerAll = hitshakeover

triggerAll = P2Dist X > 200 + random*0.001*200
triggerAll = InGuardDist
triggerAll = enemynear(!enemynear,alive),MoveType != A

trigger1 = 0
trigger2 = (stateno = [1400,1599]) || (stateno = [2000,2399])
trigger2 = var(20) && var(20)%2 =0
Trigger2 = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*(100+(enemynear,stateno!=[130,155])*100))+200

trigger3 = (stateno = [2400,2999])
trigger3 = var(20) && var(20)%2 =0
Trigger3 = (P2BodyDist X + Const(size.ground.front)) > (random*0.001*(100+(enemynear,stateno!=[130,155])*100))+200

;_bV
[State -3]
Type = VarSet
triggerAll = (var(14) = [30,32]) && var(11)>0
triggerAll = !var(10) || random*Life < random*LifeMax*0.3
var(10) = 100
TriggerAll = var(59) > 0
triggerAll = hitshakeover

triggerAll = P2Dist X > 200 + random*0.001*200
triggerAll = InGuardDist
triggerAll = enemynear(!enemynear,alive),MoveType != A

trigger1 = statetype != A
trigger1 = ctrl

;H4B
[State -1, 4B]
Type = VarSet
TriggerAll = var(59) > 0
;triggerAll = !var(10)
v = 10
value = var(0)
triggerAll = var(0) := 1440

triggerall = statetype != A

TriggerAll = P2Dist X > 0
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 500 + Vel X
;triggerAll = P2BodyDist Y = [-70, -30]
triggerAll = enemynear(!enemynear,alive),statetype = L

trigger1 = ctrl || var(20)%7 = 0
trigger1 = fvar(10) > 0.5
trigger1 = var(12) := 2**2

trigger2 = movecontact && hitshakeover
trigger2 = stateno = [1000,1300]
trigger2 = fvar(10) > 0.2 + (random*0.001)*0.3
trigger2 = var(12) := 2**2

;H4B
[State VarSet]
type = null
TriggerAll = var(59) > 0
triggerAll = stateno = 1440
trigger1 = var(10) != 120
trigger1 = var(12) := 2**2
trigger1 = var(10) := 0

;R{[gZbg
;------------------------------------------------------------------------------
[State -3]
Type = VarSet
TriggerAll = var(59)
var(15) = 0
trigger1 = MoveType = H
trigger2 = statetype = L
trigger3 = var(3) <= 0
trigger4 = fvar(11)+fvar(12) >= 100


[State -3]
Type = VarSet
;TriggerAll = 0
TriggerAll = var(59)
var(15) = 100
trigger1 = Stateno = 1130
trigger1 = MoveHit && hitshakeover
trigger1 = var(15) < 100
trigger1 = var(40) >= 2000
trigger1 = (PowerMax-Power) > 580
trigger1 = (random*0.001*(PowerMax-Power) > random*0.001*PowerMax) || (PowerMax-Power) < 900
trigger1 = random*0.001*PowerMax
trigger1 = var(10) := 2140

[State -3]
Type = VarSet
;TriggerAll = 0
TriggerAll = var(59)
var(15) = 300
trigger1 = Stateno = 1030
trigger1 = MoveHit && hitshakeover
trigger1 = var(15) < 100
trigger1 = PlayerID(var(3)),GetHitVar(hittime) > 19+10
trigger1 = PlayerID(var(3)),Power >= 1000
trigger1 = random*0.001*PlayerID(var(3)),Power > random*0.001*PlayerID(var(3)),PowerMax-1000
trigger1 = var(10) := 2750

[State -3]
Type = VarSet
;TriggerAll = 0
TriggerAll = var(59)
var(15) = 200
trigger1 = Stateno = 1130
trigger1 = MoveHit && hitshakeover
trigger1 = var(15) < 100
trigger1 = var(40) >= 2000
trigger1 = var(10) := 2160
trigger2 = Stateno = 1030
trigger2 = MoveHit && hitshakeover
trigger2 = var(15) < 100
trigger2 = PlayerID(var(3)),GetHitVar(hittime) > 17
trigger2 = var(40) >= 2000
trigger2 = var(10) := 2160
trigger2 = random < 500

