[Statedef -3]
;===============================================================================
;                                eݒ
;===============================================================================

;--------------------------[ CQ[Wݒݒ ]-------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(20) =        30
;                ̒l傫ƒႭAƍʒuɕ\܂B
;                0ɂƔ\ɂȂ܂B

                                                                                trigger1 = !var(20)
;-----------------------------[ {Q[Wݒ ]----------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(21) =        220
;                ̒l傫ƒႭAƍʒuɕ\܂B
;                0ɂƔ\ɂȂ܂B

                                                                                trigger1 = !var(21)

;-----------------------------[ tbVݒ ]--------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(44) =         0
;                 0ŕ\܂B
;                -1Ŕ\ɂȂ܂B

                                                                                trigger1 = var(44) = 0
;-----------------------------[ K[hݒ ]-------------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(11) =         1

;                0FK[hI쒆ɎK[h܂(Mugendl)
;                1FK[hI쒆͎K[h܂(SS5SPdl)


                                                                                trigger1 = var(11) = 0
;-----------------------------[ Ք荇ݒ ]--------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(16) =        -1
;                 0ŗLB
;                -1Ŗɐݒł܂B
                                                                                trigger1 = var(16) = 0

;------------------------[ M_[W{ݒ ]---------------------------
                                                                                [State -3]
                                                                                type = VarSet
fvar(2) =        100 ;%
;                 100ŌČB3قǂ̔_[WB
                                                                                trigger1 = !fvar(2)
;===============================================================================
;                                 AIݒ
;===============================================================================

;******************************* AI̐ **************************************

;҂Ă͂ȂB
;xグĂȂł͂ȂB

;-----------------------------[ xݒ ]---------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(59)=         5
;                1(x)~8()łB
;                0ɂMUGEN{̂̐ݒ肪Kp܂B
;                -1ɂOFFɂȂ܂B
                                                                                trigger1 = var(59) != [-1, 0]
;----------------------------[ AINݒ ]--------------------------------

trigger2 =       0
;                1ɂƎNɂȂ܂B


;-----------------------------[ eԂݒ ]----------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(58)=         2
;                0`5Ŏw肵ĂBlmłB
;                XgXxɐݒ肵ĂĂB
;                AeԂ5͒e~Ɖ̂ŗvӁB

                                                                                trigger1 = 1
;------------------------------[ ̋nݒ ]---------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(57)=         1
;                ̋n̓|[YAŎsׁA
;                vC[̏ꍇR}hFhȂ܂B
;                ɃXgX̃XCb`łB

;                0 ... ̋ngp܂B
;                1 ... ʂɎgp܂B

                                                                                trigger1 = 1
;===============================================================================


























;==============================================================================
;KO{CXǗ
;==============================================================================
[State -3]
type = PlaySnd
triggerall = !NumHelper(795)
triggerall = RoundState = 3
;triggerall = var(55) = 0
triggerall = !var(17)
trigger1 = !Alive
value = 11, (var(55)=0)
channel = -1
volume = 256
;*********************************************************************

;  AILq

;*********************************************************************
;===============================================================================
;                                   {
;===============================================================================

;///////////////////////////////////////////////////////////////////////////////
;                                   
;///////////////////////////////////////////////////////////////////////////////

[State -3, EnemyNear,ID]
type = VarSet
triggerall = !IsHelper
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear(0),life > 0
var(35) = EnemyNear(0),ID
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, EnemyNear,ID]
type = VarSet
triggerall = !IsHelper
trigger1 = NumEnemy = 2
trigger1 = EnemyNear(0),life <= 0
var(35) = EnemyNear(1),ID
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, ̃Xe[g]
type = VarSet
triggerall = PlayerIDExist(var(35))
trigger1 = var(36) != PlayerID(var(35)),StateNo
var(36) = PlayerID(var(35)),StateNo

[State -3, AIxݒ]
type = VarSet
trigger1 = var(59) = 0
var(59) = AILevel

[State -3, x]
type = VarRandom
triggerall = NumHelper(30000)
triggerall = var(59)
triggerall = GameTime%30 = 0
trigger1 = Alive
v = 33
range = (35-Ceil(var(59)*5)), (55-(var(59)*5))

[State -3, x, ǂ(Ƃ̒)ݒ]
type = VarSet
triggerall = NumHelper(30000)
triggerall = var(59)
triggerall = GameTime%30 = 0
triggerall = Alive
trigger1 = (Random = [0, (var(59)*var(59)*3)]) || var(59) >= 8
var(33) = 0

[State -3, K[h]
type = VarAdd
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
trigger1 = Helper(30000),InGuardDist
trigger2 = PlayerID(var(35)),MoveType = A
var(41) = 1

[State -3, K[hZbgJEg_E]
type = VarAdd
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = var(41) < 200000
triggerall = MoveType = I
trigger1 = !Helper(30000),InGuardDist
trigger1 = PlayerID(var(35)),MoveType != A
var(41) = 10000

[State -3, K[hZbg]
type = VarSet
triggerall = NumHelper(30000)
trigger1 =!Helper(30000),InGuardDist
trigger1 = var(41) >= 200000
var(41) = 0

;--------------------------------------------------------
[State -3, {, U]
type = Null
triggerall = var(59)
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
;triggerall = (Life -LifeMAX) <= (PlayerID(var(35)),Life -PlayerID(var(35)),LifeMAX)
trigger1 = GameTime%5 = 0
trigger1 = P2BodyDist X = [  0, 25]
trigger1 = var(38) := 10
trigger2 = GameTime%60 = 0
trigger2 = P2BodyDist X = [ 25, 60]
trigger2 = var(38) := 50+(Random%4*10) 
trigger3 = GameTime%120 = 0
trigger3 = P2BodyDist X = [ 60, 90]
trigger3 = var(38) := 80+(Random%4*10) 
trigger4 = GameTime%120 = 0
trigger4 = P2BodyDist X = [ 90, 120]
trigger4 = var(38) := 100+(Random%3*10) 
trigger5 = GameTime%120 = 0
trigger5 = P2BodyDist X = [120, 150]
trigger5 = var(38) := 90+(Random%3*10) 
trigger6 = GameTime%120 = 0
trigger6 = P2BodyDist X = [150, 999]
trigger6 = var(38) := 120+(Random%3*10) 

