
[statedef 10100]
;;//------------------------------
;		ݒ
;;//------------------------------

[state ];`hx
type = varset
trigger1 = ishelper
var(59) = 10		;0`10͈̔͂Őݒ 		Pȏł`hN܂

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

[state ];tl
type = varset
trigger1 = ishelper
var(43) = 1		;01Őݒ			1ȂΑ̃Ctȉŗ^_[Wቺ܂BftH1ł

[state ];␳
type = varset
trigger1 = ishelper
var(52) = 0		;0`3͈̔͂Őݒ		0ŋt␳A1ŕ␳A2Ȃ΂ʂɕ␳܂BftH0ł



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

[state ];R{ݒ	_bVU
type = varset
trigger1 = ishelper
var(42) = -1	;-2ȏ̒lŐݒ		nH炢̃R{Ɋ܂߂_bVỦ񐔂łB-2ŖƂȂ܂


[state ];XNǗ
type = varset
trigger1 = ishelper
var(39) = -1	;-1`2͈̔͂Őݒ		OȂ烊XNlɍsAPȂ烊XL[ȍs܂Ƃ炸AQȂ̗͂TOȏłOAꖢłPƂȂ܂

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

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

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

[state ];K[hLZ
type = varset
trigger1 = ishelper
var(55) = -1	;-1`1000͈̔͂Őݒ	lقǃK[hLZgp܂

[state ];
type = varset
trigger1 = ishelper
var(54) = -1	;-1`1000͈̔͂Őݒ	lقǌŒʏZgp܂

[state ];ē
type = varset
trigger1 = ishelper
var(53) = -1	;-1`1000͈̔͂Őݒ	lقǓē_܂

[state ];
type = varset
trigger1 = ishelper
var(51) = -1	;-1`1000͈̔͂Őݒ	lقǑ̍Uɑ΂Ĕ̑ZŊ荞Ƃ܂B̍ہAx͖܂

[state ];
type = varset
trigger1 = ishelper
var(49) = -1	;-1`1000͈̔͂Őݒ	lقǑ̍sɑ΂čU悤Ƃ܂

[state ];Z
type = varset
trigger1 = ishelper
var(48) = -1	;-1`1000͈̔͂Őݒ	lقǑ̓Zɔčs܂B̍ہAx͖܂Bꍇ͔ł܂

[state ];΋
type = varset
trigger1 = ishelper
var(46) = -1	;-1`1000͈̔͂Őݒ	lقǑ΋Zgp܂


[state ];x	Ӂcc̍UɔłꍇALݒ𖳎Ċ荞ނƂ܂BłȂꍇ͏Lݒ肪D悳܂
type = varset
trigger1 = ishelper
var(45) = -1	;-1ȏŐݒ			lႢقǔxł

[state ];덷	ӁccxύXꍇAł΂ύXĂBKvȂȂ0łnjł
type = varset
trigger1 = ishelper
var(44) = -1	;-1ȏŐݒ			xvZɔ덷łBႦΔx26A덷4łꍇAx22F`30F͈͓̔猈肳܂

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








































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

;var(2)		;temp
;var(3)		;AI펞NtO
;var(4)		;{̔x
;var(5)		;fobO
;var(6)		;EhJnA{̂s\ɂȂĂtime

;var(10)	;_bVU
;var(11)	;Xe[g
;var(12)	;anim	K[hd

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

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

;var(25)

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

;var(43~58)	;ʐݒ
;var(59)	;`h


;fvar(0)~fvar(23)	;wK

;fvar(24~26)	;

;fvar(30)	;g
;fvar(31)	;
;fvar(32)	;O
;fvar(33)	;O
;fvar(34)	;땝
;fvar(35)	;

;fvar(27~29)	;
;fvar(36~39)	;


;v41











;----------

[state ]
type = Selfstate
trigger1 = !ishelper
value = 52
ctrl = 1
persistent = 256
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
[state ]
type = changeanim
trigger1 = anim != 838861
value = 838861
ignorehitpause = 1
[state ]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1
[state ]
type = statetypeset
trigger1 = movetype != I
movetype = I
ignorehitpause = 1
[state ]
type = ctrlset
trigger1 = ctrl = 1
value = 0
ignorehitpause = 1



[state ];fobO
type = varset
trigger1 = ishelper
var(5) = 0	;펞powermax	QF1+I[g2


[state ]
type = varset
trigger1 = var(59) < 0
trigger2 = var(59) > 10
var(59) = 0
ignorehitpause = 1

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



[state ,EhJntimev]
type = varadd
triggerall = roundstate = 2
trigger1 = (root,sysvar(4) & ceil(2.0**27))
var(6) = 1
ignorehitpause = 1


;v12܂

[state ,_bVU񐔃Zbg]
type = varset
triggerall = roundstate = 2
trigger1 = root,movetype = H || root,stateno = [150,155]
trigger2 = playerid(root,var(0)),movetype != H
trigger3 = playerid(root,var(0)),statetype = A
trigger4 = playerid(root,var(0)),statetype = L
trigger5 = playerid(root,var(0)),stateno = [120,155]
var(10) = 0

[state ,_bVU񐔃JEg]
type = varadd
triggerall = roundstate = 2
triggerall = root,prevstateno = [100600,100690]
triggerall = root,movehit = 1
triggerall = root,hitpausetime = 1
trigger1 = root,stateno = [600,690]
var(10) = 1

[state ,_bVUő]
type = null
triggerall = var(42) = -1
trigger1 = var(59) <= 4
trigger1 = 1 || var(42) := 0
trigger2 = var(59) = [5,6]
trigger2 = 1 || var(42) := 0
trigger3 = var(59) = [7,8]
trigger3 = 1 || var(42) := 1
trigger4 = var(59) = 9
trigger4 = 1 || var(42) := 2
trigger5 = var(59) >= 10
trigger5 = 1 || var(42) := -2




[state ,ER]
type = null
triggerall = var(41) = -1
trigger1 = var(59) <= 6
trigger1 = 1 || var(41) := 0
trigger2 = var(59) >= 7
trigger2 = 1 || var(41) := 1











;-----ڋ߂łȂԌv
[state ,Zbg]
type = varset
triggerall = root,p2dist x > 0
trigger1 = root,p2bodydist x < 100
trigger2 = playerid(root,var(0)),movetype = H
trigger3 = root,statetype = A
var(11) = 0

[state ,Ԍo]
type = varadd
triggerall = root,stateno != 21
triggerall = root,movetype != A
trigger1 = root,p2bodydist x >= 200
var(11) = 1
;-----





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

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


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


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

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




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


;-----wK֌W

[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 1				;{̋
triggerall = var(21) = 1				;U
triggerall = var(22) != 2				;肪󒆂ł͂Ȃ
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)	;肪Ōˌ
triggerall = root,var(48) != var(20)
triggerall = root,var(49) != var(20)
triggerall = root,var(51) != var(20)
trigger1 = root,var(48) = 0
var(48) = var(20)
ignorehitpause = 1
[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2
triggerall = var(17) = 1
triggerall = var(21) = 1
triggerall = var(22) != 2
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)
triggerall = root,var(48) != var(20)
triggerall = root,var(49) != var(20)
triggerall = root,var(51) != var(20)
trigger1 = root,var(48) != 0 && root,var(49) = 0
var(49) = var(20)
ignorehitpause = 1
[state ,im]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2
triggerall = var(17) = 1
triggerall = var(21) = 1
triggerall = var(22) != 2
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)
triggerall = root,var(48) != var(20)
triggerall = root,var(49) != var(20)
triggerall = root,var(51) != var(20)
trigger1 = root,var(48) != 0 && root,var(49) != 0 && root,var(51) = 0
var(51) = var(20)
ignorehitpause = 1


[state ,K[hs\m]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 0				;{̗
triggerall = var(21) = 1				;U
triggerall = var(23) = 1 || var(23) = 2	;肪Ōˌ
triggerall = playerid(root,var(0)),anim = root,var(48) || playerid(root,var(0)),anim = root,var(49) || playerid(root,var(0)),anim = root,var(51)
triggerall = root,var(41) != var(20)
triggerall = root,var(42) != var(20)
trigger1 = root,var(41) = 0
var(41) = var(20)
ignorehitpause = 1
[state ,K[hs\m]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 0				;{̗
triggerall = var(21) = 1				;U
triggerall = var(23) = 1 || var(23) = 2	;肪Ōˌ
triggerall = playerid(root,var(0)),anim = root,var(48) || playerid(root,var(0)),anim = root,var(49) || playerid(root,var(0)),anim = root,var(51)
triggerall = root,var(41) != var(20)
triggerall = root,var(42) != var(20)
trigger1 = root,var(41) != 0 && root,var(42) = 0
var(42) = var(20)
ignorehitpause = 1


[state ,m]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = !root,movereversed && root,movetype != H
triggerall = playerid(root,var(0)),hitdefattr = SCA,AT
triggerall = root,fvar(32) != playerid(root,var(0)),anim
triggerall = root,fvar(33) != playerid(root,var(0)),anim
triggerall = root,fvar(34) != playerid(root,var(0)),anim
trigger1 = root,fvar(32) = 0
fvar(32) = playerid(root,var(0)),anim
ignorehitpause = 1
[state ,m]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = !root,movereversed && root,movetype != H
triggerall = playerid(root,var(0)),hitdefattr = SCA,AT
triggerall = root,fvar(32) != playerid(root,var(0)),anim
triggerall = root,fvar(33) != playerid(root,var(0)),anim
triggerall = root,fvar(34) != playerid(root,var(0)),anim
trigger1 = root,fvar(32) != 0 && root,fvar(33) = 0
fvar(33) = playerid(root,var(0)),anim
ignorehitpause = 1
[state ,m]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = !root,movereversed && root,movetype != H
triggerall = playerid(root,var(0)),hitdefattr = SCA,AT
triggerall = root,fvar(32) != playerid(root,var(0)),anim
triggerall = root,fvar(33) != playerid(root,var(0)),anim
triggerall = root,fvar(34) != playerid(root,var(0)),anim
trigger1 = root,fvar(32) != 0 && root,fvar(33) != 0 && root,fvar(34) = 0
fvar(34) = playerid(root,var(0)),anim
ignorehitpause = 1


[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0			;ݒ
triggerall = root,fvar(9) = var(20)		;ݎƑ̒Oanim
triggerall = root,var(43) != var(20)
triggerall = root,var(44) != var(20)
triggerall = root,var(45) != var(20)
trigger1 = root,var(43) = 0
var(43) = var(20)
ignorehitpause = 1
[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0
triggerall = root,fvar(9) = var(20)
triggerall = root,var(43) != var(20)
triggerall = root,var(44) != var(20)
triggerall = root,var(45) != var(20)
trigger1 = root,var(43) != 0 && root,var(44) = 0
var(44) = var(20)
ignorehitpause = 1
[state ,ݎs]
type = parentvarset
triggerall = enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0
triggerall = root,fvar(9) = var(20)
triggerall = root,var(43) != var(20)
triggerall = root,var(44) != var(20)
triggerall = root,var(45) != var(20)
trigger1 = root,var(43) != 0 && root,var(44) != 0 && root,var(45) = 0
var(45) = var(20)
ignorehitpause = 1


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

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

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

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

[state ,Gm]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(0)
triggerall = !root,movecontact
triggerall = !(playerid(root,var(0)),stateno = [0,199])
triggerall = !(playerid(root,var(0)),stateno = [5000,5220])
triggerall = playerid(root,var(0)),movetype != H
triggerall = fvar(14) != playerid(root,var(0)),anim
triggerall = fvar(15) != playerid(root,var(0)),anim
triggerall = fvar(16) != playerid(root,var(0)),anim
triggerall = fvar(17) != playerid(root,var(0)),anim
triggerall = fvar(18) != playerid(root,var(0)),anim
triggerall = fvar(19) != playerid(root,var(0)),anim
triggerall = 1 || var(2) := 0
triggerall = 1 || var(2) := var(2) + (root,stateno = 200 && root,animelemtime(4) >= 0 && root,animelemtime(4) <= 1 && (root,p2bodydist x = [-5,70-root,sysfvar(4)]) && (root,p2dist y = [-50,5]) && playerid(root,var(0)),statetype != C)
triggerall = 1 || var(2) := var(2) + (root,stateno = 310 && root,animelemtime(4) >= 0 && root,animelemtime(4) <= 1 && (root,p2bodydist x = [-5,65-root,sysfvar(4)]) && (root,p2dist y = [-60,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 210 && root,animelemtime(5) >= 0 && root,animelemtime(5) <= 1 && (root,p2bodydist x = [-5,65-root,sysfvar(4)]) && (root,p2dist y = [-50,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 230 && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1 && (root,p2bodydist x = [-5,75-root,sysfvar(4)]) && (root,p2dist y = [-10,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 240 && root,animelemtime(5) >= 0 && root,animelemtime(5) <= 1 && (root,p2bodydist x = [-5,70-root,sysfvar(4)]) && (root,p2dist y = [-75,5]) && playerid(root,var(0)),statetype != C)
triggerall = 1 || var(2) := var(2) + (root,stateno = 340 && root,animelemtime(9) >= 0 && root,animelemtime(9) <= 1 && (root,p2bodydist x = [-5,50-root,sysfvar(4)]) && (root,p2dist y = [-55,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 350 && root,animelemtime(6) >= 0 && root,animelemtime(6) <= 1 && (root,p2bodydist x = [-5,40-root,sysfvar(4)]) && (root,p2dist y = [-40,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 400 && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1 && (root,p2bodydist x = [-5,30-root,sysfvar(4)]) && (root,p2dist y = [-25,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 410 && root,animelemtime(5) >= 0 && root,animelemtime(5) <= 1 && (root,p2bodydist x = [-5,55-root,sysfvar(4)]) && (root,p2dist y = [-20,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 430 && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1 && (root,p2bodydist x = [-5,58-root,sysfvar(4)]) && (root,p2dist y = [-5,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 440 && root,animelemtime(6) >= 0 && root,animelemtime(6) <= 1 && (root,p2bodydist x = [-5,75-root,sysfvar(4)]) && (root,p2dist y = [-5,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 1200 && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1 && (root,p2bodydist x = [-5,45-root,sysfvar(4)]) && (root,p2dist y = [-80,5]))
triggerall = var(2)
trigger1 = fvar(14) = 0
trigger1 = fvar(14) := playerid(root,var(0)),anim
trigger2 = fvar(14) != 0 && fvar(15) = 0
trigger2 = fvar(15) := playerid(root,var(0)),anim
trigger3 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) = 0
trigger3 = fvar(16) := playerid(root,var(0)),anim
trigger4 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) = 0
trigger4 = fvar(17) := playerid(root,var(0)),anim
trigger5 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) = 0
trigger5 = fvar(18) := playerid(root,var(0)),anim
trigger6 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) != 0 && fvar(19) = 0
trigger6 = fvar(19) := playerid(root,var(0)),anim
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(0)
triggerall = root,p2dist x > 0
triggerall = (root,stateno = 310 && root,prevstateno = 800 && root,p2bodydist x < 5 && root,time = 1) || (root,stateno = 340 && root,prevstateno = 830 && root,p2bodydist x < 5 && root,time = 1)
triggerall = !(playerid(root,var(0)),stateno = [0,199])
triggerall = !(playerid(root,var(0)),stateno = [5000,5220])
triggerall = playerid(root,var(0)),movetype != H
triggerall = playerid(root,var(0)),statetype != A
triggerall = fvar(18) != playerid(root,var(0)),anim
triggerall = fvar(19) != playerid(root,var(0)),anim
trigger1 = fvar(18) = 0
trigger1 = fvar(18) := playerid(root,var(0)),anim
trigger2 = fvar(18) != 0 && fvar(19) = 0
trigger2 = fvar(19) := playerid(root,var(0)),anim
ignorehitpause = 1


[state ,ݎs]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1 && enemy(numenemy>1),id = root,var(0)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0			;ݒ
triggerall = root,fvar(9) = var(20)		;̒Oanim
triggerall = fvar(20) != var(20)
triggerall = fvar(21) != var(20)
triggerall = fvar(22) != var(20)
triggerall = fvar(23) != var(20)
trigger1 = fvar(20) = 0
trigger1 = fvar(20) := var(20)
trigger2 = fvar(20) != 0 && fvar(21) = 0
trigger2 = fvar(21) := var(20)
trigger3 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) = 0
trigger3 = fvar(22) := var(20)
trigger4 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) != 0 && fvar(23) = 0
trigger4 = fvar(23) := var(20)
ignorehitpause = 1


;[wKenemy(0)
[state ,im]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 1				;{̋
triggerall = var(21) = 1				;U
triggerall = var(22) != 2				;肪󒆂ł͂Ȃ
triggerall = var(23) = 1 || var(23) = 2	|| (var(23) = 0 && helper(30020),sysvar(3) > 0 && !enemy(0),movecontact && !enemy(numenemy>1),movecontact)	;肪Ōˌ
triggerall = fvar(0) != var(20)	;蒼Oanim
triggerall = fvar(1) != var(20)
triggerall = fvar(2) != var(20)
triggerall = fvar(3) != var(20)
triggerall = root,var(48) != 0 && root,var(48) != var(20)
triggerall = root,var(49) != 0 && root,var(49) != var(20)
triggerall = root,var(51) != 0 && root,var(51) != var(20)
trigger1 = fvar(0) = 0
trigger1 = fvar(0) := var(20)
trigger2 = fvar(0) != 0 && fvar(1) = 0
trigger2 = fvar(1) := var(20)
trigger3 = fvar(0) != 0 && fvar(1) != 0 && fvar(2) = 0
trigger3 = fvar(2) := var(20)
trigger4 = fvar(0) != 0 && fvar(1) != 0 && fvar(2) != 0 && fvar(3) = 0
trigger4 = fvar(3) := var(20)
ignorehitpause = 1