[State -3]
Type = VarSet
;TriggerAll = 0
TriggerAll = var(59)
var(15) = 500 + !(P2Dist X = [-100,100])*10
trigger1 = Stateno = 1351

[State -3]
TriggerAll = var(59) > 0
TriggerAll = (var(15) = 500)
Type = Null
trigger1 = NumHelper(21350)
trigger1 = Helper(21350),stateno = 21350
trigger1 = P2Dist X = [-100,100]
trigger1 = var(10) := 1000
trigger2 = stateno = 1000
trigger2 = var(15) := 0 || 1

[State -3]
TriggerAll = var(59) > 0
TriggerAll = (var(15) = 510)
Type = Null
trigger1 = NumHelper(21350)
trigger1 = Helper(21350),stateno = 21350
trigger1 = var(10) := 2100

;R{p[c
;V[gR{
[State -3]
TriggerAll = var(59) > 0
TriggerAll = (var(15) = 100)
Type = Null
;Βj > 9HJ
trigger1 = stateno = 2140
trigger1 = PlayerID(var(3)),GetHitVar(fall.recovertime) >= 5 + 13
trigger1 = var(10) := 109
trigger1 = var(12) := (6)*1000
;HJ > J6B
trigger2 = stateno = [107,109]
trigger2 = var(12) := (6)*1000
trigger2 = var(40) >= 1000
trigger2 = stateno = 108
trigger2 = PlayerID(var(3)),GetHitVar(fall.recovertime) >= 13
trigger2 = (P2BodyDist X + Const(size.ground.front)) < 103 + Vel X
trigger2 = fvar(3) := 17 || 1	;ɕb
trigger2 = fvar(3) := (fvar(3)- PlayerID(var(3)),GetHitVar(hitshaketime)) || 1
trigger2 = fvar(3) > 0
trigger2 = fvar(3) := fvar(3)*IfElse(PlayerID(var(3)),GetHitVar(hitshaketime)>0, PlayerID(var(3)),GetHitVar(yvel), PlayerID(var(3)),Vel Y) + PlayerID(var(3)),GetHitVar(yaccel) * (fvar(3)*(fvar(3)-1)/2.0) || 1
trigger2 = PlayerID(var(3)),Pos Y + fvar(3) <= -20*PlayerID(var(3)),GetHitVar(fall)
trigger2 = P2Dist Y + fvar(3) = [-200, 10]
trigger2 = var(10) := 1460
;J6B > Jq
trigger3 = var(40) >= random*0.001*1000*2
trigger3 = stateno = 1460
trigger3 = NumHelper(21460)
trigger3 = Helper(21460),movehit
;trigger3 = Helper(21460),stateno = 21465
;trigger3 = PlayerID(var(3)),GetHitVar(fall.recovertime) >= 30-9
trigger3 = var(10) := 2500 + (statetype = A && Pos Y < 0)*100
;
trigger4 = stateno = 2500 || stateno = 2600
trigger4 = var(15) := 0

;V[g{R{
[State -3]
TriggerAll = var(59) > 0
TriggerAll = (var(15) = 200)
Type = Null
;4C > 
trigger1 = stateno = 2161
;trigger1 = (Helper(22160),movehit) || (Helper(22161),movehit)
trigger1 = var(10) := 2400
; > HJ
trigger2 = stateno = 2402
trigger2 = PlayerID(var(3)),GetHitVar(fall.recovertime) >= 5 + 13
trigger2 = var(10) := 109
;HJ > J2B
trigger3 = stateno = [107,109]
trigger3 = var(12) := (8)*1000
trigger3 = var(40) >= 1000
trigger3 = stateno = 108
trigger3 = PlayerID(var(3)),GetHitVar(fall.recovertime) >= 13
trigger3 = (P2BodyDist X + Const(size.ground.front)) < 103 + Vel X
trigger3 = fvar(3) := 13 || 1	;ɕb
trigger3 = fvar(3) := (fvar(3)- PlayerID(var(3)),GetHitVar(hitshaketime)) || 1
trigger3 = fvar(3) > 0
trigger3 = fvar(3) := fvar(3)*IfElse(PlayerID(var(3)),GetHitVar(hitshaketime)>0, PlayerID(var(3)),GetHitVar(yvel), PlayerID(var(3)),Vel Y) + PlayerID(var(3)),GetHitVar(yaccel) * (fvar(3)*(fvar(3)-1)/2.0) || 1
trigger3 = PlayerID(var(3)),Pos Y + fvar(3) <= -20*PlayerID(var(3)),GetHitVar(fall)
trigger3 = P2Dist Y + fvar(3) = [-200, 100]
trigger3 = var(10) := IfElse((statetype = A && Pos Y < 0), 1520, 1420)
;
trigger4 = stateno = 1520 || stateno = 1420
trigger4 = var(15) := 0