;[State -3, {, ]
;type = Null
;triggerall = var(59)
;triggerall = GameTime%60 = 0
;triggerall = NumHelper(30000)
;triggerall = PlayerIDExist(var(35))
;triggerall = (Life -LifeMAX) > (PlayerID(var(35)),Life -PlayerID(var(35)),LifeMAX)
;trigger1 = P2BodyDist X = [  0, 60]
;trigger1 = var(38) := 60+(Random%4*20) 
;trigger2 = P2BodyDist X = [ 60, 80]
;trigger2 = var(38) := 70+(Random%4*20)
;trigger3 = P2BodyDist X = [ 80,100]
;trigger3 = var(38) := 70+(Random%4*20) 
;trigger4 = P2BodyDist X = [100,120]
;trigger4 = var(38) := 80+(Random%4*20) 
;trigger5 = P2BodyDist X = [120,140]
;trigger5 = var(38) :=100+(Random%4*20) 
;trigger6 = P2BodyDist X = [140,160]
;trigger6 = var(38) :=120+(Random%4*20) 
;trigger7 = P2BodyDist X >= 160
;trigger7 = var(38) :=140+(Random%4*20) 

[State -3, 󋵉]
type = Null
triggerall = var(59)
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
;ԍӂ̎߂Â
trigger1 = P2BodyDist X = [20,25]
trigger1 = PlayerID(var(35)),StateType != L
trigger1 = (PlayerID(var(35)),StateNo = [5030, 5110])+(PlayerID(var(35)),GetHitVar(fall)) < 2
trigger1 = var(38) := 5

;[State -3, ߎvl, 8bɐؑ]
;type = VarRandom
;triggerall = NumHelper(30000)
;triggerall = var(59)
;trigger1 = GameTime = 0
;trigger2 = GameTime%480 = 0
;v = 38
;range = 1, 2

;[State -3, {莞ؑ]
;type = VarSet
;triggerall = NumHelper(30000)
;triggerall = var(59)
;triggerall = var(52) >= 1
;trigger1 = var(38) = 2
;var(38) = 1

[State -3, oOh~]
type = MoveHitReset
trigger1 = (Ctrl||StateNo=10||StateNo=19)

[State -3, LZ\, ̊֌W1F鎖]
type = VarSet
triggerall = var(37) = 0
trigger1 = (Ctrl||StateNo=10||StateNo=19)
;ʏZLZ
trigger2 = (StateNo = 200) && ((time = [0, 2])||(time = [7, 22]))
trigger3 = (StateNo = 205) && ((time = [4, 8])||(time = [11, 14]))
trigger4 = (StateNo = 210) && (time = [14, 19])
trigger5 = (StateNo = 215) && (time = [8, 27])	
trigger6 = (StateNo = 220) && ((time = [0, 7])||(time = [57, 62]))
trigger7 = (StateNo = 225) && (time = [23, 24])
trigger8 = (StateNo = 230) && (time = [0, 1])
trigger9 = (StateNo = 235) && (time = [0, 2])
;ݒʏZLZ
trigger10= (StateNo = 400) && ((time = [0, 5])||(time = [10, 38]))
trigger11= (StateNo = 405) && ((time = [4, 10])||(time = [13, 16]))
trigger12= (StateNo = 410) && (time = [10, 30])
trigger13= (StateNo = 415) && (time = [4, 17])
trigger14= (StateNo = 420) && (time = [0, 2])
trigger15= (StateNo = 440) && (time = [0, 3])
trigger16= (StateNo = 445) && (time = [0, 6])
;ݍݒʏULZ
trigger17= (StateNo = 300) && (time = [0, 1])
trigger18= (StateNo = 310) && (time = [12, 13])
trigger19= (StateNo = 320) && (time = [0, 5])
trigger20= (StateNo = 330) && (time = [0, 2])
;ۍULZ
trigger21= (StateNo = 1200) && (time = [0, 1])
trigger22= (StateNo = 1400) && (time = [0, 3])
trigger23= (StateNo = 1300) && (time = [0, 1])
;ݍ݁A݁AnLZ
trigger24 = (StateNo = [98, 100]) || ((StateNo = 105) && (time = [0, 18])) || (StateNo = 52)
;ꓮLZ
trigger25 = (StateNo = 700) && (time = [20, 24])
trigger26 = (StateNo = 710) && (time = [0, 21])
trigger27 = (StateNo = 715) && (time = [19, 23])
trigger28 = (StateNo = 720) && (time = [5, 23])
;NオLZ
trigger29 = (StateNo = 5120) && (time = [18, 24])
;ړNオLZ
trigger30 = (StateNo = [750, 755]) && (time = [31, 36])
;ǂłLZ
trigger31 = (StateNo = [760, 765]) && (time = [0, 5])
;eLZ
trigger32 = (StateNo = 235 || StateNo = 430) && (time >= 9)
var(37) = 1
ignorehitpause = 1

[State -3, LZs\, ̊֌W1F鎖]
type = VarSet
triggerall = var(37) = 1
trigger1 = !((StateNo = 200) && ((time = [0, 2])||(time = [7, 22])))
trigger1 = !((StateNo = 205) && ((time = [4, 8])||(time = [11, 14])))
trigger1 = !((StateNo = 210) && (time = [14, 19]))
trigger1 = !((StateNo = 215) && (time = [8, 27]))
trigger1 = !((StateNo = 220) && ((time = [0, 7])||(time = [57, 62])))
trigger1 = !((StateNo = 225) && (time = [23, 24]))
trigger1 = !((StateNo = 230) && (time = [0, 1]))
trigger1 = !((StateNo = 235) && (time = [0, 2]))
;ݒʏZLZ
trigger1 = !((StateNo = 400) && ((time = [0, 5])||(time = [10, 38])))
trigger1 = !((StateNo = 405) && ((time = [4, 10])||(time = [13, 16])))
trigger1 = !((StateNo = 410) && (time = [10, 30]))
trigger1 = !((StateNo = 415) && (time = [4, 17]))
trigger1 = !((StateNo = 420) && (time = [0, 2]))
trigger1 = !((StateNo = 440) && (time = [0, 3]))
trigger1 = !((StateNo = 445) && (time = [0, 6]))
;ݍݒʏULZ
trigger1 = !((StateNo = 300) && (time = [0, 1]))
trigger1 = !((StateNo = 310) && (time = [12, 13]))
trigger1 = !((StateNo = 320) && (time = [0, 5]))
trigger1 = !((StateNo = 330) && (time = [0, 2]))
;ۍULZ
trigger1 = !((StateNo = 1200) && (time = [0, 1]))
trigger1 = !((StateNo = 1400) && (time = [0, 3]))
trigger1 = !((StateNo = 1300) && (time = [0, 1]))
;ݍ݁A݁AnLZ
trigger1 = !((StateNo = [98, 100]) || ((StateNo = 105) && (time = [0, 18])) || (StateNo = 52))
;ꓮLZ
trigger1 = !((StateNo = 700) && (time = [20, 24]))
trigger1 = !((StateNo = 710) && (time = [0, 21]))
trigger1 = !((StateNo = 715) && (time = [19, 23]))
trigger1 = !((StateNo = 720) && (time = [5, 23]))
;NオLZ
trigger1 = !((StateNo = 5120) && (time = [18, 24]))
;ړNオLZ
trigger1 = !((StateNo = [750, 755]) && (time = [31, 36]))
;ǂłLZ
trigger1 = !((StateNo = [760, 765]) && (time = [0, 5]))
;eLZ
trigger1 = !((StateNo = 235 || StateNo = 430) && (time >= 9))
trigger2 = MoveType = H
trigger2 = !((StateNo = [750, 755]) && (Animtime >= -6))
var(37) = 0
ignorehitpause = 1