[state ,K[hs\m]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(0)
triggerall = root,movetype = H
triggerall = !(root,stateno = [0,199])
triggerall = var(16) = 2				;{̃K[h
triggerall = var(17) = 0				;{̗
triggerall = var(21) = 1				;U
triggerall = var(23) = 1 || var(23) = 2	;肪Ōˌ
triggerall = fvar(0) = var(20) || fvar(1) = var(20) || fvar(2) = var(20) || fvar(3) = var(20) || root,var(48) = var(20) || root,var(49) = var(20) || root,var(51) = var(20)
triggerall = fvar(4) != var(20)	;蒼Oanim
triggerall = fvar(5) != var(20)
triggerall = root,var(41) != 0 && root,var(41) != var(20)
triggerall = root,var(42) != 0 && root,var(42) != var(20)
trigger1 = fvar(4) = 0
trigger1 = fvar(4) := var(20)
trigger2 = fvar(4) != 0 && fvar(5) = 0
trigger2 = fvar(5) := var(20)
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(0)
triggerall = !root,movereversed && root,movetype != H
triggerall = playerid(root,var(0)),hitdefattr = SCA,AT	;肪
triggerall = fvar(6) != playerid(root,var(0)),anim
triggerall = fvar(7) != playerid(root,var(0)),anim
triggerall = fvar(8) != playerid(root,var(0)),anim
triggerall = fvar(9) != playerid(root,var(0)),anim
triggerall = root,fvar(32) != 0 && root,fvar(32) != playerid(root,var(0)),anim
triggerall = root,fvar(33) != 0 && root,fvar(33) != playerid(root,var(0)),anim
triggerall = root,fvar(34) != 0 && root,fvar(34) != playerid(root,var(0)),anim
trigger1 = fvar(6) = 0
trigger1 = fvar(6) := playerid(root,var(0)),anim
trigger2 = fvar(6) != 0 && fvar(7) = 0
trigger2 = fvar(7) := playerid(root,var(0)),anim
trigger3 = fvar(6) != 0 && fvar(7) != 0 && fvar(8) = 0
trigger3 = fvar(8) := playerid(root,var(0)),anim
trigger4 = fvar(6) != 0 && fvar(7) != 0 && fvar(8) != 0 && fvar(9) = 0
trigger4 = fvar(9) := playerid(root,var(0)),anim
ignorehitpause = 1

[state ,gm]
type = null
triggerall = !((playerid(root,var(0)),authorname = "Ina") && (playerid(root,var(0)),name = "Clarice_Di_Lanza"))
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(0)
triggerall = root,movereversed = 1
triggerall = root,sysfvar(0) != [0,199]
triggerall = fvar(10) != root,sysfvar(0)
triggerall = fvar(11) != root,sysfvar(0)
triggerall = fvar(12) != root,sysfvar(0)
triggerall = fvar(13) != root,sysfvar(0)
triggerall = root,var(53) != 0 && root,var(53) != root,sysfvar(0)
triggerall = root,var(54) != 0 && root,var(54) != root,sysfvar(0)
triggerall = root,var(56) != 0 && root,var(56) != root,sysfvar(0)
trigger1 = fvar(10) = 0
trigger1 = fvar(10) := root,sysfvar(0)
trigger2 = fvar(10) != 0 && fvar(11) = 0
trigger2 = fvar(11) := root,sysfvar(0)
trigger3 = fvar(10) != 0 && fvar(11) != 0 && fvar(12) = 0
trigger3 = fvar(12) := root,sysfvar(0)
trigger4 = fvar(10) != 0 && fvar(11) != 0 && fvar(12) != 0 && fvar(13) = 0
trigger4 = fvar(13) := root,sysfvar(0)
ignorehitpause = 1

[state ,Gm]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(0)
triggerall = !root,movecontact
triggerall = !(playerid(root,var(0)),stateno = [0,199])
triggerall = !(playerid(root,var(0)),stateno = [5000,5220])
triggerall = playerid(root,var(0)),movetype != H
triggerall = fvar(14) != playerid(root,var(0)),anim
triggerall = fvar(15) != playerid(root,var(0)),anim
triggerall = fvar(16) != playerid(root,var(0)),anim
triggerall = fvar(17) != playerid(root,var(0)),anim
triggerall = fvar(18) != playerid(root,var(0)),anim
triggerall = fvar(19) != playerid(root,var(0)),anim
triggerall = root,fvar(35) != 0 && root,fvar(35) != playerid(root,var(0)),anim
triggerall = root,fvar(36) != 0 && root,fvar(36) != playerid(root,var(0)),anim
triggerall = root,fvar(37) != 0 && root,fvar(37) != playerid(root,var(0)),anim
triggerall = root,fvar(38) != 0 && root,fvar(38) != playerid(root,var(0)),anim
triggerall = root,fvar(39) != 0 && root,fvar(39) != playerid(root,var(0)),anim
triggerall = 1 || var(2) := 0
triggerall = 1 || var(2) := var(2) + (root,stateno = 200 && root,animelemtime(4) >= 0 && root,animelemtime(4) <= 1 && (root,p2bodydist x = [-5,70-root,sysfvar(4)]) && (root,p2dist y = [-50,5]) && playerid(root,var(0)),statetype != C)
triggerall = 1 || var(2) := var(2) + (root,stateno = 310 && root,animelemtime(4) >= 0 && root,animelemtime(4) <= 1 && (root,p2bodydist x = [-5,65-root,sysfvar(4)]) && (root,p2dist y = [-60,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 210 && root,animelemtime(5) >= 0 && root,animelemtime(5) <= 1 && (root,p2bodydist x = [-5,65-root,sysfvar(4)]) && (root,p2dist y = [-50,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 230 && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1 && (root,p2bodydist x = [-5,75-root,sysfvar(4)]) && (root,p2dist y = [-10,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 240 && root,animelemtime(5) >= 0 && root,animelemtime(5) <= 1 && (root,p2bodydist x = [-5,70-root,sysfvar(4)]) && (root,p2dist y = [-75,5]) && playerid(root,var(0)),statetype != C)
triggerall = 1 || var(2) := var(2) + (root,stateno = 340 && root,animelemtime(9) >= 0 && root,animelemtime(9) <= 1 && (root,p2bodydist x = [-5,50-root,sysfvar(4)]) && (root,p2dist y = [-55,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 350 && root,animelemtime(6) >= 0 && root,animelemtime(6) <= 1 && (root,p2bodydist x = [-5,40-root,sysfvar(4)]) && (root,p2dist y = [-40,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 400 && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1 && (root,p2bodydist x = [-5,30-root,sysfvar(4)]) && (root,p2dist y = [-25,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 410 && root,animelemtime(5) >= 0 && root,animelemtime(5) <= 1 && (root,p2bodydist x = [-5,55-root,sysfvar(4)]) && (root,p2dist y = [-20,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 430 && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1 && (root,p2bodydist x = [-5,58-root,sysfvar(4)]) && (root,p2dist y = [-5,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 440 && root,animelemtime(6) >= 0 && root,animelemtime(6) <= 1 && (root,p2bodydist x = [-5,75-root,sysfvar(4)]) && (root,p2dist y = [-5,5]))
triggerall = 1 || var(2) := var(2) + (root,stateno = 1200 && root,animelemtime(3) >= 0 && root,animelemtime(3) <= 1 && (root,p2bodydist x = [-5,45-root,sysfvar(4)]) && (root,p2dist y = [-80,5]))
triggerall = var(2)
trigger1 = fvar(14) = 0
trigger1 = fvar(14) := playerid(root,var(0)),anim
trigger2 = fvar(14) != 0 && fvar(15) = 0
trigger2 = fvar(15) := playerid(root,var(0)),anim
trigger3 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) = 0
trigger3 = fvar(16) := playerid(root,var(0)),anim
trigger4 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) = 0
trigger4 = fvar(17) := playerid(root,var(0)),anim
trigger5 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) = 0
trigger5 = fvar(18) := playerid(root,var(0)),anim
trigger6 = fvar(14) != 0 && fvar(15) != 0 && fvar(16) != 0 && fvar(17) != 0 && fvar(18) != 0 && fvar(19) = 0
trigger6 = fvar(19) := playerid(root,var(0)),anim
ignorehitpause = 1

[state ,m]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(0)
triggerall = root,p2dist x > 0
triggerall = (root,stateno = 310 && root,prevstateno = 800 && root,p2bodydist x < 5 && root,time = 1) || (root,stateno = 340 && root,prevstateno = 830 && root,p2bodydist x < 5 && root,time = 1)
triggerall = !(playerid(root,var(0)),stateno = [0,199])
triggerall = !(playerid(root,var(0)),stateno = [5000,5220])
triggerall = playerid(root,var(0)),movetype != H
triggerall = playerid(root,var(0)),statetype != A
triggerall = fvar(18) != playerid(root,var(0)),anim
triggerall = fvar(19) != playerid(root,var(0)),anim
triggerall = root,fvar(38) != 0 && root,fvar(38) != playerid(root,var(0)),anim
triggerall = root,fvar(39) != 0 && root,fvar(39) != playerid(root,var(0)),anim
trigger1 = fvar(18) = 0
trigger1 = fvar(18) := playerid(root,var(0)),anim
trigger2 = fvar(18) != 0 && fvar(19) = 0
trigger2 = fvar(19) := playerid(root,var(0)),anim
ignorehitpause = 1

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

[state ,ݎs]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1 && enemy(0),id = root,var(0)
triggerall = root,movetype= H
triggerall = !(root,stateno = [0,199])
triggerall = root,fvar(8) > 0			;ݒ
triggerall = root,fvar(9) = var(20)		;ݎƑ̒Oanim
triggerall = fvar(20) != var(20)
triggerall = fvar(21) != var(20)
triggerall = fvar(22) != var(20)
triggerall = fvar(23) != var(20)
triggerall = root,var(43) != 0 && root,var(43) != var(20)
triggerall = root,var(44) != 0 && root,var(44) != var(20)
triggerall = root,var(45) != 0 && root,var(45) != var(20)
trigger1 = fvar(20) = 0
trigger1 = fvar(20) := var(20)
trigger2 = fvar(20) != 0 && fvar(21) = 0
trigger2 = fvar(21) := var(20)
trigger3 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) = 0
trigger3 = fvar(22) := var(20)
trigger4 = fvar(20) != 0 && fvar(21) != 0 && fvar(22) != 0 && fvar(23) = 0
trigger4 = fvar(23) := var(20)
ignorehitpause = 1


;----------


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

[state ,AjZbg]
type = parentvarset
triggerall = roundstate = 2
trigger1 = root,movetype = H
trigger2 = root,statetype = L
trigger3 = root,ctrl
trigger4 = root,moveguarded && (playerid(root,var(0)),stateno = [120,155])
trigger5 = root,movehit && (playerid(root,var(0)),stateno = [5000,5100])
fvar(9) = 0
ignorehitpause = 1



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


;-----TCY
[state ,g]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+1*5)
fvar(30) = helper(10090),fvar(4+1*5)

[state ,]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+2*5)
fvar(31) = helper(10090),fvar(4+2*5)

[state ,O]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+3*5)
fvar(32) = helper(10090),fvar(4+3*5)

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

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

[state ,]
type = varset
triggerall = roundstate = 2
trigger1 = numhelper(10090)
trigger1 = helper(10090),fvar(4+0*5)
fvar(35) = helper(10090),fvar(4+0*5)


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


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

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

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

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

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

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

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

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



[state ,gs\]
type=varadd
trigger1=var(1) > 0
var(1)=-1
ignorehitpause=1
[state ]
type=varset
triggerall=var(1)>0
trigger1=playerid(root,var(0)),Movetype!=H
var(1)=0
[state ]
type=varset
triggerall=playerid(root,var(0)),Movetype=H
triggerall=playerid(root,var(0)),stateno < 200
triggerall=playerid(root,var(0)),statetype=A
trigger1=!playerid(root,var(0)),gethitvar(fall)
trigger1=!(playerid(root,var(0)),hitshakeover)
trigger1=playerid(root,var(0)),time=1 || var(1)=0
var(1)=playerid(root,var(0)),gethitvar(ctrltime)+playerid(root,var(0)),gethitvar(hitshaketime)+1
ignorehitpause=1
[state ]
type=varset
triggerall=playerid(root,var(0)),Movetype=H
triggerall=playerid(root,var(0)),stateno < 200
triggerall=playerid(root,var(0)),statetype!=A
trigger1=!playerid(root,var(0)),gethitvar(fall)
trigger1=!(playerid(root,var(0)),hitshakeover)
trigger1=playerid(root,var(0)),time=1 || var(1)=0
var(1)=ifelse(playerid(root,var(0)),gethitvar(ctrltime)<playerid(root,var(0)),gethitvar(hittime),playerid(root,var(0)),gethitvar(ctrltime),playerid(root,var(0)),gethitvar(hittime))+playerid(root,var(0)),gethitvar(hitshaketime)+1
ignorehitpause=1
[state ]
type=varset
triggerall=playerid(root,var(0)),Movetype=H
triggerall=playerid(root,var(0)),stateno > 199
trigger1=!playerid(root,var(0)),gethitvar(fall)
trigger1=!(playerid(root,var(0)),hitshakeover)
trigger1=playerid(root,var(0)),time=1
var(1)=playerid(root,var(0)),gethitvar(hittime)+playerid(root,var(0)),gethitvar(hitshaketime)+1
ignorehitpause=1
[state ]
type=varset
;triggerall = playerid(root,var(0)),gethitvar(fall.recovertime) != 4
triggerall=playerid(root,var(0)),stateno > 199
triggerall=playerid(root,var(0)),Movetype=H
triggerall=playerid(root,var(0)),statetype!=L
trigger1=playerid(root,var(0)),gethitvar(fall)
trigger1=!(playerid(root,var(0)),hitshakeover)
trigger1=playerid(root,var(0)),time=1
var(1)=playerid(root,var(0)),gethitvar(fall.recovertime)-1
ignorehitpause=1
[state ]
type=varset
triggerall=numenemy>=2
triggerall=playerid(root,var(0)),stateno > 199
triggerall=playerid(root,var(0)),Movetype=H
triggerall=playerid(root,var(0)),statetype!=L
trigger1=playerid(root,var(0)),gethitvar(fall)
trigger1=var(1)<playerid(root,var(0)),gethitvar(fall.recovertime)-100
var(1)=playerid(root,var(0)),gethitvar(fall.recovertime)-100
ignorehitpause=1
[state ]
type=varset
triggerall=playerid(root,var(0)),stateno > 199
triggerall=playerid(root,var(0)),Movetype=H
triggerall=playerid(root,var(0)),statetype!=L
trigger1=!playerid(root,var(0)),gethitvar(fall.recover)
trigger1=playerid(root,var(0)),gethitvar(fall)
trigger2=playerid(root,var(0)),stateno=5070
var(1)=999
ignorehitpause=1

[state ]
type=varset
triggerall=playerid(root,var(0)),stateno > 199
triggerall=playerid(root,var(0)),Movetype=H
triggerall=playerid(root,var(0)),statetype!=L
trigger1=playerid(root,var(0)),stateno=298
trigger2=playerid(root,var(0)),stateno=303	;g\
trigger3=playerid(root,var(0)),stateno=1186
trigger4=playerid(root,var(0)),stateno=20303
trigger5 = playerid(root,var(0)),stateno = 1017
var(1)=999
ignorehitpause=1


[state ,R{֌WZbg]
type = varset
trigger1 = 1
sysvar(0) = 0
ignorehitpause = 1
[state ,󒆃R{p]
type = varset
trigger1 = playerid(root,var(0)),authorname = "muteki"
sysvar(0) = (sysvar(0) | ceil(2.0**0))
ignorehitpause = 1

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

[state ,Zbg]
type = varset
triggerall = roundstate = 2
triggerall = playerid(root,var(0)),statetype != A
triggerall = root,stateno != [120,155]
trigger1 = playerid(root,var(0)),time = 1
var(4) = 0
ignorehitpause = 1
[state ,]
Type = VarAdd
triggerall = roundstate = 2
Trigger1 = var(4) > 0
var(4) = -1
ignorehitpause = 1
[state ,덷]
type = varrandom
triggerall = roundstate = 2
triggerall = playerid(root,var(0)),statetype != A
trigger1 = var(4) <= 0
v = 4
range = (ifelse(var(45)>-1,var(45)-var(44)-1,45-var(59)*5-1)),(ifelse(var(45)>-1,var(45)+var(44)-1,50-var(59)*5-1))
ignorehitpause = 1

[state ,]
type = varset
triggerall = roundstate = 2
trigger1 = var(59) >= 8
trigger1 = var(45) = -1
var(4) = -9999
ignorehitpause = 1

[state ,]
type = varset
triggerall = roundstate = 2
trigger1 = var(59) = 1
trigger1 = var(45) = -1
var(4) = 9999
ignorehitpause = 1


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












;var(0)		Uwp[{anim
;var(1)		Uwp[{time
;var(2)		Uwp[ID

;var(3)~var(53):wp[_CNgp
;var(54)	ő僋[v񐔐ݒ
;var(55)	30020,30029[vJEgp
;var(56)	30022[vJEgp
;var(57)	_CNgϐ̂A݂̍ō̒l
;var(58)	ʂ󋵔f

;var(59)@@


;fvar(0)	ŒZwp[Aj
;fvar(1)	ŒZ

;fvar(2)	ŉwp[hc
;fvar(3)	ŉ

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

;sysvar(0)	tO
		;30	ϐ

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

;sysfvar(0)	VKowp[hc	oꍇAłhc傫
;sysfvar(1)	ł߂ݒu

;var(3+var(55))Auݒ̂hcpϐv


[statedef 30020]
ctrl = 0

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

[state ,[v]
type = varset
trigger1 = !var(54)
var(54) = 50

[state ,hcl]
type = varset
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = !var(57)
var(57) = id - 10 * (root,id > enemy(numenemy>1),id)

[state ,hcT]
type = changestate
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
triggerall = !numhelper(30021)								;̂e܂\ĂȂ
triggerall = var(56) != -1 || prevstateno = 30029			;̂e܂sĂȂ
trigger1 = !playerIDexist(var(3+var(55)))					;hc݂Ȃ
trigger2 = teamside = playerID(var(3+var(55))),teamside		;
trigger3 = !playerid(var(3+var(55))),ishelper				;wp[ł͂Ȃ
trigger4 = playerID(var(3+var(55))),anim = 838861 && (playerID(var(3+var(55))),stateno = [10090,10091])
value=30022