;V[gR{
[State -3]
TriggerAll = var(59) > 0
TriggerAll = (var(15) = 300)
Type = Null
;XJ > HJ
trigger1 = stateno = 2701
trigger1 = (Helper(22700),var(6))
;trigger1 = (ProjHit22700=1 < 9)
trigger1 = (ProjHitTime(22700))
trigger1 = var(10) := 109
;HJ > HJ8B
trigger2 = var(40) >= 1000
trigger2 = stateno = 108
trigger2 = PlayerID(var(3)),GetHitVar(fall.recovertime) >= 10 - PlayerID(var(3)),GetHitVar(hitshaketime)
trigger2 = (Helper(22700),var(6))
trigger2 = (ProjHitTime(22700))
trigger2 = var(10) := 1480
;HJ8B > HJ
trigger3 = stateno = 1480
trigger3 = var(12) := 2**2
trigger3 = var(10) := 109
;HJ > JA
trigger4 = stateno = [107,109]
trigger4 = var(12) := (8)*1000
trigger4 = stateno = 108
trigger4 = var(12) := IfElse(P2BodyDist X <9, 9, 8)*1000
trigger4 = PlayerID(var(3)),GetHitVar(fall.recovertime) >= 9 - PlayerID(var(3)),GetHitVar(hitshaketime)
trigger4 = var(10) := 0 || 1
trigger4 = P2Dist Y = [-20,50]
trigger4 = var(10) := 1200
;JA > J2C
trigger5 = stateno = [1200,1210]
trigger5 = MoveHit && hitshakeover
trigger5 = var(10) := 2120
;trigger5 = var(10) := 0 || 1
;trigger5 = P2Dist Y = [-100, 80]
;trigger5 = var(10) := 1030
;JA > J2C	̏dɂĈ肵Ȃߖ
trigger6 = 0
;trigger6 = stateno = 1030
;trigger6 = var(10) != 2750
;trigger6 = MoveHit && hitshakeover
;trigger6 = var(10) := 2120
;
trigger7 = stateno = 2120
trigger7 = var(15) := 0

;荞ݒKEZ
;---------------------------------------------------------------------------
;J̌Y
[State -1, ũ[bgv]	;Var(46) = 60
Type = VarSet
TriggerAll = var(59) > 0
v = 10
value = var(0)
triggerAll = var(0) := 3500
triggerall = Var(46) = 60
;triggerall = (Power=PowerMax) || power >= 1000

triggerall = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 40
triggerall = PlayerID(var(3)),StateType != A

trigger1 = ctrl || var(20)%7 = 0
trigger1 = var(15):=3503 || 1
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = var(15):=3503 || 1
trigger3 = var(20)!=0 && var(20)%5 = 0
trigger3 = var(15):=3503 || 1

[State -1, ũ[bgv]
TriggerAll = var(59) > 0
TriggerAll = (var(15) = 3503)
Type = Null
trigger1 = stateno = 3501
trigger1 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) >= 25
;trigger1 = PlayerID(var(3)),StateType != A
trigger1 = var(12) := 2**3 || 1