;///////////////////////////////////////////////////////////////////////////////
;                                   AIs
;///////////////////////////////////////////////////////////////////////////////

;
[State -3, {蔚]
type = ChangeState
value = 840
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = Alive
triggerall = (StateNo = 0) + (Ctrl = 0) < 2
triggerall = RoundState = 2
triggerall = NumHelper(10050)
triggerall = !NumHelper(10150)
triggerall = var(2) = 0
triggerall = var(52) != 2
triggerall = StateType != A
triggerall = StateType != L
triggerall = (Ctrl||StateNo=19) || MoveType = H
;nR{Eo
trigger1 = var(55) = 1
trigger1 = Life < 200 + (PlayerID(var(35)),HitDefAttr = SCA,SA)*50 + (PlayerID(var(35)),HitDefAttr = SCA,HA)*100
trigger1 = MoveType = H && Time > 0
trigger1 = StateNo != [120, 155]
trigger1 = PlayerID(var(35)),MoveType = A
trigger1 = PlayerID(var(35)),Time = 1
;U
trigger2 = var(55) = 1
trigger2 = Life < 50
trigger2 = Helper(30000),Inguarddist || Inguarddist
trigger2 = PlayerID(var(35)),MoveType = A
;▽_
trigger3 = var(54) > PlayerID(var(35)),Life*10
trigger3 = PlayerID(var(35)),MoveType != H
trigger3 = PlayerID(var(35)),PrevStateNo != [5100, 5150]
trigger3 = var(56) = 1
trigger3 = var(55) = 1 || Life >= 333

[State -3, ̋n]
type = ChangeState
value = 850
triggerall = var(59) > 0
triggerall = !var(1)
triggerall = NumHelper(30000)
triggerall = NumHelper(10050)
triggerall = !NumHelper(10150)
triggerall = var(52) != 2
triggerall = var(55) = 1
triggerall = var(54) > var(31)*10
triggerall = var(57) = 1
triggerall = (StateType != A) && ((Ctrl||StateNo=10||StateNo=19))
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = !PlayerID(var(35)),NumProj
triggerall = PlayerID(var(35)),StateType != L
triggerall = !Helper(30000),var(15)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
triggerall = !PlayerID(var(35)),NumProj
triggerall = PlayerID(var(35)),Life <= 250 ;ꌂœ|Ƃ̂ݎgp
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = !(PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 195])
;trigger1 = PlayerID(var(35)),AnimTime <= Ceil(PlayerID(var(35)),AnimTime*0.25)-10
;trigger1 = P2BodyDist X <= abs(Ceil(PlayerID(var(35)),AnimTime*0.25)-10)*12
trigger1 = PlayerID(var(35)),AnimTime < -10
trigger1 = Ceil(P2BodyDist X/12)+10 < (abs(PlayerID(var(35)),AnimTime+10)*4)+10
trigger1 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.7)
trigger1 = var(39) := 1
trigger2 = PlayerID(var(35)),StateType = A
trigger2 = PlayerID(var(35)),Vel Y > 0
trigger2 = (PlayerID(var(35)),MoveType = I)&&(PlayerID(var(35)),StateNo != [0, 195])||((PlayerID(var(35)),MoveType = A)&&(PlayerID(var(35)),Time<Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4)))
;trigger2 = P2BodyDist X <= abs(Ceil(PlayerID(var(35)),AnimTime*0.25)-10)*12
trigger2=((PlayerID(var(35)),Vel Y*(10+Ceil(P2BodyDist X/12))+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*((10+Ceil(P2BodyDist X/12))*((10+Ceil(P2BodyDist X/12))+1))/2))=[-70-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)), -5]
trigger2 = var(39) := 1
trigger3 = (Helper(30000),var(1))||(Helper(30000),var(2))
trigger3 = !(PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 195])
trigger3 = PlayerID(var(35)),StateType != A
trigger3 = PlayerID(var(35)),AnimTime < -10
trigger3 = P2BodyDist X <= ((abs(PlayerID(var(35)),AnimTime+10)*4)+10)*12
trigger3 = var(39) := 1


[State -3, ▽`]
type = ChangeState
value = 860
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = var(2) = 0
triggerall = var(52) >= 2
triggerall = var(54) > Enemy,Life*10
triggerall = var(56) = 1
triggerall = PlayerID(var(35)),StateType != L
triggerall = PlayerID(var(35)),StateNo != [0, 100]
triggerall = RoundState = 2
triggerall = NumHelper(10050)
triggerall = StateType != A
triggerall = MoveType != H
triggerall = PlayerIDExist(var(35))
triggerall = !PlayerID(var(35)),Ctrl
triggerall = (Ctrl||StateNo=19||var(37)) || ((Helper(30000),var(2))&&(var(30)))
triggerall = PlayerID(var(35)),StateNo != Helper(30000),fvar(24)
triggerall = !PlayerID(var(35)),NumProj
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*23+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(23*(23-1))/2))>=-75-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;triggerall = PlayerID(var(35)),Time >= var(33)
;23F
trigger1 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -23)|| ((PlayerID(var(35)),Vel Y*23+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(23*(23-1))/2)) < -5
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((23*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front)
;24F
trigger2 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -24)|| ((PlayerID(var(35)),Vel Y*24+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(24*(24-1))/2)) < -5
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((24*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11
;25F
trigger3 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -25)|| ((PlayerID(var(35)),Vel Y*25+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(25*(25-1))/2)) < -5
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((25*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*2
;26F
trigger4 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -26)|| ((PlayerID(var(35)),Vel Y*26+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(26*(26-1))/2)) < -5
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((26*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*3
;27F
trigger5 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -27)|| ((PlayerID(var(35)),Vel Y*27+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(27*(27-1))/2)) < -5
trigger5 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((27*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*4
;28F
trigger6 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -28)|| ((PlayerID(var(35)),Vel Y*28+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(28*(28-1))/2)) < -5
trigger6 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((28*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*5
;29F
trigger7 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -29)|| ((PlayerID(var(35)),Vel Y*29+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(29*(29-1))/2)) < -5
trigger7 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((29*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*6
;30F
trigger8 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -30)|| ((PlayerID(var(35)),Vel Y*30+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(30*(30-1))/2)) < -5
trigger8 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((30*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*7
;e
trigger9 = PlayerID(var(35)),AnimTime <= -23
trigger9 = (PlayerID(var(35)),StateNo = 781)&&(PlayerID(var(35)),MoveType = H)
trigger9 = P2Dist X +Helper(30000),var(10) <= 35 +PlayerID(var(35)),Const(size.ground.front) -11*(PlayerID(var(35)),AnimTime+23)