[state ,hcől]
type = varset
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = var(57) < var(3+var(55))
var(57) = var(3+var(55))

[state ,[v]
type = changestate
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = !numhelper(30021)			;P
trigger1 = var(56) != -1				;Q
trigger1 = var(55) < var(54)			;[vw񐔖
trigger1 = 1 || var(55) := var(55) + 1	;JEg
value = 30020

;-----hcTI

[state ,JEgZbg]
type = varset
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = 1
var(55) = 0

[state ,_CNg]
type = changestate
triggerall = roundno > 1 || (roundno = 1 && roundstate = 2)
trigger1 = 1
value = 30029



[statedef 30022];hcT
ctrl = 0

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

[state ,TJnl];ōlɍ킹
type = varset
trigger1 = prevstateno != 30022
var(3+var(55)) = var(57) + 1

[state ,JEg]
type = varadd
trigger1 = var(56) != -1
var(56) = 1

[state ,JEg]
type = Varset
trigger1 = prevstateno != 30022
var(56) = 0

[state ,hc]
type=varadd
trigger1 = !playerIDExist(var(3+var(55)))					;hc݂Ȃ
trigger2 = teamside = playerID(var(3+var(55))),teamside		;
trigger3 = !playerid(var(3+var(55))),ishelper				;wp[ł͂Ȃ
trigger4 = playerID(var(3+var(55))),anim = 838861 && (playerID(var(3+var(55))),stateno = [10090,10091])
var(3+var(55)) = 1

[state hcmFp]
type = helper
trigger1 = var(56) > 10	;10܂ŎsAȂȂhcXV
trigger1 = var(56) := -1
trigger1 = !numhelper(30021)
helpertype = normal
name = "id_check"
ID = 30021
pos = 0,0
postype = p1
stateno = 30021
ownpal = 0
supermovetime = 256*256*256*128-1
pausemovetime = 256*256*256*128-1

[state ,hcXV]
type = varset
trigger1 = var(56) = -1		;hcmFwp[
trigger1 = numhelper(30021)	;hcmFwp[
var(3+var(55)) = helper(30021),id

[state [v]
type = changestate
triggerall = var(56) != -1	;hcmFwp[݂Ȃ
trigger1 = !playerIDExist(var(3+var(55)))
trigger2 = teamside = playerID(var(3+var(55))),teamside
trigger3 = !playerid(var(3+var(55))),ishelper
trigger4 = playerID(var(3+var(55))),anim = 838861 && (playerID(var(3+var(55))),stateno = [10090,10091])
value = 30022

[state ,[vI]
type = changestate
trigger1 = 1
value = 30020




[statedef 30029];_CNg
ctrl = 0

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

[state ,Uwp[񃊃Zbg]
type = varset
trigger1 = !playeridexist(var(2))		;݂Ȃ
trigger2 = playerid(var(2)),time > 20	;莞Ԍo߂ĂŰȂ
var(0) = 0 + (var(1) := 0) * 0 + (var(2) := 0) * 0

[state ,Uwp[]
type = null
triggerall = playeridexist(var(3+var(55)))
triggerall = var(0) = 0
triggerall = playerid(var(3+var(55))),movetype = I || !(playerid(var(3+var(55))),hitdefattr = SCA,AA,AP)
triggerall = playerid(var(3+var(55))),time = 2		;1 + (id < playerid(var(3+var(55))),id)
trigger1 = fvar(30) != enemy(0),anim
trigger1 = fvar(32) != enemy(0),anim
trigger1 = fvar(34) != enemy(0),anim
trigger1 = fvar(36) != enemy(0),anim
trigger1 = fvar(38) != enemy(0),anim
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(20) != enemy(0),anim)
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(22) != enemy(0),anim)
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(24) != enemy(0),anim)
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(26) != enemy(0),anim)
trigger1 = numenemy > 1 || (numenemy = 1 && fvar(28) != enemy(0),anim)
trigger1 = enemy(0),anim != 0
trigger1 = enemy(0),movetype = A
trigger1 = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
trigger1 = !enemy(0),movecontact
trigger1 = 1 || var(0) := enemy(0),anim
trigger1 = 1 || var(1) := enemy(0),time-2
trigger1 = 1 || var(2) := var(3+var(55))
;
trigger2 = numenemy > 1
trigger2 = fvar(20) != enemy(numenemy>1),anim
trigger2 = fvar(22) != enemy(numenemy>1),anim
trigger2 = fvar(24) != enemy(numenemy>1),anim
trigger2 = fvar(26) != enemy(numenemy>1),anim
trigger2 = fvar(28) != enemy(numenemy>1),anim
trigger2 = enemy(numenemy>1),anim != 0
trigger2 = enemy(numenemy>1),movetype = A
trigger2 = !(enemy(numenemy>1),hitdefattr = SCA,AA,AP,AT)
trigger2 = !enemy(numenemy>1),movecontact
trigger2 = 1 || var(0) := enemy(numenemy>1),anim
trigger2 = 1 || var(1) := enemy(numenemy>1),time-2
trigger2 = 1 || var(2) := var(3+var(55))


[state ,ϐ]
type = varset
triggerall = roundstate < 2
triggerall = root,RoundsExisted > 0 && enemy,RoundsExisted > 0
triggerall = (root,var(57) & ceil(2.0**30))	;I
triggerall = !(sysvar(0) & ceil(2.0**30))
triggerall = !(teammode = turns)
trigger1 = 1 || fvar(30) := floor(floor(root,fvar(27)) / 1000)
trigger1 = 1 || fvar(31) := floor(floor(root,fvar(27)) - (floor(fvar(30)) * 1000))
trigger1 = 1 || fvar(32) := floor(floor(root,fvar(28)) / 1000)
trigger1 = 1 || fvar(33) := floor(floor(root,fvar(28)) - (floor(fvar(32)) * 1000))
trigger1 = 1 || fvar(34) := floor(floor(root,fvar(29)) / 1000)
trigger1 = 1 || fvar(35) := floor(floor(root,fvar(29)) - (floor(fvar(34)) * 1000))
trigger1 = 1 || fvar(36) := floor(floor(root,fvar(30)) / 1000)
trigger1 = 1 || fvar(37) := floor(floor(root,fvar(30)) - (floor(fvar(36)) * 1000))
trigger1 = 1 || fvar(38) := floor(floor(root,fvar(31)) / 1000)
trigger1 = 1 || fvar(39) := floor(floor(root,fvar(31)) - (floor(fvar(38)) * 1000))
sysvar(0) = (sysvar(0) | ceil(2.0**30))	;stO
ignorehitpause = 1


[state ,hc擾ɖ߂];1FoߌɈړ
type = changestate
trigger1 = time > 0
value = 30020

[state ,Ywp[݂Ȃ];JE^[𑝉ÃXe[g̍ŏɖ߂
type = changestate
trigger1 = !playerIDExist(var(3+var(55)))
trigger1 = var(55) < var(54) - 1
trigger1 = 1 || var(55) := var(55) + 1
value = 30029

[state ,fpϐ]
type = null
triggerall = prevstateno != 30029
trigger1 = 1 || var(58) := 0
trigger1 = 1 || fvar(0) := 0	;ŒZwp[anim
trigger1 = 1 || fvar(1) := 0	;ŒZ
trigger1 = 1 || fvar(2) := 0	;ŉwp[ID
trigger1 = 1 || fvar(3) := 0	;ŉ

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

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

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

[state ,SmFZbg]
type = varset
trigger1 = (var(58) & ceil(2.0**30))
var(58) = (var(58) | ceil(2.0**30)) - ceil(2.0**30)

[state ,SmF]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > 4
trigger1=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x >= 0
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) < -40
trigger2=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x <= 0
trigger3=(root,pos y-playerID(var(3+var(55))),pos y) > 100+20
trigger3=playerID(var(3+var(55))),vel y < 0
trigger4=(root,pos y-playerID(var(3+var(55))),pos y) < -20
trigger4=playerID(var(3+var(55))),vel y > 0
var(58) = (var(58) | ceil(2.0**30))

[state ,wォѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) < 40	;-60	;
trigger1=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x < 0	;댯
var(58) = (var(58) | ceil(2.0**29))

[state ,ʂѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > -40	;60	;O
trigger1=playerID(var(3+var(55))),facing*playerID(var(3+var(55))),vel x > 0	;댯
var(58) = (var(58) | ceil(2.0**28))

[state ,ޖ킸߂ɔѓ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
trigger1=(root,pos x-playerID(var(3+var(55))),pos x) = [-100,100]
var(58) = (var(58) | ceil(2.0**27))

[state ,ʂɉ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A
trigger1=root,facing*(playerID(var(3+var(55))),pos x-root,pos x) >= 0	;O
var(58) = (var(58) | ceil(2.0**26))

[state ,wɉ]
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A
trigger1=root,facing*(playerID(var(3+var(55))),pos x-root,pos x) <= -0	;
var(58) = (var(58) | ceil(2.0**25))

[state ,ŒZwp[]
type = null
triggerall = !(var(58) & ceil(2.0**30))
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
triggerall = playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > 0
trigger1 = !fvar(0) || (fvar(1) > playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x))
trigger1 = 1|| fvar(0) := playerID(var(3+var(55))),anim
trigger1 = 1|| fvar(1) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)

[state ,ŉwp[hc]
type = null
;triggerall = !(var(58) & ceil(2.0**30))
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype=A&&(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP)
triggerall = playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > 0
trigger1 = !fvar(2) || (fvar(3) < playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x))
trigger1 = 1|| fvar(2) := var(3+var(55))
trigger1 = 1|| fvar(3) := playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)
trigger1 = 1|| var(58) := (var(58) | ceil(2.0**7)) - ceil(2.0**7)	;XVtOZbg

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

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


[state ,󒆔g]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*20<-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
var(58) = (var(58) | ceil(2.0**2))


[state ,󒆔g߂]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10>=-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
var(58) = (var(58) | ceil(2.0**3))


[state ,߂]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-120,120]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)=[-100,100]
var(58) = (var(58) | ceil(2.0**4))

[state ,ݒu]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-100
trigger1=playerID(var(3+var(55))),vel x = [-1,1]
trigger1 = (playerID(var(3+var(55))),pos x - root, pos x) * root,facing = [40,100]
var(58) = (var(58) | ceil(2.0**5))
[state ,ݒu]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-100
trigger1=playerID(var(3+var(55))),vel x = [-1,1]
trigger1 = sysfvar(1) = 0 || sysfvar(1) > (playerID(var(3+var(55))),pos x - root, pos x) * root,facing
sysfvar(1) = (playerID(var(3+var(55))),pos x - root, pos x) * root,facing


[state ,߂SmF]
type=null;varset
triggerall = !(var(58) & ceil(2.0**30))
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-120,120]
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)=[-100,100]
var(58) = (var(58) | ceil(2.0**6))



[state ,Ԃɔѓ];זȂ
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y-root,pos y=[-130,10]
trigger1=root,pos x >= playerid(root,var(0)),pos x
trigger1=root,pos x >= playerID(var(3+var(55))),pos x
trigger1=playerid(root,var(0)),pos x <= playerID(var(3+var(55))),pos x
trigger2=playerID(var(3+var(55))),pos y-root,pos y=[-130,10]
trigger2=root,pos x <= playerid(root,var(0)),pos x
trigger2=root,pos x <= playerID(var(3+var(55))),pos x
trigger2=playerid(root,var(0)),pos x >= playerID(var(3+var(55))),pos x
trigger3=playerID(var(3+var(55))),pos x-root,pos x=[-90,90]
trigger3=root,pos y >= playerid(root,var(0)),pos y
trigger3=root,pos y >= playerID(var(3+var(55))),pos y
trigger3=playerid(root,var(0)),pos y <= playerID(var(3+var(55))),pos y
trigger4=playerID(var(3+var(55))),pos x-root,pos x=[-90,90]
trigger4=root,pos y <= playerid(root,var(0)),pos y
trigger4=root,pos y <= playerID(var(3+var(55))),pos y
trigger4=playerid(root,var(0)),pos y >= playerID(var(3+var(55))),pos y
var(58) = (var(58) | ceil(2.0**10))


[state ,댯q];זɂȂ
type=varset
triggerall=!(var(58) & ceil(2.0**30))
triggerall=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger2=playerID(var(3+var(55))),hitdefattr=SCA,AA,AP
var(58) = (var(58) | ceil(2.0**11))


[state ,댯qQ];זɂȂ肻Ȃ
type=varset
triggerall=playerIDExist(var(3+var(55)))
triggerall=playerID(var(3+var(55))),movetype=A&&playerID(var(3+var(55))),hitdefattr=SCA,AA,AP
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) > 60	;O
trigger1=playerid(var(3+var(55))),pos y = [-150,150]
trigger1=playerID(var(3+var(55))),vel x > 0
trigger2=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x) < -60	;
trigger2=playerid(var(3+var(55))),pos y = [-150,150]
trigger2=playerID(var(3+var(55))),vel x < 0
trigger3=(root,pos y-playerID(var(3+var(55))),pos y) > 100+40
trigger3=(root,pos x-playerID(var(3+var(55))),pos x) = [-80,80]
trigger3=playerID(var(3+var(55))),vel y > 0	
trigger4=(root,pos y-playerID(var(3+var(55))),pos y) < -20
trigger4=(root,pos x-playerID(var(3+var(55))),pos x) = [-80,80]
trigger4=playerID(var(3+var(55))),vel y < 0
var(58) = (var(58) | ceil(2.0**12))

[state ,p΍]	;sp^[̓sK[hłȂ̂
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype=A
triggerall = playerID(var(3+var(55))),stateno = 1115
triggerall = root,pos x - playerID(var(3+var(55))),pos x = [-20,20]
trigger1 = enemy(0),authorname = "Ina" && enemy(0),numhelper(1115)
Trigger1 = enemy(0),name = "Heart_Aino" || enemy(0),name = "Saki_Tsuzura" || enemy(0),name = "Kamui_Tokinomiya" || enemy(0),name = "Lilica_Felchenerow" || enemy(0),name = "Meifang"
trigger2 = enemy(0),authorname = "Ina" && enemy(0),numhelper(1115)
Trigger2 = enemy(0),name = "Petra_Johanna_Lagerkvist" || enemy(0),name = "Zenia_Valov" || enemy(0),name = "Elsa_La_Conti" || enemy(0),name = "Clarice_Di_Lanza"
trigger3 = enemy(numenemy>1),authorname = "Ina" && enemy(numenemy>1),numhelper(1115)
Trigger3 = enemy(numenemy>1),name = "Heart_Aino" || enemy(numenemy>1),name = "Saki_Tsuzura" || enemy(numenemy>1),name = "Kamui_Tokinomiya" || enemy(numenemy>1),name = "Lilica_Felchenerow" || enemy(numenemy>1),name = "Meifang"
trigger4 = enemy(numenemy>1),authorname = "Ina" && enemy(numenemy>1),numhelper(1115)
Trigger4 = enemy(numenemy>1),name = "Petra_Johanna_Lagerkvist" || enemy(numenemy>1),name = "Zenia_Valov" || enemy(numenemy>1),name = "Elsa_La_Conti" || enemy(numenemy>1),name = "Clarice_Di_Lanza"
var(58) = (var(58) | ceil(2.0**0))

[state ,pi΍]
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype = A
trigger1 = (enemy(0),name = "Nyarlathotep" && enemy(0),authorname = "nyal41") || (enemy(numenemy>1),name = "Nyarlathotep" && enemy(numenemy>1),authorname = "nyal41")
trigger1 = enemy(0),numhelper(10000) || enemy(numenemy>1),numhelper(10000)
trigger1 = playerID(var(3+var(55))),stateno = 11031
trigger1 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger2 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger2 = enemy(0),numhelper(90420900) || enemy(0),numhelper(90420901) || enemy(0),numhelper(90420903) || enemy(numenemy>1),numhelper(90420900) || enemy(numenemy>1),numhelper(90420901) || enemy(numenemy>1),numhelper(90420903)
trigger2 = playerID(var(3+var(55))),stateno = 2010
trigger2 = root,pos x - playerID(var(3+var(55))),pos x = [-90,90]
var(58) = (var(58) | ceil(2.0**1))

[state ,pi΍]
type = varset
triggerall = playerIDExist(var(3+var(55)))
triggerall = playerID(var(3+var(55))),movetype = A			 ;&& playerID(var(3+var(55))),hitdefattr=SCA,AA,AP	;hitdefattrmłȂꍇ邽ߏO
trigger1 = (enemy(0),name = "Maori" && enemy(0),authorname = "Ahuron") || (enemy(numenemy>1),name = "Maori" && enemy(numenemy>1),authorname = "Ahuron")
trigger1 = enemy(0),numhelper(1120) || enemy(numenemy>1),numhelper(1120)
trigger1 = playerID(var(3+var(55))),stateno = 1210 || (playerID(var(3+var(55))),stateno = 1211 && playerID(var(3+var(55))),animelemtime(2) < 0) || playerID(var(3+var(55))),stateno = 2010
trigger1 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger2 = (enemy(0),name = "Clarice_Di_Lanza" && enemy(0),authorname = "Ina") || (enemy(numenemy>1),name = "Clarice_Di_Lanza" && enemy(numenemy>1),authorname = "Ina")
trigger2 = enemy(0),numhelper(420) || enemy(numenemy>1),numhelper(420) || enemy(0),numhelper(421) || enemy(numenemy>1),numhelper(421)
trigger2 = (playerID(var(3+var(55))),stateno = [426,428])
trigger2 = root,pos x - playerID(var(3+var(55))),pos x = [-80,80]
trigger3 = (enemy(0),name = "Nyarlathotep" && enemy(0),authorname = "nyal41") || (enemy(numenemy>1),name = "Nyarlathotep" && enemy(numenemy>1),authorname = "nyal41")
trigger3 = enemy(0),numhelper(10000) || enemy(numenemy>1),numhelper(10000)
trigger3 = playerID(var(3+var(55))),stateno = 12101 || playerID(var(3+var(55))),stateno = 12111 || playerID(var(3+var(55))),stateno = 12121 || playerID(var(3+var(55))),stateno = 12131
trigger3 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger4 = (enemy(0),name = "Maori" && enemy(0),authorname = "Ahuron") || (enemy(numenemy>1),name = "Maori" && enemy(numenemy>1),authorname = "Ahuron")
trigger4 = enemy(0),numhelper(1120) || enemy(numenemy>1),numhelper(1120)
trigger4 = playerID(var(3+var(55))),stateno = 51210 || (playerID(var(3+var(55))),stateno = 51211 && playerID(var(3+var(55))),animelemtime(2) < 0)
trigger4 = root,pos x - playerID(var(3+var(55))),pos x = [-70,70]
trigger5 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger5 = enemy(0),numhelper(90240900) || enemy(0),numhelper(90240902) || enemy(0),numhelper(90240903) || enemy(numenemy>1),numhelper(90240900) || enemy(numenemy>1),numhelper(90240902) || enemy(numenemy>1),numhelper(90240903)
trigger5 = playerID(var(3+var(55))),stateno = 2010
trigger6 = (enemy(0),name = "肷[" && enemy(0),authorname = "incurable") || (enemy(numenemy>1),name = "肷[" && enemy(numenemy>1),authorname = "incurable")
trigger6 = enemy(0),numhelper(20866) || enemy(0),numhelper(20867) || enemy(numenemy>1),numhelper(20866) || enemy(numenemy>1),numhelper(20867)
trigger6 = playerID(var(3+var(55))),stateno = 20865
var(58) = (var(58) | ceil(2.0**20))