;Vg̐_yq
[State -1, ũ[bgv]	;Var(46) = 60
Type = VarSet
TriggerAll = var(59) > 0
v = 10
value = var(0)
triggerAll = var(0) := 3500
triggerall = Var(46) = 60
;triggerall = (Power=PowerMax) || power >= 1000

triggerall = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) > 20
triggerall = PlayerID(var(3)),StateType != L
triggerall = fvar(11)+fvar(12)+(Helper(21460),movehit=[1,7])*40+(Helper(21420),movehit=[1,3])*40+(Helper(21520),movehit=[1,3])*40+(Helper(22500),var(6)>=1)*40+(Helper(22700),var(6)>=1)*40 < 100
triggerall = !PlayerID(var(3)),GetHitVar(guarded)

triggerall = var(45) > 0
triggerall = fvar(10)*0.75 * 342 >= (random*0.001*100*0.01)* PlayerID(var(3)),Life*100/PlayerID(var(3)),Const(data.defence)

trigger1 = ctrl || var(20)%7 = 0
trigger1 = var(15):=3501 || 1
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = var(15):=3501 || 1
trigger3 = var(20)!=0 && var(20)%5 = 0
trigger3 = var(15):=3501 || 1

[State -1, ũ[bgv]
TriggerAll = var(59) > 0
TriggerAll = (var(15) = 3501)
Type = Null
Trigger1 = var(0) := -1
Trigger1 = !(inguarddist)
Trigger1 = !(Helper(30000),InGuardDist)
Trigger1 = !(Helper(30001),InGuardDist)
Trigger1 = var(0) := 1

trigger1 = stateno = 3501
trigger1 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) > 5
;trigger1 = PlayerID(var(3)),StateType != A
trigger1 = var(12) := 2**1 || 1

Trigger2 = var(0) = -1
trigger2 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) > 0
trigger2 = var(12) := 2**2 || 1


;V̔ʎ
[State -1, ũ[bgv]	;Var(46) = 60
Type = VarSet
TriggerAll = var(59) > 0
v = 10
value = var(0)
triggerAll = var(0) := 3500
triggerall = Var(46) = 60
;triggerall = (Power=PowerMax) || power >= 1000

triggerall = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) > 17
triggerall = PlayerID(var(3)),StateType != L
triggerall = fvar(11)+fvar(12)+(Helper(21460),movehit=[1,7])*40+(Helper(21420),movehit=[1,3])*40+(Helper(21520),movehit=[1,3])*40+(Helper(22500),var(6)>=1)*40+(Helper(22700),var(6)>=1)*40 < 100
triggerall = !PlayerID(var(3)),GetHitVar(guarded)

triggerAll = fvar(3) := 17 || 1	;ɕb
triggerAll = fvar(3) := (fvar(3)- PlayerID(var(3)),GetHitVar(hitshaketime)) || 1
triggerAll = fvar(3) > 0
triggerAll = fvar(3) := fvar(3)*IfElse(PlayerID(var(3)),GetHitVar(hitshaketime)>0, PlayerID(var(3)),GetHitVar(yvel), PlayerID(var(3)),Vel Y) + PlayerID(var(3)),GetHitVar(yaccel) * (fvar(3)*(fvar(3)-1)/2.0) || 1
triggerAll = PlayerID(var(3)),Pos Y + fvar(3) <= -20*PlayerID(var(3)),GetHitVar(fall)

triggerall = var(45) > 0
triggerall = fvar(10)*0.75 * 300 >= PlayerID(var(3)),Life*100/PlayerID(var(3)),Const(data.defence)

trigger1 = ctrl || var(20)%7 = 0
trigger1 = var(15):=3502 || 1
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = var(15):=3502 || 1
trigger3 = var(20)!=0 && var(20)%5 = 0
trigger3 = var(15):=3502 || 1

[State -1, ũ[bgv]
TriggerAll = var(59) > 0
TriggerAll = (var(15) = 3502)
Type = Null
trigger1 = stateno = 3501
trigger1 = PlayerID(var(3)),GetHitVar(hittime) + PlayerID(var(3)),GetHitVar(hitshaketime) > 0
;trigger1 = PlayerID(var(3)),StateType != A
trigger1 = var(12) := 2**2 || 1