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3, e]
type = ChangeState
value = Ifelse(P2BodyDist X<=35,225,220)
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = var(2) = 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = MoveType != H
triggerall = (var(52)>=2)+(var(54)>Enemy,Life*10)+(var(56)=1)<3
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = PlayerIDExist(var(35))
trigger1 = PlayerID(var(35)),StateNo = 781
trigger1 = PlayerID(var(35)),MoveType = H

[State -3, en]
type = ChangeState
value = ifelse(var(2)=1,785,780)
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = PlayerID(var(35)),StateType != L
triggerall = RoundState = 2
triggerall = var(37) || (Ctrl||StateNo=10||StateNo=19)
triggerall = (StateType != A)
triggerall = MoveType != H
triggerall = PlayerIDExist(var(35))
triggerall = PlayerID(var(35)),Time >= var(33)
triggerall = PlayerID(var(35)),StateType != A
triggerall = PlayerID(var(35)),StateNo != Helper(30000),fvar(20)
triggerall = PlayerID(var(35)),StateNo != Helper(30000),fvar(21)
triggerall = !PlayerID(var(35)),Numproj
triggerall = P2BodyDist X = [-50, 85]
triggerall = var(58) > 0
trigger1 = PlayerID(var(35)),Time <= 5
trigger1 = PlayerID(var(35)),MoveType = A
trigger1 = Random = [0, Floor(((LifeMAX -Life)/LifeMAX)*(350))]
;L1
trigger2 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger2 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(32)*0.01)
trigger2 = PlayerID(var(35)),Time = [(Helper(30000),fvar(32)-(Floor(Helper(30000),fvar(32)*0.01)*100))-5, (Helper(30000),fvar(32)-(Floor(Helper(30000),fvar(32)*0.01)*100))-2]
;L2
trigger3 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger3 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(33)*0.01)
trigger3 = PlayerID(var(35)),Time = [(Helper(30000),fvar(33)-(Floor(Helper(30000),fvar(33)*0.01)*100))-5, (Helper(30000),fvar(33)-(Floor(Helper(30000),fvar(33)*0.01)*100))-2]
;L3
trigger4 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger4 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(34)*0.01)
trigger4 = PlayerID(var(35)),Time = [(Helper(30000),fvar(34)-(Floor(Helper(30000),fvar(34)*0.01)*100))-5, (Helper(30000),fvar(34)-(Floor(Helper(30000),fvar(34)*0.01)*100))-2]
;L4
trigger5 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger5 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(35)*0.01)
trigger5 = PlayerID(var(35)),Time = [(Helper(30000),fvar(35)-(Floor(Helper(30000),fvar(35)*0.01)*100))-5, (Helper(30000),fvar(35)-(Floor(Helper(30000),fvar(35)*0.01)*100))-2]
;L5
trigger6 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger6 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(36)*0.01)
trigger6 = PlayerID(var(35)),Time = [(Helper(30000),fvar(36)-(Floor(Helper(30000),fvar(36)*0.01)*100))-5, (Helper(30000),fvar(36)-(Floor(Helper(30000),fvar(36)*0.01)*100))-2]
;L6
trigger7 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger7 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(37)*0.01)
trigger7 = PlayerID(var(35)),Time = [(Helper(30000),fvar(37)-(Floor(Helper(30000),fvar(37)*0.01)*100))-5, (Helper(30000),fvar(37)-(Floor(Helper(30000),fvar(37)*0.01)*100))-2]
;L7
trigger8 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger8 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(38)*0.01)
trigger8 = PlayerID(var(35)),Time = [(Helper(30000),fvar(38)-(Floor(Helper(30000),fvar(38)*0.01)*100))-5, (Helper(30000),fvar(38)-(Floor(Helper(30000),fvar(38)*0.01)*100))-2]
;L8
trigger9 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger9 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(39)*0.01)
trigger9 = PlayerID(var(35)),Time = [(Helper(30000),fvar(39)-(Floor(Helper(30000),fvar(39)*0.01)*100))-5, (Helper(30000),fvar(39)-(Floor(Helper(30000),fvar(39)*0.01)*100))-2]
;eꃉ_
trigger10= StateNo = 280 || StateNo = 480
trigger10= Random < 30

;
;؂ւ(Xe[gԍۑ)+\
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3, ΂Z]
type = ChangeState
value = 845
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = var(52) >= 2
triggerall = !var(2)
triggerall = !NumHelper(10150)
triggerall = StateType != A
triggerall = var(37) || (Ctrl||StateNo=19)
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
triggerall = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 100 +PlayerID(var(35)),Const(size.ground.front)
;triggerall = Random <=450
;؂Ԃ
trigger1 = PlayerID(var(35)),Time >= var(33)
trigger1 =!PlayerID(var(35)),Ctrl
trigger1 = PlayerID(var(35)),StateNo != [0, 150]
trigger1 = PlayerID(var(35)),MoveType = A
;
trigger2 = PlayerID(var(35)),Time >= var(33)
trigger2 =!PlayerID(var(35)),Ctrl
trigger2 = PlayerID(var(35)),StateNo != [0, 150]
trigger2 = PlayerID(var(35)),AnimTime <= -5
;L1
trigger3 = PlayerID(var(35)),Time >= var(33)
trigger3 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(32)*0.01)
trigger3 = PlayerID(var(35)),Time < (Helper(30000),fvar(32)-(Floor(Helper(30000),fvar(32)*0.01)*100))-5
;L2
trigger4 = PlayerID(var(35)),Time >= var(33)
trigger4 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(33)*0.01)
trigger4 = PlayerID(var(35)),Time < (Helper(30000),fvar(33)-(Floor(Helper(30000),fvar(33)*0.01)*100))-5
;L3
trigger5 = PlayerID(var(35)),Time >= var(33)
trigger5 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(34)*0.01)
trigger5 = PlayerID(var(35)),Time < (Helper(30000),fvar(34)-(Floor(Helper(30000),fvar(34)*0.01)*100))-5
;L4
trigger6 = PlayerID(var(35)),Time >= var(33)
trigger6 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(35)*0.01)
trigger6 = PlayerID(var(35)),Time < (Helper(30000),fvar(35)-(Floor(Helper(30000),fvar(35)*0.01)*100))-5
;L5
trigger7 = PlayerID(var(35)),Time >= var(33)
trigger7 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(36)*0.01)
trigger7 = PlayerID(var(35)),Time < (Helper(30000),fvar(36)-(Floor(Helper(30000),fvar(36)*0.01)*100))-5
;L6
trigger8 = PlayerID(var(35)),Time >= var(33)
trigger8 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(37)*0.01)
trigger8 = PlayerID(var(35)),Time < (Helper(30000),fvar(37)-(Floor(Helper(30000),fvar(37)*0.01)*100))-5
;L7
trigger9 = PlayerID(var(35)),Time >= var(33)
trigger9 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(38)*0.01)
trigger9 = PlayerID(var(35)),Time < (Helper(30000),fvar(38)-(Floor(Helper(30000),fvar(38)*0.01)*100))-5
;L8
trigger10= PlayerID(var(35)),Time >= var(33)
trigger10= PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(39)*0.01)
trigger10= PlayerID(var(35)),Time < (Helper(30000),fvar(39)-(Floor(Helper(30000),fvar(39)*0.01)*100))-5
;ԂςȂ
trigger11=!PlayerID(var(35)),Ctrl
trigger11= PlayerID(var(35)),StateNo != [0, 150]
trigger11= PlayerID(var(35)),Time < Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.2)
trigger11= Random >= 750