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

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

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


;-----ȉ[vI





[state ,wp[XV]
type = null
triggerall = roundstate = 2
triggerall = playeridexist(ceil(sysfvar(0)))
triggerall = enemy(0),const(data.life) = playerid(ceil(sysfvar(0))),const(data.life)
triggerall = enemy(0),const(data.attack) = playerid(ceil(sysfvar(0))),const(data.attack)
triggerall = enemy(0),const(data.defence) = playerid(ceil(sysfvar(0))),const(data.defence)
triggerall = enemy(0),const(data.fall.defence_mul) = playerid(ceil(sysfvar(0))),const(data.fall.defence_mul)
triggerall = enemy(0),const(data.liedown.time) = playerid(ceil(sysfvar(0))),const(data.liedown.time)
triggerall = enemy(0),const(data.airjuggle) = playerid(ceil(sysfvar(0))),const(data.airjuggle)
triggerall = enemy(0),const(data.sparkno) = playerid(ceil(sysfvar(0))),const(data.sparkno)
triggerall = enemy(0),const(data.guard.sparkno) = playerid(ceil(sysfvar(0))),const(data.guard.sparkno)
triggerall = enemy(0),const(data.KO.echo) = playerid(ceil(sysfvar(0))),const(data.KO.echo)
triggerall = enemy(0),const(data.IntPersistIndex) = playerid(ceil(sysfvar(0))),const(data.IntPersistIndex)
triggerall = enemy(0),const(data.FloatPersistIndex) = playerid(ceil(sysfvar(0))),const(data.FloatPersistIndex)
triggerall = enemy(0),const(velocity.walk.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.fwd.x)
triggerall = enemy(0),const(velocity.walk.back.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.back.x)
triggerall = enemy(0),const(velocity.run.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.x)
triggerall = enemy(0),const(velocity.run.fwd.y) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.y)
triggerall = enemy(0),const(velocity.run.back.x) = playerid(ceil(sysfvar(0))),const(velocity.run.back.x)
triggerall = enemy(0),const(velocity.run.back.y) = playerid(ceil(sysfvar(0))),const(velocity.run.back.y)
triggerall = enemy(0),const(velocity.jump.y) = playerid(ceil(sysfvar(0))),const(velocity.jump.y)
triggerall = enemy(0),const(velocity.jump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.neu.x)
triggerall = enemy(0),const(velocity.jump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.back.x)
triggerall = enemy(0),const(velocity.jump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.fwd.x)
triggerall = enemy(0),const(velocity.runjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.back.x)
triggerall = enemy(0),const(velocity.runjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.fwd.x)
triggerall = enemy(0),const(velocity.airjump.y) = playerid(ceil(sysfvar(0))),const(velocity.airjump.y)
triggerall = enemy(0),const(velocity.airjump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.neu.x)
triggerall = enemy(0),const(velocity.airjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.back.x)
triggerall = enemy(0),const(velocity.airjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.fwd.x)
triggerall = enemy(0),const(movement.airjump.num) = playerid(ceil(sysfvar(0))),const(movement.airjump.num)
triggerall = enemy(0),const(movement.airjump.height) = playerid(ceil(sysfvar(0))),const(movement.airjump.height)
triggerall = enemy(0),const(movement.yaccel) = playerid(ceil(sysfvar(0))),const(movement.yaccel)
triggerall = enemy(0),const(movement.stand.friction) = playerid(ceil(sysfvar(0))),const(movement.stand.friction)
triggerall = enemy(0),const(movement.crouch.friction) = playerid(ceil(sysfvar(0))),const(movement.crouch.friction)
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),movetype = A || ((helper(10100),sysvar(0) & ceil(2.0**2)) && enemy(0),id = playerid(root,var(0)),id && (enemy(0),stateno = [200,4999]))
triggerall = !enemy(0),movecontact
triggerall = enemy(0),ctrl = 0
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(30) != enemy(0),anim
triggerall = fvar(32) != enemy(0),anim
triggerall = fvar(34) != enemy(0),anim
triggerall = fvar(36) != enemy(0),anim
triggerall = fvar(38) != enemy(0),anim
;
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
trigger1 = fvar(30) = 0
trigger1 = 1 || fvar(30) := enemy(0),anim
trigger1 = 1 || fvar(31) := enemy(0),time-2
trigger2 = fvar(30) != 0 && fvar(32) = 0
trigger2 = 1 || fvar(32) := enemy(0),anim
trigger2 = 1 || fvar(33) := enemy(0),time-2
trigger3 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) = 0
trigger3 = 1 || fvar(34) := enemy(0),anim
trigger3 = 1 || fvar(35) := enemy(0),time-2
trigger4 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) = 0
trigger4 = 1 || fvar(36) := enemy(0),anim
trigger4 = 1 || fvar(37) := enemy(0),time-2
trigger5 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) = 0
trigger5 = 1 || fvar(38) := enemy(0),anim
trigger5 = 1 || fvar(39) := enemy(0),time-2
trigger6 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) = 0
trigger6 = 1 || fvar(10) := enemy(0),anim
trigger6 = 1 || fvar(11) := enemy(0),time-2
trigger7 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) = 0
trigger7 = 1 || fvar(12) := enemy(0),anim
trigger7 = 1 || fvar(13) := enemy(0),time-2
trigger8 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) = 0
trigger8 = 1 || fvar(14) := enemy(0),anim
trigger8 = 1 || fvar(15) := enemy(0),time-2
trigger9 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) = 0
trigger9 = 1 || fvar(16) := enemy(0),anim
trigger9 = 1 || fvar(17) := enemy(0),time-2
trigger10 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) = 0
trigger10 = 1 || fvar(18) := enemy(0),anim
trigger10 = 1 || fvar(19) := enemy(0),time-2

[state ,wp[XVQ]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1
triggerall = playeridexist(ceil(sysfvar(0)))
triggerall = enemy(1),const(data.life) = playerid(ceil(sysfvar(0))),const(data.life)
triggerall = enemy(1),const(data.attack) = playerid(ceil(sysfvar(0))),const(data.attack)
triggerall = enemy(1),const(data.defence) = playerid(ceil(sysfvar(0))),const(data.defence)
triggerall = enemy(1),const(data.fall.defence_mul) = playerid(ceil(sysfvar(0))),const(data.fall.defence_mul)
triggerall = enemy(1),const(data.liedown.time) = playerid(ceil(sysfvar(0))),const(data.liedown.time)
triggerall = enemy(1),const(data.airjuggle) = playerid(ceil(sysfvar(0))),const(data.airjuggle)
triggerall = enemy(1),const(data.sparkno) = playerid(ceil(sysfvar(0))),const(data.sparkno)
triggerall = enemy(1),const(data.guard.sparkno) = playerid(ceil(sysfvar(0))),const(data.guard.sparkno)
triggerall = enemy(1),const(data.KO.echo) = playerid(ceil(sysfvar(0))),const(data.KO.echo)
triggerall = enemy(1),const(data.IntPersistIndex) = playerid(ceil(sysfvar(0))),const(data.IntPersistIndex)
triggerall = enemy(1),const(data.FloatPersistIndex) = playerid(ceil(sysfvar(0))),const(data.FloatPersistIndex)
triggerall = enemy(1),const(velocity.walk.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.fwd.x)
triggerall = enemy(1),const(velocity.walk.back.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.back.x)
triggerall = enemy(1),const(velocity.run.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.x)
triggerall = enemy(1),const(velocity.run.fwd.y) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.y)
triggerall = enemy(1),const(velocity.run.back.x) = playerid(ceil(sysfvar(0))),const(velocity.run.back.x)
triggerall = enemy(1),const(velocity.run.back.y) = playerid(ceil(sysfvar(0))),const(velocity.run.back.y)
triggerall = enemy(1),const(velocity.jump.y) = playerid(ceil(sysfvar(0))),const(velocity.jump.y)
triggerall = enemy(1),const(velocity.jump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.neu.x)
triggerall = enemy(1),const(velocity.jump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.back.x)
triggerall = enemy(1),const(velocity.jump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.fwd.x)
triggerall = enemy(1),const(velocity.runjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.back.x)
triggerall = enemy(1),const(velocity.runjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.fwd.x)
triggerall = enemy(1),const(velocity.airjump.y) = playerid(ceil(sysfvar(0))),const(velocity.airjump.y)
triggerall = enemy(1),const(velocity.airjump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.neu.x)
triggerall = enemy(1),const(velocity.airjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.back.x)
triggerall = enemy(1),const(velocity.airjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.fwd.x)
triggerall = enemy(1),const(movement.airjump.num) = playerid(ceil(sysfvar(0))),const(movement.airjump.num)
triggerall = enemy(1),const(movement.airjump.height) = playerid(ceil(sysfvar(0))),const(movement.airjump.height)
triggerall = enemy(1),const(movement.yaccel) = playerid(ceil(sysfvar(0))),const(movement.yaccel)
triggerall = enemy(1),const(movement.stand.friction) = playerid(ceil(sysfvar(0))),const(movement.stand.friction)
triggerall = enemy(1),const(movement.crouch.friction) = playerid(ceil(sysfvar(0))),const(movement.crouch.friction)
;triggerall = sysvar(3) > sysvar(4)
triggerall = !(enemy(1),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(1),movetype = A || ((helper(10100),sysvar(0) & ceil(2.0**2)) && enemy(1),id = playerid(root,var(0)),id && (enemy(1),stateno = [200,4999]))
triggerall = enemy(1),ctrl = 0
triggerall = !enemy(1),movecontact
triggerall = !(enemy(1),stateno = [0,199])
triggerall = !(enemy(1),stateno = [5000,5120])
triggerall = fvar(20) != enemy(1),anim
triggerall = fvar(22) != enemy(1),anim
triggerall = fvar(24) != enemy(1),anim
triggerall = fvar(26) != enemy(1),anim
triggerall = fvar(28) != enemy(1),anim
;
triggerall = fvar(4) != enemy(1),anim
triggerall = fvar(6) != enemy(1),anim
triggerall = fvar(8) != enemy(1),anim
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := enemy(1),anim
trigger1 = 1 || fvar(21) := enemy(1),time-2
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := enemy(1),anim
trigger2 = 1 || fvar(23) := enemy(1),time-2
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := enemy(1),anim
trigger3 = 1 || fvar(25) := enemy(1),time-2
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := enemy(1),anim
trigger4 = 1 || fvar(27) := enemy(1),time-2
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := enemy(1),anim
trigger5 = 1 || fvar(29) := enemy(1),time-2
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := enemy(1),anim
trigger6 = 1 || fvar(5) := enemy(1),time-2
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := enemy(1),anim
trigger7 = 1 || fvar(7) := enemy(1),time-2
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := enemy(1),anim
trigger8 = 1 || fvar(9) := enemy(1),time-2


[state ,wp[XVR]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1
triggerall = playeridexist(ceil(sysfvar(0)))
triggerall = enemy(0),const(data.life) = playerid(ceil(sysfvar(0))),const(data.life)
triggerall = enemy(0),const(data.attack) = playerid(ceil(sysfvar(0))),const(data.attack)
triggerall = enemy(0),const(data.defence) = playerid(ceil(sysfvar(0))),const(data.defence)
triggerall = enemy(0),const(data.fall.defence_mul) = playerid(ceil(sysfvar(0))),const(data.fall.defence_mul)
triggerall = enemy(0),const(data.liedown.time) = playerid(ceil(sysfvar(0))),const(data.liedown.time)
triggerall = enemy(0),const(data.airjuggle) = playerid(ceil(sysfvar(0))),const(data.airjuggle)
triggerall = enemy(0),const(data.sparkno) = playerid(ceil(sysfvar(0))),const(data.sparkno)
triggerall = enemy(0),const(data.guard.sparkno) = playerid(ceil(sysfvar(0))),const(data.guard.sparkno)
triggerall = enemy(0),const(data.KO.echo) = playerid(ceil(sysfvar(0))),const(data.KO.echo)
triggerall = enemy(0),const(data.IntPersistIndex) = playerid(ceil(sysfvar(0))),const(data.IntPersistIndex)
triggerall = enemy(0),const(data.FloatPersistIndex) = playerid(ceil(sysfvar(0))),const(data.FloatPersistIndex)
triggerall = enemy(0),const(velocity.walk.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.fwd.x)
triggerall = enemy(0),const(velocity.walk.back.x) = playerid(ceil(sysfvar(0))),const(velocity.walk.back.x)
triggerall = enemy(0),const(velocity.run.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.x)
triggerall = enemy(0),const(velocity.run.fwd.y) = playerid(ceil(sysfvar(0))),const(velocity.run.fwd.y)
triggerall = enemy(0),const(velocity.run.back.x) = playerid(ceil(sysfvar(0))),const(velocity.run.back.x)
triggerall = enemy(0),const(velocity.run.back.y) = playerid(ceil(sysfvar(0))),const(velocity.run.back.y)
triggerall = enemy(0),const(velocity.jump.y) = playerid(ceil(sysfvar(0))),const(velocity.jump.y)
triggerall = enemy(0),const(velocity.jump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.neu.x)
triggerall = enemy(0),const(velocity.jump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.back.x)
triggerall = enemy(0),const(velocity.jump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.jump.fwd.x)
triggerall = enemy(0),const(velocity.runjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.back.x)
triggerall = enemy(0),const(velocity.runjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.runjump.fwd.x)
triggerall = enemy(0),const(velocity.airjump.y) = playerid(ceil(sysfvar(0))),const(velocity.airjump.y)
triggerall = enemy(0),const(velocity.airjump.neu.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.neu.x)
triggerall = enemy(0),const(velocity.airjump.back.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.back.x)
triggerall = enemy(0),const(velocity.airjump.fwd.x) = playerid(ceil(sysfvar(0))),const(velocity.airjump.fwd.x)
triggerall = enemy(0),const(movement.airjump.num) = playerid(ceil(sysfvar(0))),const(movement.airjump.num)
triggerall = enemy(0),const(movement.airjump.height) = playerid(ceil(sysfvar(0))),const(movement.airjump.height)
triggerall = enemy(0),const(movement.yaccel) = playerid(ceil(sysfvar(0))),const(movement.yaccel)
triggerall = enemy(0),const(movement.stand.friction) = playerid(ceil(sysfvar(0))),const(movement.stand.friction)
triggerall = enemy(0),const(movement.crouch.friction) = playerid(ceil(sysfvar(0))),const(movement.crouch.friction)
;triggerall = sysvar(3) > sysvar(4)
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),movetype = A || ((helper(10100),sysvar(0) & ceil(2.0**2)) && enemy(0),id = playerid(root,var(0)),id && (enemy(0),stateno = [200,4999]))
triggerall = enemy(0),ctrl = 0
triggerall = !enemy(0),numtarget
triggerall = !enemy(0),movecontact
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(30) != enemy(0),anim
triggerall = fvar(32) != enemy(0),anim
triggerall = fvar(34) != enemy(0),anim
triggerall = fvar(36) != enemy(0),anim
triggerall = fvar(38) != enemy(0),anim
;
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
;
triggerall = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0
triggerall = fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) != 0
;
triggerall = fvar(20) != enemy(0),anim
triggerall = fvar(22) != enemy(0),anim
triggerall = fvar(24) != enemy(0),anim
triggerall = fvar(26) != enemy(0),anim
triggerall = fvar(28) != enemy(0),anim
;
triggerall = fvar(4) != enemy(0),anim
triggerall = fvar(6) != enemy(0),anim
triggerall = fvar(8) != enemy(0),anim
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := enemy(0),anim
trigger1 = 1 || fvar(21) := enemy(0),time-2
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := enemy(0),anim
trigger2 = 1 || fvar(23) := enemy(0),time-2
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := enemy(0),anim
trigger3 = 1 || fvar(25) := enemy(0),time-2
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := enemy(0),anim
trigger4 = 1 || fvar(27) := enemy(0),time-2
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := enemy(0),anim
trigger5 = 1 || fvar(29) := enemy(0),time-2
;
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := enemy(0),anim
trigger6 = 1 || fvar(5) := enemy(0),time-2
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := enemy(0),anim
trigger7 = 1 || fvar(7) := enemy(0),time-2
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := enemy(0),anim
trigger8 = 1 || fvar(9) := enemy(0),time-2