[State -1, {ʁu{T̖ʁv]	;Var(46) = 40
Type = VarSet
TriggerAll = var(59) > 0
triggerall = var(0):=0 || 1
var(0):=3200
triggerall = Var(46) = 40
trigger1 = fvar(10)*0.75 * 330 >= PlayerID(var(3)),Life*100/PlayerID(var(3)),Const(data.defence)
trigger2 = (Power -1000 - IfElse(Var(45) > 0 ,Var(45) ,0)/60/20 > 1000)
trigger3 = (Power < IfElse(Var(45) > 0 ,Var(45) ,0)/60/20)&&((var(44)-var(45))/1000/60 < 9)

trigger4 = random < 200

[State -1, {ʁu{T̖ʁv]	;Var(46) = 40
Type = VarSet
TriggerAll = var(59) > 0
var(15):=3200

triggerall = var(0)=3200
triggerall = var(0):=0 || 1

triggerall = Var(46) = 40
triggerall = var(45) > 0

trigger1 = stateno = 2140
trigger1 = (Helper(22140),var(6)) || (Helper(22141),var(6))

trigger2 = stateno = 2402
trigger2 = (Helper(22400),var(6))

trigger3 = stateno = 2701
trigger3 = (Helper(22700),var(6))
trigger3 = (ProjHitTime(22700))


[State -1, {ʁu{T̖ʁv]	;Var(46) = 40
Type = VarSet
TriggerAll = var(59) > 0
v = 10
value = var(0)
triggerAll = var(0) := 3200
triggerall = Var(46) = 40
triggerall = var(15)=3200

trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = 0
trigger3 = var(20)!=0 && var(20)%5 = 0

;---------------------------------------------------------------------------
;K[h
[State -1, 錾쌂]
Type = VarSet
TriggerAll = var(59) > 0
v = 10
value = var(0)
;triggerAll = var(0) := 4100

triggerall = Var(46) = 0 && !numHelper(23000)
triggerall = (Power=PowerMax) || power >= 1000

triggerall = stateno = [150,155]
triggerall = hitshakeover

triggerall = enemynear(!enemynear,alive),HitDefAttr = SCA, AA, AT, AP
triggerall = (P2Dist X = [-200,200]) && (P2Dist Y = [-200,200])

trigger1 = var(0) := 3050	;|[bV
trigger1 = random*0.001*100 * helper(30000),var(3) > random*0.001*100 * helper(30000),var(4)
trigger1 = helper(30000),var(5) > random*0.001*60*3

trigger2 = var(0) := 3040	;T
trigger2 = random*0.001*100 * helper(30000),var(3) > random*0.001*100 * helper(30000),var(4)

trigger3 = var(0) := 3020	;Sk
trigger3 = random*0.001*100 * helper(30000),var(3) < random*0.001*100 * helper(30000),var(4)
trigger3 = (enemynear(!enemynear,alive),Life)/(enemynear(!enemynear,alive),LifeMax)*random*0.001*100 < random*0.001*10

trigger4 = var(0) := 3060	;[bg
trigger4 = helper(30000),var(5) > random*0.001*60*3

;E
;var(46) = 40		T錾͂_
[State VarSet]
type = Null
TriggerAll = var(59) > 0
triggerAll = stateno = [150,155]
triggerAll = helper(30000),var(5)*random*0.001*100 > random*0.001*100*60 + (var(46) = 40)*60
triggerAll = (P2BodyDist X + Const(size.ground.front)) < 100+random*0.001*200
triggerAll = helper(30000),inGuardDist && Facing*((Helper(30001),Pos X) - (Pos X)) < (P2BodyDist X + Const(size.ground.front))
trigger1 = Helper(30001),var(50) + random*0.001*1000*100 > random*0.001*1000*100*2
trigger1 = Var(41) > random*0.001*5 + 3*(random<900) + 1*(random<200)

trigger1 = Var(13) := 50

[State -1, E]
Type = VarSet
TriggerAll = var(59) > 0
v = 10
value = var(0)
triggerAll = var(0) := 750
triggerAll = Var(13) = 50

trigger1 = stateno = [150,155]
trigger1 = hitshakeover

[State -1, E]	;
Type = Null
TriggerAll = var(59) > 0
triggerAll = stateno = 750
triggerAll = Var(13) = 50

trigger1 = time <= 1
trigger1 = var(12) := (random%10)*1000 || 1
trigger1 = 0

trigger2 = BackEdgeBodyDist < random*0.001*100
trigger2 = P2BodyDist X< random*0.001*100
trigger2 = var(12) := (6)*1000