[State -3, ߋ]
type = ChangeState
value = 415
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
triggerall = var(29) = 0 
;
triggerall = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)
;triggerall = Random <=750
;L1
trigger1 = PlayerID(var(35)),Time >= var(33)
trigger1 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(32)*0.01)
trigger1 = PlayerID(var(35)),Time < (Helper(30000),fvar(32)-(Floor(Helper(30000),fvar(32)*0.01)*100))-5
;L2
trigger2 = PlayerID(var(35)),Time >= var(33)
trigger2 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(33)*0.01)
trigger2 = PlayerID(var(35)),Time < (Helper(30000),fvar(33)-(Floor(Helper(30000),fvar(33)*0.01)*100))-5
;L3
trigger3 = PlayerID(var(35)),Time >= var(33)
trigger3 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(34)*0.01)
trigger3 = PlayerID(var(35)),Time < (Helper(30000),fvar(34)-(Floor(Helper(30000),fvar(34)*0.01)*100))-5
;L4
trigger4 = PlayerID(var(35)),Time >= var(33)
trigger4 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(35)*0.01)
trigger4 = PlayerID(var(35)),Time < (Helper(30000),fvar(35)-(Floor(Helper(30000),fvar(35)*0.01)*100))-5
;L5
trigger5 = PlayerID(var(35)),Time >= var(33)
trigger5 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(36)*0.01)
trigger5 = PlayerID(var(35)),Time < (Helper(30000),fvar(36)-(Floor(Helper(30000),fvar(36)*0.01)*100))-5
;L6
trigger6 = PlayerID(var(35)),Time >= var(33)
trigger6 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(37)*0.01)
trigger6 = PlayerID(var(35)),Time < (Helper(30000),fvar(37)-(Floor(Helper(30000),fvar(37)*0.01)*100))-5
;L7
trigger7 = PlayerID(var(35)),Time >= var(33)
trigger7 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(38)*0.01)
trigger7 = PlayerID(var(35)),Time < (Helper(30000),fvar(38)-(Floor(Helper(30000),fvar(38)*0.01)*100))-5
;L8
trigger8 = PlayerID(var(35)),Time >= var(33)
trigger8 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(39)*0.01)
trigger8 = PlayerID(var(35)),Time < (Helper(30000),fvar(39)-(Floor(Helper(30000),fvar(39)*0.01)*100))-5

[State -3, R]
type = ChangeState
value = 430
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
triggerall = var(29) = 0 
triggerall = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 80 +PlayerID(var(35)),Const(size.ground.front)
;triggerall = Random <=var(59)*100
;L1
trigger1 = PlayerID(var(35)),Time >= var(33)
trigger1 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(32)*0.01)
trigger1 = PlayerID(var(35)),Time < (Helper(30000),fvar(32)-(Floor(Helper(30000),fvar(32)*0.01)*100))-5
;L2
trigger2 = PlayerID(var(35)),Time >= var(33)
trigger2 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(33)*0.01)
trigger2 = PlayerID(var(35)),Time < (Helper(30000),fvar(33)-(Floor(Helper(30000),fvar(33)*0.01)*100))-5
;L3
trigger3 = PlayerID(var(35)),Time >= var(33)
trigger3 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(34)*0.01)
trigger3 = PlayerID(var(35)),Time < (Helper(30000),fvar(34)-(Floor(Helper(30000),fvar(34)*0.01)*100))-5
;L4
trigger4 = PlayerID(var(35)),Time >= var(33)
trigger4 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(35)*0.01)
trigger4 = PlayerID(var(35)),Time < (Helper(30000),fvar(35)-(Floor(Helper(30000),fvar(35)*0.01)*100))-5
;L5
trigger5 = PlayerID(var(35)),Time >= var(33)
trigger5 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(36)*0.01)
trigger5 = PlayerID(var(35)),Time < (Helper(30000),fvar(36)-(Floor(Helper(30000),fvar(36)*0.01)*100))-5
;L6
trigger6 = PlayerID(var(35)),Time >= var(33)
trigger6 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(37)*0.01)
trigger6 = PlayerID(var(35)),Time < (Helper(30000),fvar(37)-(Floor(Helper(30000),fvar(37)*0.01)*100))-5
;L7
trigger7 = PlayerID(var(35)),Time >= var(33)
trigger7 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(38)*0.01)
trigger7 = PlayerID(var(35)),Time < (Helper(30000),fvar(38)-(Floor(Helper(30000),fvar(38)*0.01)*100))-5
;L8
trigger8 = PlayerID(var(35)),Time >= var(33)
trigger8 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(39)*0.01)
trigger8 = PlayerID(var(35)),Time < (Helper(30000),fvar(39)-(Floor(Helper(30000),fvar(39)*0.01)*100))-5

;
;K[h E 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;