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



[state ,Uwp[XV]
type = null
triggerall = roundstate = 2
triggerall = playeridexist(var(2))
triggerall = playerid(var(2)),movetype = A || playerid(var(2)),hitdefattr = SCA,AA,AP
triggerall = enemy(0),const(data.life) = playerid(var(2)),const(data.life)
triggerall = enemy(0),const(data.attack) = playerid(var(2)),const(data.attack)
triggerall = enemy(0),const(data.defence) = playerid(var(2)),const(data.defence)
triggerall = enemy(0),const(data.fall.defence_mul) = playerid(var(2)),const(data.fall.defence_mul)
triggerall = enemy(0),const(data.liedown.time) = playerid(var(2)),const(data.liedown.time)
triggerall = enemy(0),const(data.airjuggle) = playerid(var(2)),const(data.airjuggle)
triggerall = enemy(0),const(data.sparkno) = playerid(var(2)),const(data.sparkno)
triggerall = enemy(0),const(data.guard.sparkno) = playerid(var(2)),const(data.guard.sparkno)
triggerall = enemy(0),const(data.KO.echo) = playerid(var(2)),const(data.KO.echo)
triggerall = enemy(0),const(data.IntPersistIndex) = playerid(var(2)),const(data.IntPersistIndex)
triggerall = enemy(0),const(data.FloatPersistIndex) = playerid(var(2)),const(data.FloatPersistIndex)
triggerall = enemy(0),const(velocity.walk.fwd.x) = playerid(var(2)),const(velocity.walk.fwd.x)
triggerall = enemy(0),const(velocity.walk.back.x) = playerid(var(2)),const(velocity.walk.back.x)
triggerall = enemy(0),const(velocity.run.fwd.x) = playerid(var(2)),const(velocity.run.fwd.x)
triggerall = enemy(0),const(velocity.run.fwd.y) = playerid(var(2)),const(velocity.run.fwd.y)
triggerall = enemy(0),const(velocity.run.back.x) = playerid(var(2)),const(velocity.run.back.x)
triggerall = enemy(0),const(velocity.run.back.y) = playerid(var(2)),const(velocity.run.back.y)
triggerall = enemy(0),const(velocity.jump.y) = playerid(var(2)),const(velocity.jump.y)
triggerall = enemy(0),const(velocity.jump.neu.x) = playerid(var(2)),const(velocity.jump.neu.x)
triggerall = enemy(0),const(velocity.jump.back.x) = playerid(var(2)),const(velocity.jump.back.x)
triggerall = enemy(0),const(velocity.jump.fwd.x) = playerid(var(2)),const(velocity.jump.fwd.x)
triggerall = enemy(0),const(velocity.runjump.back.x) = playerid(var(2)),const(velocity.runjump.back.x)
triggerall = enemy(0),const(velocity.runjump.fwd.x) = playerid(var(2)),const(velocity.runjump.fwd.x)
triggerall = enemy(0),const(velocity.airjump.y) = playerid(var(2)),const(velocity.airjump.y)
triggerall = enemy(0),const(velocity.airjump.neu.x) = playerid(var(2)),const(velocity.airjump.neu.x)
triggerall = enemy(0),const(velocity.airjump.back.x) = playerid(var(2)),const(velocity.airjump.back.x)
triggerall = enemy(0),const(velocity.airjump.fwd.x) = playerid(var(2)),const(velocity.airjump.fwd.x)
triggerall = enemy(0),const(movement.airjump.num) = playerid(var(2)),const(movement.airjump.num)
triggerall = enemy(0),const(movement.airjump.height) = playerid(var(2)),const(movement.airjump.height)
triggerall = enemy(0),const(movement.yaccel) = playerid(var(2)),const(movement.yaccel)
triggerall = enemy(0),const(movement.stand.friction) = playerid(var(2)),const(movement.stand.friction)
triggerall = enemy(0),const(movement.crouch.friction) = playerid(var(2)),const(movement.crouch.friction)
triggerall = fvar(30) != var(0)
triggerall = fvar(32) != var(0)
triggerall = fvar(34) != var(0)
triggerall = fvar(36) != var(0)
triggerall = fvar(38) != var(0)
;
triggerall = fvar(10) != var(0)
triggerall = fvar(12) != var(0)
triggerall = fvar(14) != var(0)
triggerall = fvar(16) != var(0)
triggerall = fvar(18) != var(0)
trigger1 = fvar(30) = 0
trigger1 = 1 || fvar(30) := var(0)
trigger1 = 1 || fvar(31) := var(1)
trigger2 = fvar(30) != 0 && fvar(32) = 0
trigger2 = 1 || fvar(32) := var(0)
trigger2 = 1 || fvar(33) := var(1)
trigger3 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) = 0
trigger3 = 1 || fvar(34) := var(0)
trigger3 = 1 || fvar(35) := var(1)
trigger4 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) = 0
trigger4 = 1 || fvar(36) := var(0)
trigger4 = 1 || fvar(37) := var(1)
trigger5 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) = 0
trigger5 = 1 || fvar(38) := var(0)
trigger5 = 1 || fvar(39) := var(1)
;
trigger6 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) = 0
trigger6 = 1 || fvar(10) := var(0)
trigger6 = 1 || fvar(11) := var(1)
trigger7 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) = 0
trigger7 = 1 || fvar(12) := var(0)
trigger7 = 1 || fvar(13) := var(1)
trigger8 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) = 0
trigger8 = 1 || fvar(14) := var(0)
trigger8 = 1 || fvar(15) := var(1)
trigger9 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) = 0
trigger9 = 1 || fvar(16) := var(0)
trigger9 = 1 || fvar(17) := var(1)
trigger10 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) = 0
trigger10 = 1 || fvar(18) := var(0)
trigger10 = 1 || fvar(19) := var(1)

[state ,Uwp[XVQ]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1
triggerall = playeridexist(var(2))
triggerall = playerid(var(2)),movetype = A || playerid(var(2)),hitdefattr = SCA,AA,AP
triggerall = enemy(1),const(data.life) = playerid(var(2)),const(data.life)
triggerall = enemy(1),const(data.attack) = playerid(var(2)),const(data.attack)
triggerall = enemy(1),const(data.defence) = playerid(var(2)),const(data.defence)
triggerall = enemy(1),const(data.fall.defence_mul) = playerid(var(2)),const(data.fall.defence_mul)
triggerall = enemy(1),const(data.liedown.time) = playerid(var(2)),const(data.liedown.time)
triggerall = enemy(1),const(data.airjuggle) = playerid(var(2)),const(data.airjuggle)
triggerall = enemy(1),const(data.sparkno) = playerid(var(2)),const(data.sparkno)
triggerall = enemy(1),const(data.guard.sparkno) = playerid(var(2)),const(data.guard.sparkno)
triggerall = enemy(1),const(data.KO.echo) = playerid(var(2)),const(data.KO.echo)
triggerall = enemy(1),const(data.IntPersistIndex) = playerid(var(2)),const(data.IntPersistIndex)
triggerall = enemy(1),const(data.FloatPersistIndex) = playerid(var(2)),const(data.FloatPersistIndex)
triggerall = enemy(1),const(velocity.walk.fwd.x) = playerid(var(2)),const(velocity.walk.fwd.x)
triggerall = enemy(1),const(velocity.walk.back.x) = playerid(var(2)),const(velocity.walk.back.x)
triggerall = enemy(1),const(velocity.run.fwd.x) = playerid(var(2)),const(velocity.run.fwd.x)
triggerall = enemy(1),const(velocity.run.fwd.y) = playerid(var(2)),const(velocity.run.fwd.y)
triggerall = enemy(1),const(velocity.run.back.x) = playerid(var(2)),const(velocity.run.back.x)
triggerall = enemy(1),const(velocity.run.back.y) = playerid(var(2)),const(velocity.run.back.y)
triggerall = enemy(1),const(velocity.jump.y) = playerid(var(2)),const(velocity.jump.y)
triggerall = enemy(1),const(velocity.jump.neu.x) = playerid(var(2)),const(velocity.jump.neu.x)
triggerall = enemy(1),const(velocity.jump.back.x) = playerid(var(2)),const(velocity.jump.back.x)
triggerall = enemy(1),const(velocity.jump.fwd.x) = playerid(var(2)),const(velocity.jump.fwd.x)
triggerall = enemy(1),const(velocity.runjump.back.x) = playerid(var(2)),const(velocity.runjump.back.x)
triggerall = enemy(1),const(velocity.runjump.fwd.x) = playerid(var(2)),const(velocity.runjump.fwd.x)
triggerall = enemy(1),const(velocity.airjump.y) = playerid(var(2)),const(velocity.airjump.y)
triggerall = enemy(1),const(velocity.airjump.neu.x) = playerid(var(2)),const(velocity.airjump.neu.x)
triggerall = enemy(1),const(velocity.airjump.back.x) = playerid(var(2)),const(velocity.airjump.back.x)
triggerall = enemy(1),const(velocity.airjump.fwd.x) = playerid(var(2)),const(velocity.airjump.fwd.x)
triggerall = enemy(1),const(movement.airjump.num) = playerid(var(2)),const(movement.airjump.num)
triggerall = enemy(1),const(movement.airjump.height) = playerid(var(2)),const(movement.airjump.height)
triggerall = enemy(1),const(movement.yaccel) = playerid(var(2)),const(movement.yaccel)
triggerall = enemy(1),const(movement.stand.friction) = playerid(var(2)),const(movement.stand.friction)
triggerall = enemy(1),const(movement.crouch.friction) = playerid(var(2)),const(movement.crouch.friction)
triggerall = fvar(20) != var(0)
triggerall = fvar(22) != var(0)
triggerall = fvar(24) != var(0)
triggerall = fvar(26) != var(0)
triggerall = fvar(28) != var(0)
;
triggerall = fvar(4) != var(0)
triggerall = fvar(6) != var(0)
triggerall = fvar(8) != var(0)
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := var(0)
trigger1 = 1 || fvar(21) := var(1)
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := var(0)
trigger2 = 1 || fvar(23) := var(1)
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := var(0)
trigger3 = 1 || fvar(25) := var(1)
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := var(0)
trigger4 = 1 || fvar(27) := var(1)
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := var(0)
trigger5 = 1 || fvar(29) := var(1)
;
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := var(0)
trigger6 = 1 || fvar(5) := var(1)
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := var(0)
trigger7 = 1 || fvar(7) := var(1)
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := var(0)
trigger8 = 1 || fvar(9) := var(1)

[state ,Uwp[XVR]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1
triggerall = playeridexist(var(2))
triggerall = playerid(var(2)),movetype = A || playerid(var(2)),hitdefattr = SCA,AA,AP
triggerall = enemy(0),const(data.life) = playerid(var(2)),const(data.life)
triggerall = enemy(0),const(data.attack) = playerid(var(2)),const(data.attack)
triggerall = enemy(0),const(data.defence) = playerid(var(2)),const(data.defence)
triggerall = enemy(0),const(data.fall.defence_mul) = playerid(var(2)),const(data.fall.defence_mul)
triggerall = enemy(0),const(data.liedown.time) = playerid(var(2)),const(data.liedown.time)
triggerall = enemy(0),const(data.airjuggle) = playerid(var(2)),const(data.airjuggle)
triggerall = enemy(0),const(data.sparkno) = playerid(var(2)),const(data.sparkno)
triggerall = enemy(0),const(data.guard.sparkno) = playerid(var(2)),const(data.guard.sparkno)
triggerall = enemy(0),const(data.KO.echo) = playerid(var(2)),const(data.KO.echo)
triggerall = enemy(0),const(data.IntPersistIndex) = playerid(var(2)),const(data.IntPersistIndex)
triggerall = enemy(0),const(data.FloatPersistIndex) = playerid(var(2)),const(data.FloatPersistIndex)
triggerall = enemy(0),const(velocity.walk.fwd.x) = playerid(var(2)),const(velocity.walk.fwd.x)
triggerall = enemy(0),const(velocity.walk.back.x) = playerid(var(2)),const(velocity.walk.back.x)
triggerall = enemy(0),const(velocity.run.fwd.x) = playerid(var(2)),const(velocity.run.fwd.x)
triggerall = enemy(0),const(velocity.run.fwd.y) = playerid(var(2)),const(velocity.run.fwd.y)
triggerall = enemy(0),const(velocity.run.back.x) = playerid(var(2)),const(velocity.run.back.x)
triggerall = enemy(0),const(velocity.run.back.y) = playerid(var(2)),const(velocity.run.back.y)
triggerall = enemy(0),const(velocity.jump.y) = playerid(var(2)),const(velocity.jump.y)
triggerall = enemy(0),const(velocity.jump.neu.x) = playerid(var(2)),const(velocity.jump.neu.x)
triggerall = enemy(0),const(velocity.jump.back.x) = playerid(var(2)),const(velocity.jump.back.x)
triggerall = enemy(0),const(velocity.jump.fwd.x) = playerid(var(2)),const(velocity.jump.fwd.x)
triggerall = enemy(0),const(velocity.runjump.back.x) = playerid(var(2)),const(velocity.runjump.back.x)
triggerall = enemy(0),const(velocity.runjump.fwd.x) = playerid(var(2)),const(velocity.runjump.fwd.x)
triggerall = enemy(0),const(velocity.airjump.y) = playerid(var(2)),const(velocity.airjump.y)
triggerall = enemy(0),const(velocity.airjump.neu.x) = playerid(var(2)),const(velocity.airjump.neu.x)
triggerall = enemy(0),const(velocity.airjump.back.x) = playerid(var(2)),const(velocity.airjump.back.x)
triggerall = enemy(0),const(velocity.airjump.fwd.x) = playerid(var(2)),const(velocity.airjump.fwd.x)
triggerall = enemy(0),const(movement.airjump.num) = playerid(var(2)),const(movement.airjump.num)
triggerall = enemy(0),const(movement.airjump.height) = playerid(var(2)),const(movement.airjump.height)
triggerall = enemy(0),const(movement.yaccel) = playerid(var(2)),const(movement.yaccel)
triggerall = enemy(0),const(movement.stand.friction) = playerid(var(2)),const(movement.stand.friction)
triggerall = enemy(0),const(movement.crouch.friction) = playerid(var(2)),const(movement.crouch.friction)
triggerall = fvar(30) != var(0)
triggerall = fvar(32) != var(0)
triggerall = fvar(34) != var(0)
triggerall = fvar(36) != var(0)
triggerall = fvar(38) != var(0)
;
triggerall = fvar(10) != var(0)
triggerall = fvar(12) != var(0)
triggerall = fvar(14) != var(0)
triggerall = fvar(16) != var(0)
triggerall = fvar(18) != var(0)
;
triggerall = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0
triggerall = fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) != 0
;
triggerall = fvar(20) != var(0)
triggerall = fvar(22) != var(0)
triggerall = fvar(24) != var(0)
triggerall = fvar(26) != var(0)
triggerall = fvar(28) != var(0)
;
triggerall = fvar(4) != var(0)
triggerall = fvar(6) != var(0)
triggerall = fvar(8) != var(0)
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := var(0)
trigger1 = 1 || fvar(21) := var(1)
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := var(0)
trigger2 = 1 || fvar(23) := var(1)
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := var(0)
trigger3 = 1 || fvar(25) := var(1)
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := var(0)
trigger4 = 1 || fvar(27) := var(1)
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := var(0)
trigger5 = 1 || fvar(29) := var(1)
;
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := var(0)
trigger6 = 1 || fvar(5) := var(1)
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := var(0)
trigger7 = 1 || fvar(7) := var(1)
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := var(0)
trigger8 = 1 || fvar(9) := var(1)




[state ,projXV]
type = null
triggerall = roundstate = 2
triggerall = numenemy
triggerall = sysvar(2) = 0
triggerall = enemy(0),numproj > 0
triggerall = enemy(0),movetype = A
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),ctrl = 0
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(30) != enemy(0),anim
triggerall = fvar(32) != enemy(0),anim
triggerall = fvar(34) != enemy(0),anim
triggerall = fvar(36) != enemy(0),anim
triggerall = fvar(38) != enemy(0),anim
;
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
trigger1 = fvar(30) = 0
trigger1 = 1 || fvar(30) := enemy(0),anim
trigger1 = 1 || fvar(31) := enemy(0),time-1
trigger2 = fvar(30) != 0 && fvar(32) = 0
trigger2 = 1 || fvar(32) := enemy(0),anim
trigger2 = 1 || fvar(33) := enemy(0),time-1
trigger3 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) = 0
trigger3 = 1 || fvar(34) := enemy(0),anim
trigger3 = 1 || fvar(35) := enemy(0),time-1
trigger4 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) = 0
trigger4 = 1 || fvar(36) := enemy(0),anim
trigger4 = 1 || fvar(37) := enemy(0),time-1
trigger5 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) = 0
trigger5 = 1 || fvar(38) := enemy(0),anim
trigger5 = 1 || fvar(39) := enemy(0),time-1
trigger6 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) = 0
trigger6 = 1 || fvar(10) := enemy(0),anim
trigger6 = 1 || fvar(11) := enemy(0),time-1
trigger7 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) = 0
trigger7 = 1 || fvar(12) := enemy(0),anim
trigger7 = 1 || fvar(13) := enemy(0),time-1
trigger8 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) = 0
trigger8 = 1 || fvar(14) := enemy(0),anim
trigger8 = 1 || fvar(15) := enemy(0),time-1
trigger9 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) = 0
trigger9 = 1 || fvar(16) := enemy(0),anim
trigger9 = 1 || fvar(17) := enemy(0),time-1
trigger10 = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0 && fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) = 0
trigger10 = 1 || fvar(18) := enemy(0),anim
trigger10 = 1 || fvar(19) := enemy(0),time-1