[State VarSet]
type = Null
TriggerAll = var(59) > 0
triggerAll = Var(13) = 50

trigger1 = ctrl
trigger1 = var(13) := 0
;---------------------------------------------------------------------------
;G
[State VarSet]
type = Null
TriggerAll = var(59) > 0
triggerAll = helper(30000),var(5)*random*0.001*100 > random*0.001*100*( 60-30*((var(44)-var(45))/1000/60 < 9) )
triggerAll = (enemynear(!enemynear,alive),Life)/(enemynear(!enemynear,alive),LifeMax)*random*0.001*100 > Life/LifeMax*random*0.001*100

trigger1 = Var(46) = 50		;|[bV
trigger1 = var(14) := 10
trigger1 = var(11) := 60*5

trigger2 = Var(46) = 40		;T
trigger2 = var(14) := 12
trigger2 = var(11) := 60*5

[State -1, {ʁu{T̖ʁv]	;Var(46) = 40
Type = VarSet
TriggerAll = var(59) > 0
v = 10
value = var(0)
triggerAll = var(0) := 3200

triggerall = Var(46) = 40

triggerall = var(14) = 12 && var(11)>0
triggerall = hitshakeover

trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = 0
trigger3 = var(20)!=0 && var(20)%5 = 0

[State -1, ߈ˁu{y|[bVv]	;Var(46) = 50
Type = VarSet
TriggerAll = var(59) > 0
v = 10
value = var(0)
triggerAll = var(0) := 3100

triggerall = Var(46) = 50

triggerall = var(14) = 10 && var(11)>0
triggerall = hitshakeover

trigger1 = ctrl || var(20)%7 = 0
trigger2 = movecontact && hitshakeover
trigger2 = (stateno = [1000,1999])
trigger2 = 0
trigger3 = var(20)!=0 && var(20)%5 = 0

;---------------------------------------------------------------------------
;ThobNR
[State -3]
Type = VarSet
triggerAll = var(59) < 0
triggerAll = ctrl
trigger1 = var(59) <= -3
trigegr1 = !Helper(30000),var(6)
trigger2 = var(59) = -1
var(10) = 0

[State -3]
Type = ChangeState
triggerAll = 0
triggerAll = var(59) < 0
triggerAll = ctrl
triggerAll = var(10) = 0
trigger1 = var(59) <= -3
trigegr1 = !Helper(30000),var(6)
trigger2 = var(59) = -1
value = 0
ctrl = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;K[h⏕wp[
[Statedef 30000]
type = S
anim = 9999

[State 30000]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 30000,muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 30000, Turn];U
Type = turn
Trigger1 = Facing != root,Facing


[State ChangeState]
type = ChangeState
triggerAll = isHelper(30001)
trigger1 = time
value = 30001

[State ChangeState]
type = ChangeState
triggerAll = isHelper(30000)
trigger1 = time
value = 30002

[State ChangeState]
type = ChangeState
value = 30001
triggerAll = isHelper(30001)
trigger1 = inGuardDist
trigger2 = FrontEdgeDist < 0


[State 30000,PosSet]	;ÖSmF
type = PosSet
trigger1 = isHelper(30001)
x = Pos X +facing*50


[State 30000,bind]	;̈SmF
type = BindToParent
trigger1 = isHelper(30000)
facing = 1
time = 1
pos = -50,0

[State ChangeState]
type = ChangeState
value = stateno
triggerAll = isHelper(30001)
trigger1 = !time
;---------------------------------------------------------------------------
;K[h⏕wp[@EAI̊eXCb`LɂgB
;helper(30001),
[Statedef 30001]
type = S
anim = 9999

[State 30000]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 30000,PosSet]
type = PosSet
trigger1 = time
x = root,Pos X
y = root,Pos Y

[State ChangeState]
type = ChangeState
value = 30000
triggerAll = isHelper(30001)
trigger1 = time

[State 30000,muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 30000, Turn];U
Type = turn
Trigger1 = Facing != root,Facing