[State -3, ]
type = ChangeState
value = 700
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = PlayerIDExist(var(35))
triggerall = Roundstate= 2
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = var(29) = 0
trigger1 = PlayerID(var(35)),MoveType = A
trigger1 = PlayerID(var(35)),HitDefAttr = SCA,AT
trigger1 = P2BodyDist X < 50
trigger1 = PlayerID(var(35)),AnimTime <= -30
trigger1 = PlayerID(var(35)),Time >= var(33) || (PrevStateNo = [750, 755]) || (PrevStateNo = 5120)
trigger1 = PlayerID(var(35)),Time <= 3
trigger1 = Random < 50 +(PrevStateNo = [750, 755])*150 +(PrevStateNo = 5120)*150
;dlL_bV𐬗p
trigger2 = (PlayerID(var(35)),Name = "RERA")+(PlayerID(var(35)),var(1)) < 2;T莞ȊO
trigger2 = var(15) = 230230
trigger2 = P2BodyDist X = [0, 60]
trigger2 = PlayerID(var(35)),StateNo = [100, 101]
trigger2 = PlayerID(var(35)),Time >= 5
trigger2 = Random < 20

[State -3, i]
type = ChangeState
value = Ifelse((Random<=250),700,705)
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = PlayerIDExist(var(35))
triggerall = Roundstate= 2
triggerall = (Ctrl||StateNo=[10,19])
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
triggerall = var(29) = 0
;dlL_bV𐬗p
trigger1 = (PlayerID(var(35)),Name = "RERA")+(PlayerID(var(35)),var(1)) < 2;T莞ȊO
trigger1 = var(15) = 230230
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = PlayerID(var(35)),MoveType = I
trigger1 = P2BodyDist X = [-25, 25]
trigger1 = Random < 10 +((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*20

[State -3, э]
type = ChangeState
value = 710
;{
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])) || StateNo = 101
;
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = var(29) = 0
;ʒ[Eo
trigger1 = P2BodyDist X = [20, 40]
trigger1 = BackEdgeBodyDist < 20
trigger1 = Random < 10
;э
trigger2 = !Helper(30000),var(15)
trigger2 = PlayerID(var(35)),StateType != L
trigger2 = (PlayerID(var(35)),MoveType != H)
trigger2 = !PlayerID(var(35)),GetHitVar(fall)
trigger2 = P2BodyDist X <= 60
trigger2 = Random < (PlayerID(var(35)),StateType=C)*5 +(StateNo=101)*3
;
trigger3 = PlayerID(var(35)),Time >= var(33)
trigger3 = PlayerID(var(35)),Time <= (abs(PlayerID(var(35)),AnimTime)+PlayerID(var(35)),Time)*0.4
trigger3 = PlayerID(var(35)),MoveType = A
trigger3 = PlayerID(var(35)),HitDefAttr = SCA,AT
trigger3 = (PlayerID(var(35)),Vel X > 0) || P2BodyDist X < 60
trigger3 = Random < 250
;iUэ
trigger4 = var(15) = 230230
trigger4 = PlayerID(var(35)),Time >= var(33)
trigger4 = PlayerID(var(35)),AnimTime <= -26
trigger4 = PlayerID(var(35)),StateType = C
trigger4 = PlayerID(var(35)),MoveType = A
trigger4 = PlayerID(var(35)),HitDefAttr = C,NA
trigger4 = P2BodyDist X = [30, 80]
trigger4 = Random < 20
;
trigger5 = var(15) = 230230
trigger5 = PlayerID(var(35)),StateNo = [710, 715]
trigger5 = P2BodyDist X = [-16, 16]
trigger5 = Random < 25 +(StateNo=101)*50

[State -3, oNXe]
type = ChangeState
value = 105
triggerall = var(59) > 0
triggerall = !var(42)
triggerall = StateType != A
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = PlayerIDExist(var(35))
triggerall = Roundstate= 2
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = var(29) = 0
trigger1 = BackEdgeBodyDist > 60
trigger1 = PlayerID(var(35)),MoveType = A
trigger1 = PlayerID(var(35)),StateType = A
trigger1 = PlayerID(var(35)),Pos Y <= -100
trigger1 = BackEdgeBodyDist > 80
trigger1 = Random < 100
trigger2 = P2BodyDist X < 40
trigger2 = PlayerID(var(35)),GetHitVar(fall)
trigger2 = PlayerID(var(35)),Life > 30
trigger2 = var(3) < 750 || (var(51) > 7000 && !var(52))
trigger2 = Random < 50

[State -3, K[h]
type = ChangeState
value = Ifelse(StateNo=101,99,120)
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [97, 99]
triggerall = StateNo = 140 || StateNo != [120,155]
triggerall = Alive
;
;
triggerall = (Inguarddist) || ( (Helper(30000),Var(40)) && (PlayerID(var(35)),P2Dist X<0) ) || (Helper(30000),Var(41)) ;InGuardDist(+Var⏕)
triggerall = var(29) != 1
triggerall = Helper(30000),var(16) != 2
triggerall = Helper(30000),var(1) != 1
triggerall =(Helper(30000),var(2) = 0) || ((Helper(30000),var(2))&&(PlayerID(var(35)),StateType = A))
triggerall = (StateNo=101)+(P2BodyDist X<=80) < 2
;AIx܂͔x
trigger1 = var(59) >= 7
;{
trigger2 = ((var(33)-Random%var(59)) <= var(41) -(Floor(var(41)*0.0001)*10000))||(Vel X < 0)
trigger2 = Random <=(600)+Ifelse(Vel X>0,-250,Ifelse(Vel X<0,250,0))-Ifelse(var(29)=2,500,Ifelse(var(29)=-1,100,0))
;Ⴊݒ
trigger3 = StateNo = [10, 12]
trigger3 = Random < 250
;ގ
trigger4 = StateNo = [20, 21]
trigger4 = Vel X < 0
;Cӂł̓ݍݒ~
trigger5 = StateNo = 99
;ɉȃR
trigger6 = PrevStateNo = [120, 150]
trigger6 = (StateNo = 0)||(StateNo = 12)
;߂ᒷ[V͂ɃK[h悤
trigger7 = PlayerID(var(35)),Time >= var(33)+15+Random%20

;
;nNU 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;
[State -3, ǂ]
type = ChangeState
value = 765
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||(var(37)))
;
triggerall = PlayerID(var(35)),StateType = L || (PlayerID(var(35)),StateNo = [5030, 5110])+(PlayerID(var(35)),GetHitVar(fall)) = 2 || (PlayerID(var(35)),StateNo = [5060, 5061])+(PlayerID(var(35)),StateNo = [10812, 10814])+(PlayerID(var(35)),MoveType = H)= 2
triggerall = Helper(30000),fvar(26) != 2;_Eł͂Ȃ
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = !InGuardDist
trigger1 = P2BodyDist X < 145
trigger1 = ((PlayerID(var(35)),Vel Y*37+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(37*(37-1))/2)) <  0
trigger1 = ((PlayerID(var(35)),Vel Y*39+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(39*(39-1))/2)) >= 0
;gHit
trigger2 = (PlayerID(var(35)),StateNo = [5060, 5061])+(PlayerID(var(35)),MoveType = H)= 2
trigger2 = P2BodyDist X < 150
trigger2 = ((PlayerID(var(35)),Vel Y*7+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(7*(7-1))/2)) <  0
trigger2 = ((PlayerID(var(35)),Vel Y*9+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(9*(9-1))/2)) >= 0