[state ,projXVQ]
type = null
triggerall = roundstate = 2
triggerall = numenemy > 1
triggerall = sysvar(2) = 0
triggerall = enemy(1),numproj > 0
triggerall = enemy(1),movetype = A
triggerall = !(enemy(1),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(1),ctrl = 0
triggerall = !(enemy(1),stateno = [0,199])
triggerall = !(enemy(1),stateno = [5000,5120])
triggerall = fvar(20) != enemy(1),anim
triggerall = fvar(22) != enemy(1),anim
triggerall = fvar(24) != enemy(1),anim
triggerall = fvar(26) != enemy(1),anim
triggerall = fvar(28) != enemy(1),anim
;
triggerall = fvar(4) != enemy(1),anim
triggerall = fvar(6) != enemy(1),anim
triggerall = fvar(8) != enemy(1),anim
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := enemy(1),anim
trigger1 = 1 || fvar(21) := enemy(1),time-1
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := enemy(1),anim
trigger2 = 1 || fvar(23) := enemy(1),time-1
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := enemy(1),anim
trigger3 = 1 || fvar(25) := enemy(1),time-1
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := enemy(1),anim
trigger4 = 1 || fvar(27) := enemy(1),time-1
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := enemy(1),anim
trigger5 = 1 || fvar(29) := enemy(1),time-1
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := enemy(1),anim
trigger6 = 1 || fvar(5) := enemy(1),time-1
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := enemy(1),anim
trigger7 = 1 || fvar(7) := enemy(1),time-1
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := enemy(1),anim
trigger8 = 1 || fvar(9) := enemy(1),time-1

[state ,projXVR]
type = null
triggerall = roundstate = 2
triggerall = numenemy = 1
triggerall = sysvar(2) = 0
triggerall = enemy(0),numproj > 0
triggerall = enemy(0),movetype = A
triggerall = !(enemy(0),hitdefattr = SCA,AA,AP,AT)
triggerall = enemy(0),ctrl = 0
triggerall = !(enemy(0),stateno = [0,199])
triggerall = !(enemy(0),stateno = [5000,5120])
triggerall = fvar(30) != enemy(0),anim
triggerall = fvar(32) != enemy(0),anim
triggerall = fvar(34) != enemy(0),anim
triggerall = fvar(36) != enemy(0),anim
triggerall = fvar(38) != enemy(0),anim
;
triggerall = fvar(10) != enemy(0),anim
triggerall = fvar(12) != enemy(0),anim
triggerall = fvar(14) != enemy(0),anim
triggerall = fvar(16) != enemy(0),anim
triggerall = fvar(18) != enemy(0),anim
;
triggerall = fvar(30) != 0 && fvar(32) != 0 && fvar(34) != 0 && fvar(36) != 0 && fvar(38) != 0
triggerall = fvar(10) != 0 && fvar(12) != 0 && fvar(14) != 0 && fvar(16) != 0 && fvar(18) != 0
;
triggerall = fvar(20) != enemy(0),anim
triggerall = fvar(22) != enemy(0),anim
triggerall = fvar(24) != enemy(0),anim
triggerall = fvar(26) != enemy(0),anim
triggerall = fvar(28) != enemy(0),anim
;
triggerall = fvar(4) != enemy(0),anim
triggerall = fvar(6) != enemy(0),anim
triggerall = fvar(8) != enemy(0),anim
trigger1 = fvar(20) = 0
trigger1 = 1 || fvar(20) := enemy(0),anim
trigger1 = 1 || fvar(21) := enemy(0),time-1
trigger2 = fvar(20) != 0 && fvar(22) = 0
trigger2 = 1 || fvar(22) := enemy(0),anim
trigger2 = 1 || fvar(23) := enemy(0),time-1
trigger3 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) = 0
trigger3 = 1 || fvar(24) := enemy(0),anim
trigger3 = 1 || fvar(25) := enemy(0),time-1
trigger4 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) = 0
trigger4 = 1 || fvar(26) := enemy(0),anim
trigger4 = 1 || fvar(27) := enemy(0),time-1
trigger5 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) = 0
trigger5 = 1 || fvar(28) := enemy(0),anim
trigger5 = 1 || fvar(29) := enemy(0),time-1
;
trigger6 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) = 0
trigger6 = 1 || fvar(4) := enemy(0),anim
trigger6 = 1 || fvar(5) := enemy(0),time-1
trigger7 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) = 0
trigger7 = 1 || fvar(6) := enemy(0),anim
trigger7 = 1 || fvar(7) := enemy(0),time-1
trigger8 = fvar(20) != 0 && fvar(22) != 0 && fvar(24) != 0 && fvar(26) != 0 && fvar(28) != 0 && fvar(4) != 0 && fvar(6) != 0 && fvar(8) = 0
trigger8 = 1 || fvar(8) := enemy(0),anim
trigger8 = 1 || fvar(9) := enemy(0),time-1


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



[state ]
type = null;displayToClipboard
trigger1 = 1
text="at_helper = %d,anim = %d,range = %d,1st= %d"
params = sysvar(3),ceil(fvar(0)),ceil(fvar(1)),var(3)
ignorehitpause = 1

[state ]
type = null;appendtoclipboard
trigger1 = playeridexist(ceil(sysfvar(0)))
text = "  ,%d,%d"
params=ceil(playerid(ceil(sysfvar(0))),rootdist x*playerid(ceil(sysfvar(0))),facing*-1),ceil((playerid(ceil(sysfvar(0))),pos x-enemy(0),pos x)*playerid(ceil(sysfvar(0))),facing)
ignorehitpause = 1

[state ]
type = null;displaytoClipboard
trigger1 = 1
text="%d,%d,%d,%d,%d"
params = ceil(var(3)),ceil(var(4)),ceil(var(5)),ceil(var(6)),ceil(var(7))
ignorehitpause = 1



[state ]
type = displaytoClipboard
trigger1 = 1
text="%d,%d,%d,%d,%d"
params = ceil(fvar(30)),ceil(fvar(32)),ceil(fvar(34)),ceil(fvar(36)),ceil(fvar(38))
ignorehitpause = 1

[state ]
type = appendToClipboard
trigger1 = 1
text=" ,%d,%d,%d,%d,%d"
params = ceil(fvar(31)),ceil(fvar(33)),ceil(fvar(35)),ceil(fvar(37)),ceil(fvar(39))
ignorehitpause = 1


[state ]
type = appendToClipboard
trigger1 = 1
text="\n%d,%d,%d,%d,%d"
params = ceil(fvar(20)),ceil(fvar(22)),ceil(fvar(24)),ceil(fvar(26)),ceil(fvar(28))
ignorehitpause = 1

[state ]
type = appendToClipboard
trigger1 = 1
text=" ,%d,%d,%d,%d,%d"
params = ceil(fvar(21)),ceil(fvar(23)),ceil(fvar(25)),ceil(fvar(27)),ceil(fvar(29))
ignorehitpause = 1

[statedef 30021];hcmFwp[
ctrl = 0

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

[state ]
type = destroyself
trigger1 = 1









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

;var(40)-var(43)	;vZ	;̃wp[ړƌvẐœȂ

;sysfvar(0)	;{̂̍[܂ł̋
;sysfvar(1)	;
;sysfvar(2)	;{̂̉E[܂ł̋
;sysfvar(3)	;E

;gpϐ	var(44)-var(58)
;			sysvar(2)-sysvar(4)
;			sysfvar(4)

;//-----//

[statedef 10200]
ctrl = 0
movetype = I

[state ]
type = Selfstate
trigger1 = !ishelper
value = 52
ctrl = 1
persistent = 256
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
[state ]
type = changeanim
trigger1 = anim != 838861
value = 838861
ignorehitpause = 1
[state ]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))		;ѓ݂
triggerall = (sysvar(0) & ceil(2.0**30))														;Ot[ɑ
trigger1 = !(sysvar(0) & ceil(2.0**29))
sysvar(0) = (sysvar(0) | ceil(2.0**29))
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))		;ѓ݂
triggerall = !(sysvar(0) & ceil(2.0**30))														;Ot[ɂ݂Ȃ
trigger1 = (sysvar(0) & ceil(2.0**29))
sysvar(0) = (sysvar(0) | ceil(2.0**29)) - ceil(2.0**29)
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))			;ѓ
trigger1 = !(sysvar(0) & ceil(2.0**30))
sysvar(0) = (sysvar(0) | ceil(2.0**30))
ignorehitpause = 1
[state ,ѓm]
type = varset
triggerall = roundstate = 2 && var(59) < 40 && sysvar(1) = 0
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))		;ѓ݂Ȃ
trigger1 = (sysvar(0) & ceil(2.0**30))
sysvar(0) = (sysvar(0) | ceil(2.0**30)) - ceil(2.0**30)
ignorehitpause = 1

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

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

[state ,[v]
type = changestate
triggerall = (ishelper(10200) && playerid(root,var(0)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(0)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && playerid(root,var(0)),movetype = A
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = sysvar(1) < 39
trigger1 = sysvar(1) <= var(59)	;炷߃[v񐔂ɐ+ی+1
value = 10201
ignorehitpause = 1

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

[state ,JEg]
Type = VarAdd
triggerall = roundstate = 2
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = var(59) < 38
Trigger1 = var(var(59)+1) > 0
var(59) = 2
IgNoreHitPause = 1

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

[state ,ϐ]
type = varset
triggerall = ishelper(10200)
triggerall = roundstate < 2
triggerall = root,RoundsExisted > 0 && enemy,RoundsExisted > 0
triggerall = !(sysvar(0) & ceil(2.0**0))
triggerall = (root,var(57) & ceil(2.0**30))	;I
triggerall = !(teammode = turns)
trigger1 = 1 || var(0) := floor(root,var(1) / 1000)
trigger1 = 1 || var(1) := root,var(1) - (var(0) * 1000)
trigger1 = 1 || var(2) := floor(root,var(2) / 1000)
trigger1 = 1 || var(3) := root,var(2) - (var(2) * 1000)
trigger1 = 1 || var(4) := floor(root,var(3) / 1000)
trigger1 = 1 || var(5) := root,var(3) - (var(4) * 1000)
trigger1 = 1 || var(6) := floor(root,var(4) / 1000)
trigger1 = 1 || var(7) := root,var(4) - (var(6) * 1000)
trigger1 = 1 || var(8) := floor(root,var(5) / 1000)
trigger1 = 1 || var(9) := root,var(5) - (var(8) * 1000)
trigger1 = 1 || var(10) := floor(root,var(6) / 1000)
trigger1 = 1 || var(11) := root,var(6) - (var(10) * 1000)
trigger1 = 1 || var(12) := floor(root,var(7) / 1000)
trigger1 = 1 || var(13) := root,var(7) - (var(12) * 1000)
trigger1 = 1 || var(14) := floor(root,var(8) / 1000)
trigger1 = 1 || var(15) := root,var(8) - (var(14) * 1000)
trigger1 = 1 || var(16) := floor(root,var(9) / 1000)
trigger1 = 1 || var(17) := root,var(9) - (var(16) * 1000)
trigger1 = 1 || var(18) := floor(root,var(26) / 1000)
trigger1 = 1 || var(19) := root,var(26) - (var(18) * 1000)
trigger1 = 1 || var(20) := floor(root,var(28) / 1000)
trigger1 = 1 || var(21) := root,var(28) - (var(20) * 1000)
trigger1 = 1 || var(22) := floor(root,var(31) / 1000)
trigger1 = 1 || var(23) := root,var(31) - (var(22) * 1000)
trigger1 = 1 || var(24) := floor(root,var(32) / 1000)
trigger1 = 1 || var(25) := root,var(32) - (var(24) * 1000)
trigger1 = 1 || var(26) := floor(root,var(39) / 1000)
trigger1 = 1 || var(27) := root,var(39) - (var(26) * 1000)
trigger1 = 1 || var(28) := floor(root,var(38) / 1000)
trigger1 = 1 || var(29) := root,var(38) - (var(28) * 1000)
trigger1 = 1 || fvar(0) := floor(floor(root,fvar(0)) / 1000)
trigger1 = 1 || fvar(1) := (floor(floor(root,fvar(0)) - (floor(fvar(0)) * 1000))) * -1
trigger1 = 1 || fvar(2) := floor(floor(root,fvar(1)) / 1000)
trigger1 = 1 || fvar(3) := (floor(floor(root,fvar(1)) - (floor(fvar(2)) * 1000))) * -1
trigger1 = 1 || fvar(4) := floor(floor(root,fvar(2)) / 1000)
trigger1 = 1 || fvar(5) := (floor(floor(root,fvar(2)) - (floor(fvar(4)) * 1000))) * -1
trigger1 = 1 || fvar(6) := floor(floor(root,fvar(3)) / 1000)
trigger1 = 1 || fvar(7) := (floor(floor(root,fvar(3)) - (floor(fvar(6)) * 1000))) * -1
trigger1 = 1 || fvar(8) := floor(floor(root,fvar(4)) / 1000)
trigger1 = 1 || fvar(9) := (floor(floor(root,fvar(4)) - (floor(fvar(8)) * 1000))) * -1
trigger1 = 1 || fvar(10) := floor(floor(root,fvar(5)) / 1000)
trigger1 = 1 || fvar(11) := (floor(floor(root,fvar(5)) - (floor(fvar(10)) * 1000))) * -1
trigger1 = 1 || fvar(12) := floor(floor(root,fvar(6)) / 1000)
trigger1 = 1 || fvar(13) := (floor(floor(root,fvar(6)) - (floor(fvar(12)) * 1000))) * -1
trigger1 = 1 || fvar(14) := floor(floor(root,fvar(7)) / 1000)
trigger1 = 1 || fvar(15) := (floor(floor(root,fvar(7)) - (floor(fvar(14)) * 1000))) * -1
trigger1 = 1 || fvar(16) := floor(floor(root,fvar(8)) / 1000)
trigger1 = 1 || fvar(17) := (floor(floor(root,fvar(8)) - (floor(fvar(16)) * 1000))) * -1
trigger1 = 1 || fvar(18) := floor(floor(root,fvar(9)) / 1000)
trigger1 = 1 || fvar(19) := (floor(floor(root,fvar(9)) - (floor(fvar(18)) * 1000))) * -1
trigger1 = 1 || fvar(20) := floor(floor(root,fvar(19)) / 1000)
trigger1 = 1 || fvar(21) := (floor(floor(root,fvar(19)) - (floor(fvar(20)) * 1000))) * -1
trigger1 = 1 || fvar(22) := floor(floor(root,fvar(22)) / 1000)
trigger1 = 1 || fvar(23) := (floor(floor(root,fvar(22)) - (floor(fvar(22)) * 1000))) * -1
trigger1 = 1 || fvar(24) := floor(floor(root,fvar(23)) / 1000)
trigger1 = 1 || fvar(25) := (floor(floor(root,fvar(23)) - (floor(fvar(24)) * 1000))) * -1
trigger1 = 1 || fvar(26) := floor(floor(root,fvar(24)) / 1000)
trigger1 = 1 || fvar(27) := (floor(floor(root,fvar(24)) - (floor(fvar(26)) * 1000))) * -1
trigger1 = 1 || fvar(28) := floor(floor(root,fvar(26)) / 1000)
trigger1 = 1 || fvar(29) := (floor(floor(root,fvar(26)) - (floor(fvar(28)) * 1000))) * -1
sysvar(0) = (sysvar(0) | ceil(2.0**0))	;stO
ignorehitpause = 1

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

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

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




[state ,]
type = null
triggerall = numhelper(10300)
triggerall = helper(10300),stateno = 370010
trigger1 = 1 || var(40) := helper(10300),var(5)
trigger1 = 1 || var(41) := helper(10300),var(6)
trigger1 = 1 || var(42) := helper(10300),var(14)
trigger1 = 1 || var(43) := helper(10300),var(15)
persistent = 0

[state ]
type = posset
trigger1 = numhelper(10300)
x = 0
y = 99999
persistent = 0	;K{

[State ]
Type = turn
Trigger1 = Facing != Root,Facing

[State ]
Type = varset
trigger1 = 1
sysfvar(0) = var(41) + Floor(RootDist X) *(facing) -var(43)

[State ]
Type = varset
Trigger1= 1
sysfvar(1) = var(41) -var(43)

[State ]
Type = varset
Trigger1= 1
sysfvar(2) = var(40) + Floor(RootDist X) *(facing*-1) -var(42)

[State ]
Type = varset
Trigger1= 1
sysfvar(3) = var(40) -var(42)

[State ]
Type = DisplayToClipBoard
Trigger1 = ishelper(10200)
text = "|<== %d -root- %d ==>|\n|<== %d -Center- %d ==>| flag=%d \n"
Params = ceil(sysfvar(0)), ceil(sysfvar(2)), ceil(sysfVar(1)), ceil(sysfVar(3)), ceil(var(42)*100+var(43))
IgnoreHitPause = 1 





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


[statedef 10201]

[state ,xXV]
Type = VarSet
triggerall = playeridexist(root,var(0))
triggerall = (ishelper(10200) && playerid(root,var(0)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(0)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 39
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(0)),stateno = [5000,5999])
triggerall = !(playerid(root,var(0)),stateno = [0,199])
triggerall = playerid(root,var(0)),movetype = A && playerid(root,var(0)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(0)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
triggerall = playerid(root,var(0)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1)												;K{
triggerall = var(sysvar(1)+1) > playerid(root,var(0)),time					;őD
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger1 = playerid(root,var(0)),movecontact	;Lq
trigger2 = playerid(root,var(0)),movecontact = 1
var(sysvar(1)+1)=playerid(root,var(0)),time
ignorehitpause = 1

[state ,wXV]
Type = null
triggerall = playeridexist(root,var(0))
triggerall = (ishelper(10200) && playerid(root,var(0)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(0)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 39
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(0)),stateno = [5000,5999])
triggerall = !(playerid(root,var(0)),stateno = [0,199])
triggerall = playerid(root,var(0)),movetype = A && playerid(root,var(0)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(0)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
Triggerall = playerid(root,var(0)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1) > 0											;K{
triggerall = fvar(sysvar(1)) < root,P2Dist x								;D
Trigger1 = (root,stateno = 150 || root,stateno = 152 || root,stateno = 154) && root,time = 1
trigger1 = playerid(root,var(0)),movecontact	;Lq
trigger1 = fvar(sysvar(1)) := root,p2dist x
trigger2 = root,movetype = H
trigger2 = playerid(root,var(0)),movecontact = 1
trigger2 = root,prevstateno != [200,4999]
trigger2 = fvar(sysvar(1)) := root,p2dist x
ignorehitpause = 1