;AIs̕]
[State VarSet]
type = Null
triggerAll = var(0) := root,var(13)
trigger1 = var(0) = [1,59]
trigger1 = var(var(0)) := var(var(0)) - (10*root,Life/root,LifeMax > gametime%60)

[State VarSet]
type = Null
triggerAll = var(0) := root,var(13)
trigger1 = var(0) = [1,59]
trigger1 = root,var(55)
trigger1 = var(var(0)) := var(var(0)) + root,var(55)

[State VarSet]
type = Null
triggerAll = var(0) := root,var(13)
trigger1 = var(0) = [1,59]
trigger1 = root,var(56)
trigger1 = var(var(0)) := var(var(0)) - root,var(56)*(10-9*root,Life/root,LifeMax)


[State VarSet]
type = Null
triggerAll = var(0) := root,var(14)
trigger1 = var(0) = [1,39]
trigger1 = fvar(var(0)) := fvar(var(0)) - (10*root,Life/root,LifeMax > gametime%60)

[State VarSet]
type = Null
triggerAll = var(0) := root,var(14)
trigger1 = var(0) = [1,39]
trigger1 = root,var(55)
trigger1 = fvar(var(0)) := fvar(var(0)) + root,var(55)

[State VarSet]
type = Null
triggerAll = var(0) := root,var(14)
trigger1 = var(0) = [1,39]
trigger1 = root,var(56)
trigger1 = fvar(var(0)) := fvar(var(0)) - root,var(56)*(10-9*root,Life/root,LifeMax)





;---------------------------------------------------------------------------
;K[h⏕wp[@EAI̊eXCb`LɂgB
;helper(30000),
;var(1)		GID
;var(2)		GID2i^bO[hpj
;var(3)		U
;var(4)		琨
;var(5)		A琨

;var(6)		ŨXL}
;var(7)		K[hd

;GNオ莞(stateno = 5120ɂȂĂctrl=1ɂȂ܂)L
;var(10)	Nオ莞ԌvpϐB(ve)
;var(11)	Nオ莞ԁiŒZjL
;var(12)	Nオ莞ԁiŒjL
;var(13)	_EԁiŒZjLilLzBCPU͊{0Fj

;var(15)	helperĎ
;var(16)	helperuԂ̌oF

;fvar(10)	G_EANオ莞ԌvpϐB
;fvar(11)	Limit\

[Statedef 30002]
type = S
anim = 9999

[State 30000]
type = SelfState
trigger1 = !IsHelper
value = 0

[State ChangeState]
type = ChangeState
value = 30000
triggerAll = !isHelper(30000)
trigger1 = time > 1

[State 30000,muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 30000, Turn];U
Type = turn
Trigger1 = Facing != root,Facing

[State 30000,bind]	;̈SmF
type = BindToParent
trigger1 = isHelper(30000)
facing = 1
time = 1
pos = -(100+random*0.001*100),0

[State 10800]	;GIDL
type = VarSet
trigger1 = !var(1)
trigger1 = NumEnemy
var(1) = enemy(0),ID

[State 10800]	;GIDL
type = VarSet
trigger1 = !var(2)
trigger1 = NumEnemy>1
var(2) = enemy(1),ID


[State VarSet]	;̃_EԁiŒZjL^
type = Null
triggerAll = playerID(var(1)),stateno != 5110
triggerAll = (playerID(var(1)),stateno = 5120) || (playerID(var(1)),stateno = 0) || (playerID(var(1)),ctrl)
triggerAll = var(10) = 11
trigger1 = !var(13) || var(13) > fvar(10)
trigger1 = var(13) := ceil(fvar(10))
trigger1 = var(10) := 0
trigger1 = 0
trigger2 = fvar(10) := 0
trigger2 = 0

[State VarSet]	;̃_EԂv
type = Null
triggerAll = playerID(var(1)),stateno = 5110
trigger1 = var(10) := 11
trigger1 = 0
trigger2 = fvar(10) := fvar(10)+1
trigger2 = 0