[State -3, ǂ]
type = ChangeState
value = 760
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||(var(37)))
;
triggerall = PlayerID(var(35)),StateType = L || (PlayerID(var(35)),StateNo = [5030, 5110])+(PlayerID(var(35)),GetHitVar(fall)) = 2 || (PlayerID(var(35)),StateNo = [5060, 5061])+(PlayerID(var(35)),StateNo = [10812, 10814])+(PlayerID(var(35)),MoveType = H)= 2
triggerall = Helper(30000),fvar(26) != 2;_Eł͂Ȃ
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = !InGuardDist
trigger1 = P2BodyDist X < 90
trigger1 = PlayerID(var(35)),StateNo = 5101
trigger1 = ((PlayerID(var(35)),Vel Y*6+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(6*(6-1))/2)) <  0
trigger1 = ((PlayerID(var(35)),Vel Y*7+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(7*(7-1))/2)) >= 0

[State -3 ,oRAR]
type = ChangeState
value = Ifelse((PlayerID(var(35)),AnimTime >= -4)+(Random<500)=2,430,235)
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = (PlayerID(var(35)),StateNo = 5120)||((Helper(30000),var(15))&&(PlayerID(var(35)),StateNo != [5100,5120])&&(PlayerID(var(35)),PrevStateNo = [5100,5120]))
triggerall = PlayerID(var(35)),AnimTime >= -5
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
;trigger1 = var(29) = [0, 1]
trigger1 = P2BodyDist X = [-70,  70]

[State -3, sӑł]
type = ChangeState
value = 680
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = !var(2)
triggerall = StateType != A
triggerall = (Ctrl||StateNo=19)
;
triggerall = (PlayerID(var(35)),StateNo = 5120)||((Helper(30000),var(15))&&(PlayerID(var(35)),StateNo != [5100,5120])&&(PlayerID(var(35)),PrevStateNo = [5100,5120]))
triggerall = PlayerID(var(35)),AnimTime = [-18, -17]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 20; -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 130 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random <= 500

[State -3, Wv,NU]
type = null;ChangeState
value = 39
;{
triggerall = var(59)
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19||var(37))
triggerall = StateNo != [98, 101]
;
triggerall = (PlayerID(var(35)),StateNo = 5120)||((Helper(30000),var(15))&&(PlayerID(var(35)),StateNo != [5100,5120])&&(PlayerID(var(35)),PrevStateNo = [5100,5120]))
triggerall = PlayerID(var(35)),AnimTime = [-33, -23]
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
trigger1 = P2BodyDist X < 100

[State -3, obNXebv]
type = ChangeState
value = 105
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
triggerall = BackEdgeBodyDist > 60
;
triggerall = !var(2)
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19]))
;
triggerall = PlayerID(var(35)),StateType = L || (PlayerID(var(35)),StateNo = [5030, 5110])+(PlayerID(var(35)),GetHitVar(fall)) = 2
;triggerall = Helper(30000),fvar(26) != 2;_Eł͂Ȃ
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
trigger1 = abs(P2BodyDist X) = [90, 100]

[State -3, a]
type = ChangeState
value = 810 + Ifelse(abs(P2BodyDist X >= 200),2,Ifelse(abs(P2BodyDist X >= 150),1,0))
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = !var(2)
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||(var(37)))
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
trigger1 = abs(P2BodyDist X) >= 150
;trigger1 = (PlayerID(var(35)),StateNo = 5120)||((Helper(30000),var(15))&&(PlayerID(var(35)),StateNo != [5100,5120])&&(PlayerID(var(35)),PrevStateNo = [5100,5120]))
trigger1 = PlayerID(var(35)),StateNo = 5110

[State -3, j]
type = ChangeState
value = 830
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = !var(2)
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||(var(37)))
;
triggerall = !PlayerID(var(35)),NumProj
;triggerall = (PlayerID(var(35)),StateType = L)&&(PlayerID(var(35)),Vel X < 0)&&(var(29)=[-1, 0])||(PlayerID(var(35)),StateType = L)&&(PlayerID(var(35)),Vel X>0)&&(var(29=1))||(PlayerID(var(35)),StateNo = [5100, 5110])&&(PlayerID(var(35)),GetHitVar(fall))
triggerall = PlayerID(var(35)),StateNo = 5120
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = PlayerID(var(35)),BackEdgeBodyDist > 20 || abs(P2BodyDist X) >= 80
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(10*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 90; -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(10*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;
[State -3, ΂Z]
type = ChangeState
value = 845
;{
triggerall = var(59) > 0
triggerall = var(52) >= 1
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19||var(37))
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5-1))/2))>=-75-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
triggerall = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
triggerall = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 95 +PlayerID(var(35)),Const(size.ground.front)
;̂ԂςȂ
trigger1 = var(29) = 0
trigger1 = PlayerID(var(35)),MoveType = A
trigger1 = StateNo = 700
;K[hꂽɂԂ
trigger2 = var(29) = 0
trigger2 = MoveGuarded
trigger2 = !Ctrl
trigger2 = Random < 50 +((PlayerID(var(35)),MoveType = A)&&PlayerID(var(35)),Time < Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.2))*300+((PlayerID(var(35)),MoveType = A)&&(PlayerID(var(35)),Time >= var(33)))*150

;------------------------------------------------------------------------------
[State -3, ߗ]
type = ChangeState
value = 225
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
;̂
triggerall = var(52) = 0
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 12

;------------------------------------------------------------------------------
[State -3, ]
type = ChangeState
value = 220
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*25+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(25*(25-1))/2))>=-45-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;̂1
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 25
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 50; -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 200 +PlayerID(var(35)),Const(size.ground.front)

;------------------------------------------------------------------------------
[State -3, ߋ]
type = ChangeState
value = 415
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
;̂
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 5

;------------------------------------------------------------------------------
[State -3, ߗ]
type = ChangeState
value = 215
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
;̂
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 9