[state ,xXV]
Type = null
triggerall = playeridexist(root,var(0))
triggerall = (ishelper(10200) && playerid(root,var(0)),id = enemy(0),id) || (ishelper(10201) && playerid(root,var(0)),id = enemy(numenemy>1),id)
triggerall = roundstate = 2 && sysvar(1) < 38
triggerall = !numhelper(30020) || (numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58) & ceil(2.0**4)))
triggerall = !(sysvar(0) & ceil(2.0**29)) && !(sysvar(0) & ceil(2.0**30))
triggerall = !(playerid(root,var(0)),stateno = [5000,5999])
triggerall = !(playerid(root,var(0)),stateno = [0,199])
triggerall = playerid(root,var(0)),movetype = A && playerid(root,var(0)),hitdefattr = SCA,AA,AP
triggerall = var(var(59)) <= 2147482				;max
triggerall = playerid(root,var(0)),time-1 <= 999	;max
triggerall = root,p2dist x <= 999					;max
triggerall = root,p2dist y >= -999					;min
Triggerall = playerid(root,var(0)),anim = var(sysvar(1))					;K{
triggerall = var(sysvar(1)+1) > 0											;K{
Triggerall = fvar(sysvar(1)+1) > root,P2Dist y								;󁕉D
Trigger1 = (root,stateno = 150 || root,stateno = 152 || root,stateno = 154) && root,time = 1
trigger1 = playerid(root,var(0)),movecontact	;Lq
trigger1 = fvar(sysvar(1)+1) := root,p2dist y
trigger2 = root,movetype = H
trigger2 = playerid(root,var(0)),movecontact = 1
trigger2 = root,prevstateno != [200,4999]
trigger2 = fvar(sysvar(1)+1) := root,p2dist y
ignorehitpause = 1

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

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





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

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

;fvar(0)	;荂
;fvar(1)	;time

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

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

[state ,]
type = changestate
trigger1 = numenemy > 1
trigger2 = roundstate != 2
trigger3 = helper(10100),fvar(30)
trigger3 = helper(10100),fvar(31)
trigger3 = helper(10100),fvar(32)
trigger3 = helper(10100),fvar(33) || 1
trigger3 = helper(10100),fvar(34)
trigger3 = helper(10100),fvar(35)
trigger4 = p2stateno != playerid(root,var(0)),stateno
trigger5 = p2statetype = A && playerid(root,var(0)),statetype != A
trigger6 = p2statetype = L && playerid(root,var(0)),statetype != L
trigger7 = p2statetype = S && playerid(root,var(0)),statetype != S
trigger8 = p2statetype = C && playerid(root,var(0)),statetype != C
trigger9 = p2movetype = I && playerid(root,var(0)),movetype != I
trigger10 = p2movetype = A && playerid(root,var(0)),movetype != A
trigger11 = p2movetype = H && playerid(root,var(0)),movetype != H
value = 5990
ignorehitpause = 1

[state ,ve]
type = null
triggerall = roundstate = 2
trigger1 = enemy(0),statetype = S && helper(10100),fvar(32) = 0	;O
trigger1 = 1 || var(59) := 3
trigger1 = !fvar(4+var(59)*5)
trigger2 = 0
trigger2 = enemy(0),statetype = C && helper(10100),fvar(33) = 0	;O
trigger2 = 1 || var(59) := 4
trigger2 = !fvar(4+var(59)*5)
trigger3 = enemy(0),statetype = C && helper(10100),fvar(31) = 0	;
trigger3 = 1 || var(59) := 2
trigger3 = !fvar(4+var(59)*5)
trigger4 = enemy(0),statetype = S && helper(10100),fvar(30) = 0	;g
trigger4 = 1 || var(59) := 1
trigger4 = !fvar(4+var(59)*5)
trigger5 = enemy(0),statetype = S && helper(10100),fvar(34) = 0	;㕝
trigger5 = 1 || var(59) := 5
trigger5 = !fvar(4+var(59)*5)
trigger6 = enemy(0),statetype = S && helper(10100),fvar(35) = 0	;
trigger6 = 1 || var(59) := 0
trigger6 = !fvar(4+var(59)*5)
trigger7 = 1 || var(59) := 6
ignorehitpause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


[Statedef 5990]	;폜Xe[g
ctrl = 0

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



;-----`hN

[stateDef 10099]
movetype = A
ctrl = 0
anim = 838861

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

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

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

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

[state ,`h]
type = varset
triggerall = !var(0)
triggerall = !var(1)
trigger1 = command = "ai"
trigger2 = command = "player"
trigger3 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger4 = command = "F" || command = "B" || command = "U" || command = "D" || command = "start"
trigger5 = command = "gsh"
trigger6 = command = "rtdy"
trigger7 = command = "rtdx"
trigger8 = command = "rkdx"
trigger9 = command = "rkdy"
trigger10 = command = "rkdb"
trigger11 = command = "QCF_xy"
trigger12 = command = "DU"
trigger13 = command = "FF"
trigger14 = command = "BB"
trigger15 = command = "DD"
trigger16 = command = "DFDF"
trigger17 = command = "DBDB"
trigger18 = command = "recovery"
trigger19 = command = "hj"
trigger20 = command = "x+a"
trigger21 = command = "y+b"
trigger22 = command = "down_a"
trigger23 = command = "down_b"
trigger24 = command = "up"
trigger25 = command = "fwd"
trigger26 = command = "back"
trigger27 = command = "down"
trigger28 = command = "holdfwd"
trigger29 = command = "holdback"
trigger30 = command = "holdup"
trigger31 = command = "holddown"
trigger32 = command = "check0"
trigger33 = command = "check1"
trigger34 = command = "check2"
trigger35 = command = "check3"
trigger36 = command = "check4"
trigger37 = command = "check5"
trigger38 = command = "check6"
trigger39 = command = "check7"
trigger40 = command = "check8"
trigger41 = command = "check9"
trigger42 = command = "check10"
trigger43 = command = "check11"
trigger44 = command = "check12"
trigger45 = command = "check13"
trigger46 = command = "check14"
trigger47 = command = "check15"
trigger48 = command = "check16"
trigger49 = command = "check17"
trigger50 = command = "check18"
trigger51 = command = "check19"
trigger52 = command = "check20"
trigger53 = command = "check21"
trigger54 = command = "check22"
trigger55 = command = "check23"
trigger56 = command = "check24"
trigger57 = command = "check25"
trigger58 = command = "check26"
trigger59 = command = "check27"
trigger60 = command = "check28"
trigger61 = command = "check29"
trigger62 = command = "check30"
trigger63 = command = "check31"
trigger64 = command = "check32"
trigger65 = command = "check33"
trigger66 = command = "check34"
trigger67 = command = "check35"
trigger68 = command = "check36"
trigger69 = command = "check37"
trigger70 = command = "check38"
trigger71 = command = "check39"
trigger72 = command = "check40"
trigger73 = command = "QCB_x"
trigger74 = command = "QCB_y"
trigger75 = command = "QCB_xy"
trigger76 = command = "FF_ab"
trigger77 = command = "FF_a"
trigger78 = command = "FF_b"
var(1) = 1

[state ,roundstate=2̖\h~]
type = changestate
trigger1 = var(2) <= 1
trigger1 = var(1) = 1
trigger1 = 1 || var(1) := 0
trigger1 = 1 || var(0) := 0
value = 5990

[state ,͂ɂ\h~]
type = varadd
triggerall = !var(0)
trigger1 = var(1)
var(1) = 1
[state ,͂ɂ\h~]
type = varset
triggerall = !var(0)
trigger1 = var(1) > 7
var(0) = 1

[state ,tO]
type = destroyself
trigger1 = (root,sysvar(4) & ceil(2.0**0))
trigger2 = (root,sysvar(4) & ceil(2.0**28))

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




;ʒ[vwp[	v㎩
[Statedef 370000]
Type = A

[State 370010, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = Invisible
flag2 = Noshadow
ignorehitpause=1
[State 370010, NotHitBy]
Type = NotHitBy
Value = SCA
Trigger1 = 1
IgnoreHitPause = 1

[State 370000]
Type = turn
Trigger1 = Facing = -1

[State 370000]
Type = PosSet
Trigger1 = var(0) = 0
Trigger1 = var(0):= 1
Trigger1 =(var(1):= 0)||(var(3):= 1)||(var(5):= 0)
Trigger1 =(var(2):= 0)||(var(4):= 1)||(var(6):= 0)
Trigger1 = var(7):= 370000
Trigger1 = var(8):= 371000
Trigger1 = var(21):= 6400
Trigger1 = var(22):= 6400
Trigger1 = var(25):= 1000
Trigger1 = var(26):=  750
Trigger1 = var(27):=  500
Trigger1 = var(28):=  250
Trigger1 = var(29):=  300
Trigger1 = var(50):= 838861
X = 0
Y = -25

[State -3,Field Edge]
Type = Null
Trigger1 = var(14) := Floor(ScreenPos X - Pos X) - FrontEdgeDist + Floor(Pos X*facing)
Trigger1 = var(15) := Floor(ScreenPos X - Pos X) - BackEdgedist - Floor(Pos X*facing)

[State 370000]
Type = ChangeAnim
value = var(50)
Trigger1 = 1

[State 370000]
Type = Projectile
Trigger1 = !Time && Var(1) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(7)+200
ProjAnim = var(50)
Offset = var(25),0
Velocity = 1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0
[State 370000]
Type = Projectile
Trigger1 = !Time && Var(2) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(8)+200
ProjAnim = var(50)
Offset = var(25)*-1,0
Velocity = -1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0

[State 370000]
Type = Projectile
Trigger1 = !Time && Var(1) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(7)+201
ProjAnim = var(50)
Offset = var(26),0
Velocity = 1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0
[State 370000]
Type = Projectile
Trigger1 = !Time && Var(2) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(8)+201
ProjAnim = var(50)
Offset = var(26)*-1,0
Velocity = -1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0

[State 370000]
Type = Projectile
Trigger1 = !Time && Var(1) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(7)+202
ProjAnim = var(50)
Offset = var(27),0
Velocity = 1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0
[State 370000]
Type = Projectile
Trigger1 = !Time && Var(2) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(8)+202
ProjAnim = var(50)
Offset = var(27)*-1,0
Velocity = -1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0

[State 370000]
Type = Projectile
Trigger1 = !Time && Var(1) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(7)+203
ProjAnim = var(50)
Offset = var(28),0
Velocity = 1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0
[State 370000]
Type = Projectile
Trigger1 = !Time && Var(2) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(8)+203
ProjAnim = var(50)
Offset = var(28)*-1,0
Velocity = -1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0

[State 370000]
Type = changeState
TriggerAll = Time
Trigger1 = !var(1) && Root,NumProjID(var(7)+200)
Trigger2 = !var(2) && Root,NumProjID(var(7)+200)
value = 370001

[State 370000]
Type = Null
TriggerAll = Time
Trigger1 = !var(1) && Root,NumProjID(var(7)+201)
Trigger1 =0&& var(1) := var(26) + var(29)
Trigger2 = !var(2) && Root,NumProjID(var(8)+201)
Trigger2 =0&& var(2) := var(26) + var(29)
Trigger3 = !var(1) && Root,NumProjID(var(7)+202)
Trigger3 =0&& var(1) := var(27) + var(29)
Trigger4 = !var(2) && Root,NumProjID(var(8)+202)
Trigger4 =0&& var(2) := var(27) + var(29)
Trigger5 = !var(1) && Root,NumProjID(var(7)+203)
Trigger5 =0&& var(1) := var(28) + var(29)
Trigger6 = !var(2) && Root,NumProjID(var(8)+203)
Trigger6 =0&& var(2) := var(28) + var(29)
Trigger7 = !var(1) &&!Root,NumProjID(var(7)+203)
Trigger7 =0&& var(1) := var(29)
Trigger8 = !var(2) &&!Root,NumProjID(var(8)+203)
Trigger8 =0&& var(2) := var(29)

[State 370000]
Type = changeState
TriggerAll = Time
Trigger1 = var(1) && var(2)
value = 370002

[State 370000]
Type = changeState
TriggerAll = Time
Trigger1 = !var(1) || !var(2)
value = 370001


[Statedef 370001]
Type = A
Anim = var(50)
[State 370010, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = Invisible
flag2 = Noshadow
ignorehitpause=1
[State 370010, NotHitBy]
Type = NotHitBy
Value = SCA
Trigger1 = 1
IgnoreHitPause = 1

[State 370001]
Type = Projectile
Trigger1 = !Time && Var(1) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(7)+100
ProjAnim = var(50)
Offset = var(21),0
Velocity = 1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0

[State 370001]
Type = Projectile
Trigger1 = !Time && Var(2) = 0
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(8)+100
ProjAnim = var(50)
Offset = var(21)*-1,0
Velocity = -1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0

[State 370001]
Type = Null
TriggerAll = Time
Trigger1 = !var(1) && Root,NumProjID(var(7)+100)
Trigger1 = var(21) >= var(22)
Trigger1 =0&& var(5) := 1000000000
Trigger2 = !var(2) && Root,NumProjID(var(8)+100)
Trigger2 = var(21) >= var(22)
Trigger2 =0&& var(6) := 1000000000

[State 370001]
Type = Null
TriggerAll = Time
Trigger1 = !var(1) && Root,NumProjID(var(7)+100)
Trigger1 =0&& var(1) := var(21) + 200 +(var(21)>1500)*800
Trigger2 = !var(2) && Root,NumProjID(var(8)+100)
Trigger2 =0&& var(2) := var(21) + 200 +(var(21)>1500)*800

[State 370001]
Type = Null
TriggerAll = Time
Trigger1 = var(21)>2000
Trigger1 =1|| var(21):=var(21)-500
Trigger2 = var(21)<=2000
Trigger2 = var(21):=var(21)-100

[State 370001]
Type = changeState
TriggerAll = Time
Trigger1 = !var(1) || !var(2)
value = 370001

[State 370001]
Type = changeState
Trigger1 = var(1) && var(2)
value = 370002

[Statedef 370002]
Type = A
Anim = var(50)
[State 370010, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
flag = Invisible
flag2 = Noshadow
ignorehitpause=1
[State 370010, NotHitBy]
Type = NotHitBy
Value = SCA
Trigger1 = 1
IgnoreHitPause = 1

[State 370002]
Type = Projectile
TriggerAll = var(5) = 0 && !Time
Trigger1 = Root,NumProjID(var(7)+var(3)) = 0 && var(3) = [1,3]
Trigger1 =1|| var(1) := var(1) - IfElse(var(3)=1,100,IfElse(var(3)=2,10,1))
Trigger2 = Root,NumProjID(var(7)+var(3)) = 1 && var(3) = [1,2]
Trigger2 =1|| var(1) := var(1) + IfElse(var(3)=1,100,IfElse(var(3)=2,10,1))
Trigger2 =1|| var(3) := var(3) + 1
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(7)+var(3)
ProjAnim = var(50)
Offset = var(1),0
Velocity = 1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0

[State 370002]
Type = Projectile
TriggerAll = var(6) = 0 && !Time
Trigger1 = Root,NumProjID(var(8)+var(4)) = 0 && var(4) = [1,3]
Trigger1 =1|| var(2) := var(2) - IfElse(var(4)=1,100,IfElse(var(4)=2,10,1))
Trigger2 = Root,NumProjID(var(8)+var(4)) = 1 && var(4) = [1,2]
Trigger2 =1|| var(2) := var(2) + IfElse(var(4)=1,100,IfElse(var(4)=2,10,1))
Trigger2 =1|| var(4) := var(4) + 1
Attr = A, AP
HitFlag = N
GuardFlag = N
ProjID = var(8)+var(4)
ProjAnim = var(50)
Offset = var(2)*-1,0
Velocity = -1,-1
ProjStageBound = 0
ProjEdgeBound = 999999999
ProjRemoveTime = 2
ProjScale = 0,0
PosType = P1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
Guard.Dist = 0

[State 370002]
Type = varset
var(5) = var(1)+1
Triggerall = Time && !Var(5)
Trigger1 = Root,NumProjID(var(7)+var(3)) = 1 && var(3) = 3

[State 370002]
Type = varset
var(6) = var(2)+1
Triggerall = Time && !Var(6)
Trigger1 = Root,NumProjID(var(8)+var(4)) = 1 && var(4) = 3

[State 370002]
Type = changeState
Trigger1 = var(5) && var(6)
value = 370010

[State 370002]
Type = changeState
Trigger1 = Time
value = 370002

[Statedef 370010]
Type = A
Anim = var(50)

[state ]
type = destroyself
triggerall = numhelper(10200)
trigger1 = helper(10200),var(40) != 0
trigger2 = helper(10200),var(41) != 0
trigger3 = helper(10200),var(42) != 0
trigger4 = helper(10200),var(43) != 0
ignorehitpause = 1

















;---------------------------------------------------------------------------
; Stand
[Statedef 0];12 52
type = S
physics = S
sprpriority = 0

[State 999,0]
type = changestate
trigger1 = ishelper
value = 5990
ignorehitpause = 1

[state ]
type = varset
trigger1 = ctrl && roundstate = 2
sysvar(4) = (sysvar(4) | ceil(2.0**27))
ignorehitpause = 1

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1
[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 1
ignorehitpause = 1

[state ]
type = turn
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2dist x < 0

[state ]
type = changestate
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 10

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

[state ]
type = turn
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2dist x < 0

[state ]
type = changeanim
trigger1 = anim != 10
value = 10

[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1
[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 1
ignorehitpause = 1

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

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

[state ]
type = changestate
triggerall = (sysvar(4) & ceil(2.0**0))
triggerall = roundstate = 2
trigger1 = backedgebodydist <= 1
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

[state ]
type = turn
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2dist x < 0

[state ]
type = changeanim
triggerall = anim != 6
trigger1 = anim != 11
value = 11

[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1
[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 1
ignorehitpause = 1

[state ]
type = changestate
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 12
ctrl = 1


;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S

[state ]
type = turn
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = p2dist x < 0

[state ]
type = changeanim
trigger1 = anim != 12
value = 12

[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1
[state ]
type = ctrlset
triggerall = (sysvar(4) & ceil(2.0**0))
trigger1 = roundstate != 2
value = 1
ignorehitpause = 1