[State VarSet]	;̋Nオ莞ԂL^
type = Null
triggerAll = playerID(var(1)),stateno != 5120
triggerAll = (playerID(var(1)),movetype = A) || (playerID(var(1)),stateno = 0) || (playerID(var(1)),ctrl)
triggerAll = var(10) = 12
trigger1 = !var(11) || var(11) > fvar(10)
trigger1 = var(11) := ceil(fvar(10))
trigger1 = 0
trigger2 = !var(12) || var(12) < fvar(10)
trigger2 = var(12) := ceil(fvar(10))
trigger2 = 0
trigger3 = fvar(10) := 0 || 1
trigger3 = var(10) := 0 || 1
trigger3 = 0

[State VarSet]	;̋Nオ莞Ԃv
type = Null
triggerAll = playerID(var(1)),stateno = 5120
trigger1 = var(10) := 12
trigger1 = 0
trigger2 = fvar(10) := fvar(10)+1
trigger2 = 0

[State VarSet]	;UԁE琨Ԍv
type = Null
trigger1 = parent,movetype = A
trigger1 = var(3) := var(3)+1
trigger1 = var(5) := 0
trigger1 = 0
trigger2 = parent,movetype = H
trigger2 = var(4) := var(4)+1
trigger2 = var(5) := var(5)+1
trigger2 = 0

[State VarSet]	;ŨXL}ԏ
type = Null
trigger1 = parent,ctrl
trigger1 = enemynear(!enemynear,alive),ctrl
trigger1 = var(6) := 0 || 1

[State VarSet]	;ŨXL}v
type = Null
trigger1 = parent,movetype = H
trigger1 = !(parent,GetHitVar(guarded))
trigger1 = var(6) < 1000
trigger1 = var(6) := 1000
trigger1 = 0
trigger2 = parent,movetype = H
trigger2 = enemynear(!enemynear,alive),ctrl
trigger2 = var(6) = 1000
trigger2 = var(6) := var(6) + parent,GetHitVar(hitshaketime) + parent,GetHitVar(hittime) || 1
trigger3 = parent,ctrl
trigger3 = var(6) = 1000
trigger3 = var(6) := -1
trigger4 = parent,ctrl
trigger4 = !(enemynear(!enemynear,alive),ctrl)
trigger4 = var(6) < 0
trigger4 = var(6) := var(6)-1

[State VarSet]	;K[hd
type = Null
trigger1 = parent,ctrl
trigger1 = enemynear(!enemynear,alive),ctrl
trigger1 = enemynear(!enemynear,alive),movetype != I
trigger1 = var(7) := 0 || 1

[State VarSet]	;K[hdv
type = Null
trigger1 = parent,movetype = H
trigger1 = parent,GetHitVar(guarded)
trigger1 = var(7) < 1000
trigger1 = var(7) := 1000
trigger1 = 0
trigger2 = parent,movetype = H
trigger2 = parent,GetHitVar(guarded)
trigger2 = enemynear(!enemynear,alive),ctrl
trigger2 = var(7) >= 1000
trigger2 = var(7) := var(7) + 1 || 1
trigger3 = parent,ctrl
trigger3 = !(enemynear(!enemynear,alive),ctrl)
trigger3 = var(7) = [1000,9999]
trigger3 = var(7) := -1
trigger4 = parent,ctrl
trigger4 = !(enemynear(!enemynear,alive),ctrl)
trigger4 = var(7) < 0
trigger4 = var(7) := var(7)-1

[State VarSet]	;K[hdLm
type = Null
trigger1 = parent,ctrl
trigger1 = enemynear(!enemynear,alive),ctrl
trigger1 = var(7) = [1000,9999]
trigger1 = var(7) := var(7)+10000 || 1

[State VarSet]@;Limit\
type = null
trigger1 = fvar(11) := 0
trigger1 = 0
;tH[T_[\ς݁F40
trigger2 = 0

[State VarSet]	;helperv
type = Null
triggerAll = RoundState = 2
trigger1 = Enemy,numhelper
trigger1 = Enemy,numhelper > var(15)
trigger1 = var(16) := 0 || 1
trigger1 = 0
trigger2 = var(16) := var(16)+1 || 1
trigger2 = var(15) := Enemy,numhelper

;---------------------------------------------------------------------------
;AINwp[
[Statedef 30010]
type = S
anim = 9999
ctrl=0

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

[State 10000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1