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

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

[state ]
type = ctrlset
trigger1 = !(sysvar(4) & ceil(2.0**0))
value = 1

[state ]
type = turn
trigger1 = p2dist x < 0

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

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

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

[state ]
type = changestate
trigger1 = roundstate != 2
value = 0
ctrl = 1

[state ]
type = changestate
trigger1 = frontedgebodydist <= 0
trigger2 = p2bodydist x <= 2
value = 0

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

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

[state ]
type = ctrlset
trigger1 = !(sysvar(4) & ceil(2.0**0))
value = 1

[state ]
type = turn
trigger1 = p2dist x < 0

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

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

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

[state ]
type = changestate
trigger1 = roundstate != 2
value = 0
ctrl = 1

[state ]
type = changestate
trigger1 = backedgebodydist <= 0
value = 0

;---------------------------------------------------------------------------
; Jump Start
[Statedef 60]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

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

;---------------------------------------------------------------------------
; Jump Start
[Statedef 61]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 3]
type = VarSet
trigger1 = 1
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

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


;---------------------------------------------------------------------------
; Jump Start
[Statedef 62]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

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


;---------------------------------------------------------------------------
; AirJump Start
[Statedef 70]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 1000, 0]
type = PosFreeze
trigger1 = time = 0
value = 1

[State 40, 1]
type = Varadd
trigger1 = Time = 0
var(16) = -1

[State 40, 0]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 45, 4]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 71]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 1000, 0]
type = PosFreeze
trigger1 = time = 0
value = 1

[State 40, 1]
type = Varadd
trigger1 = Time = 0
var(16) = -1

[State 40, 0]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 45, 5]
type = VarSet
trigger1 = 1
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 72]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 1000, 0]
type = PosFreeze
trigger1 = time = 0
value = 1

[State 40, 1]
type = Varadd
trigger1 = Time = 0
var(16) = -1

[State 40, 0]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 45, 3]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 50, 0

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = prevstateno = 80
value = ifelse((vel x)=0, 81, ifelse((vel x)>0, 82, 83))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3



;---------------------------------------------------------------------------
; Jump Start
[Statedef 85]
type    = S
physics = S
ctrl = 0
sprpriority = 1

[state ]
type = changeanim
trigger1 = anim != 80
value = 80

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -17

[State -2, 0]
type = Explod
trigger1 = animtime = 0
anim = 73
id = 73
pos = 0,-120
postype = p1
sprpriority = 3
facing = 1
bindtime = -1
;removetime = -1
ownpal = 1
removeongethit = 1

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

;---------------------------------------------------------------------------
; Jump Start
[Statedef 86]
type    = S
physics = S
ctrl = 0
sprpriority = 1

[state ]
type = changeanim
trigger1 = anim != 80
value = 80

[State 40, 3]
type = VarSet
trigger1 = 1
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -17

[State -2, 0]
type = Explod
trigger1 = animtime = 0
anim = 73
id = 73
pos = 0,-120
postype = p1
sprpriority = 3
facing = 1
bindtime = -1
;removetime = -1
ownpal = 1
removeongethit = 1

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

;---------------------------------------------------------------------------
; Jump Start
[Statedef 87]
type    = S
physics = S
ctrl = 0
sprpriority = 1

[state ]
type = changeanim
trigger1 = anim != 80
value = 80

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -17

[State -2, 0]
type = Explod
trigger1 = animtime = 0
anim = 73
id = 73
pos = 0,-120
postype = p1
sprpriority = 3
facing = 1
bindtime = -1
;removetime = -1
ownpal = 1
removeongethit = 1

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



;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 0,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 610, 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State -2, 0]
type = Explod
trigger1 = time = 0
anim = 70
id = 70
pos = 0,0
postype = p1
sprpriority = 3
facing = 1
bindtime = -1
;removetime = -1
ownpal = 1
removeongethit = 1

[State 100, 5]
type = StateTypeSet
trigger1 = animelem =2
statetype = A
physics = A

[State 100, 1]
type = VelSet
trigger1 = animelem = 2
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = noairguard

[State 100, 3] ;Prevent from turning
type = null;AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 3]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52



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

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

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

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

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

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

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

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

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

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

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

[State 130, Hi to Lo]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = playerid(var(0)),movetype = A
trigger1 = var(7) = 1
value = 131

[state AI]
type = Changestate
trigger1 = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
;trigger1 = playerid(var(0)),movetype != A
value = 140


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

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

[State 131, Lo to Hi]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = playerid(var(0)),movetype = A
trigger1 = var(7) = 0
value = 130

[state AI]
type = Changestate
trigger1 = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
;trigger1 = playerid(var(0)),movetype != A
value = 140

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

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

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

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

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

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

[State 132, 6]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = sysvar(0)
trigger1 = inguarddist || helper(10100),var(0)
value = 130

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

[State 132, Stop Guarding]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = !InGuardDist
trigger1 = !helper(10100),var(0)
trigger1 = !((p2movetype = A) && (p2dist X = [-150,0]))
value = 140


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

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

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

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

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

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI];
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = statetype != A
trigger1 = var(7) = 1
statetype = C
physics = C

[state AI];
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = statetype != A
trigger1 = var(7) = 0
statetype = S
physics = S

[state AI];
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = statetype = A
physics = A


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

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

[State 150, 2]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = HitShakeOver
value = 151 + 2*(playerid(var(0)),statetype!=A)

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(7) = 1
statetype = C
physics = C

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(7) = 0
statetype = S
physics = S

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

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

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

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

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

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(7) = 1
statetype = C
physics = C

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(7) = 0
statetype = S
physics = S

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

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

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

[State 152, 3]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = HitShakeOver
value = 151 + 2*(playerid(var(0)),statetype!=A)

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(7) = 1
statetype = C
physics = C

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(7) = 0
statetype = S
physics = S

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

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

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

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

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

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(7) = 1
statetype = C
physics = C

[state AI]
type = stateTypeSet
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = var(7) = 0
statetype = S
physics = S

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

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

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

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

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

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

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

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

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

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

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

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

[State 155, 6]
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[state AI]
type = Changestate
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = sysvar(0)
trigger1 = inguarddist || helper(10100),var(0)
value = 130

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


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

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

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

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

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER


[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
triggerall = numhelper(30020) && !(helper(30020*(numhelper(30020)>0)),var(58)&ceil(2.0**4))
Trigger1 = playerid(var(0)),movetype = A && playerid(var(0)),movehit
trigger2 = playerid(var(0)),movetype = A
trigger2 = fvar(25) >= 2000 || life < lifemax / 3
trigger3 = life < lifemax / 5
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = !(playerid(var(0)),authorname = "kagetsu yuki" && playerid(var(0)),name = "Succubus")
Triggerall = playerid(var(0)),movetype=A && !playerid(var(0)),movehit
triggerall = 1 || fvar(0) := ifelse(var(0) = enemy(0),id,10200,10201)
triggerall = 1 || fvar(0) := ifelse(numenemy>1,fvar(0),10200)
trigger1 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(0)
trigger1 = helper(ceil(fvar(0))),var(1) > 0
trigger1 = helper(ceil(fvar(0))),var(1)-playerid(var(0)),time>=0
trigger2 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(2)
trigger2 = helper(ceil(fvar(0))),var(3) > 0
trigger2 = helper(ceil(fvar(0))),var(3)-playerid(var(0)),time>=0
trigger3 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(4)
trigger3 = helper(ceil(fvar(0))),var(5) > 0
trigger3 = helper(ceil(fvar(0))),var(5)-playerid(var(0)),time>=0
trigger4 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(6)
trigger4 = helper(ceil(fvar(0))),var(7) > 0
trigger4 = helper(ceil(fvar(0))),var(7)-playerid(var(0)),time>=0
trigger5 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(8)
trigger5 = helper(ceil(fvar(0))),var(9) > 0
trigger5 = helper(ceil(fvar(0))),var(9)-playerid(var(0)),time>=0
trigger6 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(10)
trigger6 = helper(ceil(fvar(0))),var(11) > 0
trigger6 = helper(ceil(fvar(0))),var(11)-playerid(var(0)),time>=0
trigger7 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(12)
trigger7 = helper(ceil(fvar(0))),var(13) > 0
trigger7 = helper(ceil(fvar(0))),var(13)-playerid(var(0)),time>=0
trigger8 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(14)
trigger8 = helper(ceil(fvar(0))),var(15) > 0
trigger8 = helper(ceil(fvar(0))),var(15)-playerid(var(0)),time>=0
trigger9 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(16)
trigger9 = helper(ceil(fvar(0))),var(17) > 0
trigger9 = helper(ceil(fvar(0))),var(17)-playerid(var(0)),time>=0
trigger10 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(18)
trigger10 = helper(ceil(fvar(0))),var(19) > 0
trigger10 = helper(ceil(fvar(0))),var(19)-playerid(var(0)),time>=0
trigger11 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(20)
trigger11 = helper(ceil(fvar(0))),var(21) > 0
trigger11 = helper(ceil(fvar(0))),var(21)-playerid(var(0)),time>=0
trigger12 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(22)
trigger12 = helper(ceil(fvar(0))),var(23) > 0
trigger12 = helper(ceil(fvar(0))),var(23)-playerid(var(0)),time>=0
trigger13 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(24)
trigger13 = helper(ceil(fvar(0))),var(25) > 0
trigger13 = helper(ceil(fvar(0))),var(25)-playerid(var(0)),time>=0
trigger14 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(26)
trigger14 = helper(ceil(fvar(0))),var(27) > 0
trigger14 = helper(ceil(fvar(0))),var(27)-playerid(var(0)),time>=0
trigger15 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(28)
trigger15 = helper(ceil(fvar(0))),var(29) > 0
trigger15 = helper(ceil(fvar(0))),var(29)-playerid(var(0)),time>=0
trigger16 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(30)
trigger16 = helper(ceil(fvar(0))),var(31) > 0
trigger16 = helper(ceil(fvar(0))),var(31)-playerid(var(0)),time>=0
trigger17 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(32)
trigger17 = helper(ceil(fvar(0))),var(33) > 0
trigger17 = helper(ceil(fvar(0))),var(33)-playerid(var(0)),time>=0
trigger18 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(34)
trigger18 = helper(ceil(fvar(0))),var(35) > 0
trigger18 = helper(ceil(fvar(0))),var(35)-playerid(var(0)),time>=0
trigger19 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(36)
trigger19 = helper(ceil(fvar(0))),var(37) > 0
trigger19 = helper(ceil(fvar(0))),var(37)-playerid(var(0)),time>=0
trigger20 = playerid(var(0)),anim=helper(ceil(fvar(0))),var(38)
trigger20 = helper(ceil(fvar(0))),var(39) > 0
trigger20 = helper(ceil(fvar(0))),var(39)-playerid(var(0)),time>=0
trigger21 = playerid(var(0)),hitdefattr = SCA,AA,AP,AT
value = 5210 ;HITFALL_AIRRECOVER

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

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

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

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

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

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

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

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

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

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

[State 5210, 2] ;Go up
type = VelAdd
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
triggerall = !(sysvar(4) & ceil(2.0**0)) && helper(10100),var(5) < 2
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[state 5210, 2] ;Go up
type = VelAdd
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = Time = 4
triggerall = !(p2dist y <= 0 && playerid(var(0)),statetype = A)
trigger1 = pos y < -30
y = -2

[state 5210, 2] ;Go down
type = VelAdd
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
triggerall = Time = 4
trigger1 = p2dist y <= 0 && playerid(var(0)),statetype = A
trigger2 = pos y >= -30
y = 1.5

[state 5210, 2] ;Go back
type = VelAdd
triggerall = (sysvar(4) & ceil(2.0**0)) || helper(10100),var(5) >= 2
trigger1 = Time = 4
trigger1 = p2dist x >= 0
x = -1

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

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

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

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


;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190




;---------------------------------------------------------------------------
[Statedef 100610]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 0,0

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

[state ]
type = changestate
trigger1 = statetype = A
value = 610

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 610, 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State -2, 0]
type = Explod
trigger1 = time = 0
anim = 70
id = 70
pos = 0,0
postype = p1
sprpriority = 3
facing = 1
bindtime = -1
;removetime = -1
ownpal = 1
removeongethit = 1

[State 100, 5]
type = StateTypeSet
trigger1 = animelem =2
statetype = A
physics = A

[State 100, 1]
type = VelSet
trigger1 = animelem = 2
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = noairguard

[State 100, 3] ;Prevent from turning
type = null;AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 3]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52


[Statedef 100630]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 0,0

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

[state ]
type = changestate
trigger1 = statetype = A
value = 630

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 610, 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State -2, 0]
type = Explod
trigger1 = time = 0
anim = 70
id = 70
pos = 0,0
postype = p1
sprpriority = 3
facing = 1
bindtime = -1
;removetime = -1
ownpal = 1
removeongethit = 1

[State 100, 5]
type = StateTypeSet
trigger1 = animelem =2
statetype = A
physics = A

[State 100, 1]
type = VelSet
trigger1 = animelem = 2
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = noairguard

[State 100, 3] ;Prevent from turning
type = null;AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 3]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52


[Statedef 100450]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 0,0

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

[state ]
type = changestate
trigger1 = statetype = A
value = 450

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 610, 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State -2, 0]
type = Explod
trigger1 = time = 0
anim = 70
id = 70
pos = 0,0
postype = p1
sprpriority = 3
facing = 1
bindtime = -1
;removetime = -1
ownpal = 1
removeongethit = 1

[State 100, 5]
type = StateTypeSet
trigger1 = animelem =2
statetype = A
physics = A

[State 100, 1]
type = VelSet
trigger1 = animelem = 2
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = noairguard

[State 100, 3] ;Prevent from turning
type = null;AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 3]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52


[Statedef 4000610]
type    = U
physics = N
anim = 4000
ctrl = 0
sprpriority = 1
velset = 0,0

[State 40, 0]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 40, 1]
type = statetypeset
trigger1 = Time = 0
trigger1 = pos y < 0
statetype = A

[State 40, 1]
type = Varadd
trigger1 = Time = 0
trigger1 = statetype = A
var(16) = -1


[State 6042, VarSet]
type = VarSet
trigger1 = animtime = 0
fvar(10) = (ifelse((p2dist x=[0,1]),0.001,ifelse((p2dist x=[-1,0]),-0.001,p2dist x)))

[State 6042, VarSet]
type = VarSet
trigger1 = animtime = 0
fvar(11) = -30+(ifelse((p2dist y=[0,1]),0.001,ifelse((p2dist y=[-1,0]),-000.1,p2dist y)))

[State 6041, 2]
type = velset
trigger1 = animtime = 0
x = 11*cos(atan(fvar(10)/fvar(11))-(.5*pi*ifelse(fvar(11) <0,-1,1)))
y =-11*sin(atan(fvar(10)/fvar(11))-(.5*pi*ifelse(fvar(11) <0,-1,1)))


[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 4010999
ctrl = 0

[Statedef 4000630]
type    = U
physics = N
anim = 4000
ctrl = 0
sprpriority = 1
velset = 0,0

[State 40, 0]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 40, 1]
type = statetypeset
trigger1 = Time = 0
trigger1 = pos y < 0
statetype = A

[State 40, 1]
type = Varadd
trigger1 = Time = 0
trigger1 = statetype = A
var(16) = -1


[State 6042, VarSet]
type = VarSet
trigger1 = animtime = 0
fvar(10) = (ifelse((p2dist x=[0,1]),0.001,ifelse((p2dist x=[-1,0]),-0.001,p2dist x)))

[State 6042, VarSet]
type = VarSet
trigger1 = animtime = 0
fvar(11) = -30+(ifelse((p2dist y=[0,1]),0.001,ifelse((p2dist y=[-1,0]),-000.1,p2dist y)))

[State 6041, 2]
type = velset
trigger1 = animtime = 0
x = 11*cos(atan(fvar(10)/fvar(11))-(.5*pi*ifelse(fvar(11) <0,-1,1)))
y =-11*sin(atan(fvar(10)/fvar(11))-(.5*pi*ifelse(fvar(11) <0,-1,1)))


[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 4010999
ctrl = 0



[Statedef 4010999]
type    = A
movetype = I
physics = N
anim = 4010
ctrl = 0
sprpriority = 1

[state ]
type = ctrlset
trigger1 = var(3) = 0
trigger2 = roundstate != 2
value = 1
ignorehitpause = 1

[state ]
type = changestate
triggerall = roundstate = 2
triggerall = time
triggerall = prevstateno = 4000610
triggerall = 1 || fvar(1) := 0
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**15))>0)	;3
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**16))>0)
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**17))>0)
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**18))>0)
trigger1 = fvar(1)
value = 610

[state ]
type = changestate
triggerall = roundstate = 2
triggerall = time
triggerall = prevstateno = 4000630
triggerall = 1 || fvar(1) := 0
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**19))>0)	;2
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**20))>0)
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**21))>0)
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**22))>0)
trigger1 = fvar(1)
value = 630

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4000, 0

[State 40, 6]
type = statetypeset
trigger1 = p2bodydist x <= 0
physics = A




[Statedef 100631]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 0,0

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

[state ,i`]
type = changestate
triggerall = playerid(var(0)),movetype = H
triggerall = 1 || fvar(1) := 0
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**19))>0)	;2
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**20))>0)
triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**21))>0)
;triggerall = 1 || fvar(1) := fvar(1) + ((var(31) & ceil(2.0**22))>0)
triggerall = fvar(1)
trigger1 = statetype = A
value = 630


[state ]
type = ctrlset
trigger1 = playerid(var(0)),movetype != H
value = 1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 610, 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State -2, 0]
type = Explod
trigger1 = time = 0
anim = 70
id = 70
pos = 0,0
postype = p1
sprpriority = 3
facing = 1
bindtime = -1
;removetime = -1
ownpal = 1
removeongethit = 1

[State 100, 5]
type = StateTypeSet
trigger1 = animelem =2
statetype = A
physics = A

[State 100, 1]
type = VelSet
trigger1 = animelem = 2
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = noairguard

[State 100, 3] ;Prevent from turning
type = null;AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 3]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52