;------------------------------------------------------------------------------
[State -3, ]
type = ChangeState
value = 210
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateNo = [5060, 5061])+(PlayerID(var(35)),StateNo = [10812, 10814])+(PlayerID(var(35)),MoveType = H) <  2
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*15+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(15*(15-1))/2))>=-70-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;̂1
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 15
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(15*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0; -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(15*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 95 +PlayerID(var(35)),Const(size.ground.front)
;̂2
trigger2 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 17
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 40; -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 125 +PlayerID(var(35)),Const(size.ground.front)

;------------------------------------------------------------------------------
[State -3, g]
type = ChangeState
value = 820
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19||var(37))
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
;triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*15+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(15*(15-1))/2))>=-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;LZ
triggerall = MoveHit && PlayerID(var(35)),MoveType = H
triggerall =((StateNo = 210) || (StateNo = 410)) || ((StateNo = 215) || (StateNo = 235) || (StateNo = 415))&&((var(29)<=0)||(var(29)=1)&&(abs(P2BodyDist X)>=45))
trigger1 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*15+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(15*(15-1))/2))>=-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
trigger1 = (PlayerID(var(35)),BackEdgeBodyDist<5)||(P2Dist X <= 95+PlayerID(var(35)),Const(size.ground.front))
trigger2 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16-1))/2))>=-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
trigger2 = (PlayerID(var(35)),BackEdgeBodyDist<5)||(P2Dist X <= 100+PlayerID(var(35)),Const(size.ground.front))
trigger3 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*17+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(17*(17-1))/2))>=-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
trigger3 = (PlayerID(var(35)),BackEdgeBodyDist<5)||(P2Dist X <= 105+PlayerID(var(35)),Const(size.ground.front))
trigger4 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*18+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(18*(18-1))/2))>=-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
trigger4 = (PlayerID(var(35)),BackEdgeBodyDist<5)||(P2Dist X <= 110+PlayerID(var(35)),Const(size.ground.front))
trigger5 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*19+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(19*(19-1))/2))>=-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
trigger5 = (PlayerID(var(35)),BackEdgeBodyDist<5)||(P2Dist X <= 115+PlayerID(var(35)),Const(size.ground.front))

;------------------------------------------------------------------------------
[State -3, n]
type = ChangeState
value = Ifelse(var(52)>=1,845,805)
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19||var(37))
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
;ULZ
trigger1 = var(29) >= 1
trigger1 = MoveHit && PlayerID(var(35)),MoveType = H
trigger1 = (StateNo = 215) || (StateNo = 235) || (StateNo = 415)
trigger1 = P2BodyDist X = [-65, 65]
;NオԂςȂ
trigger2 = (StateNo = 5120) || (StateNo = [750, 755])
trigger2 = abs(P2BodyDist X) <= 65
trigger2 = Random <= 50 + ((PlayerID(var(35)),MoveType=A)+(PlayerID(var(35)),Time >= var(33))=2)*150
;eLZ
trigger3 = (StateNo = 280) || (StateNo = 480)
trigger3 = P2BodyDist X = [-65, 65]
trigger3 = Random <= 100 + ((PlayerID(var(35)),MoveType=A)+(PlayerID(var(35)),Time >= var(33))=2)*150

;
;tA΋
;EnemyNear,MoveType=I !EnemyNearCtrl EnemyNear,StateType=A
;
[State -3, ΂Z, 󒆒ǌA΋]
type = ChangeState
value = 845
;{
triggerall = var(59) > 0
triggerall = var(52) >= 1
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19||var(37))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
;triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<500)&&(PlayerID(var(35)),Time >= var(33)))||(PlayerID(var(35)),StateNo = [5030, 5061])||(PlayerID(var(35)),PrevStateNo = [5030, 5061])
;
trigger1 = ((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5-1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5-1))/2)) = [-75-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -5-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 95 +PlayerID(var(35)),Const(size.ground.front)

;------------------------------------------------------------------------------
[State -3, _bV, 󒆒ǌA΋]
type = ChangeState
value = 320
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo = [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<500)&&(PlayerID(var(35)),Time >= var(33)))||(PlayerID(var(35)),StateNo = [5030, 5061])||(PlayerID(var(35)),PrevStateNo = [5030, 5061])
;
trigger1 = ((PlayerID(var(35)),Vel Y*8+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(8*(8-1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*8+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(8*(8-1))/2)) = [-110-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -85-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(8*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 45 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(8*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 80 +PlayerID(var(35)),Const(size.ground.front)
;
trigger2 = ((PlayerID(var(35)),Vel Y*10+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(10*(10-1))/2)) < -5
trigger2 = ((PlayerID(var(35)),Vel Y*10+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(10*(10-1))/2)) = [-155-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -130-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(10*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(10*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 60 +PlayerID(var(35)),Const(size.ground.front)

;------------------------------------------------------------------------------
[State -3, R, 󒆒ǌA΋]
type = ChangeState
value = 230
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<500)&&(PlayerID(var(35)),Time >= var(33)))||(PlayerID(var(35)),StateNo = [5030, 5061])||(PlayerID(var(35)),PrevStateNo = [5030, 5061])
triggerall = (PlayerID(var(35)),StateNo = [5060, 5061])+(PlayerID(var(35)),MoveType = H) < 2
;
trigger1 = ((PlayerID(var(35)),Vel Y*9+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(9*(9-1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*9+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(9*(9-1))/2)) = [-105-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -100-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(9*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 60 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(9*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 75 +PlayerID(var(35)),Const(size.ground.front)
;
trigger2 = ((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16-1))/2)) < -5
trigger2 = ((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16-1))/2)) = [-80-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -60-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 80 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)

;------------------------------------------------------------------------------
[State -3, , 󒆒ǌA΋]
type = ChangeState
value = 420
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<500))&&(PlayerID(var(35)),Time >= var(33))||(PlayerID(var(35)),StateNo = [5030, 5061])||(PlayerID(var(35)),PrevStateNo = [5030, 5061])
;
trigger1 = ((PlayerID(var(35)),Vel Y*21+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(21*(21-1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*21+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(21*(21-1))/2)) = [-165-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -135-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(21*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 5 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(21*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 15 +PlayerID(var(35)),Const(size.ground.front)

;------------------------------------------------------------------------------
[State -3, , 󒆒ǌ]
type = ChangeState
value = 220
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<500))&&(PlayerID(var(35)),Time >= var(33))||(PlayerID(var(35)),StateNo = [5030, 5061])||(PlayerID(var(35)),PrevStateNo = [5030, 5061])
;
trigger1 = ((PlayerID(var(35)),Vel Y*25+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(25*(25-1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*25+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(25*(25-1))/2)) = [-40-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -10-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 125 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 200 +PlayerID(var(35)),Const(size.ground.front)

;------------------------------------------------------------------------------
[State -3, , 󒆒ǌ]
type = ChangeState
value = 210
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<500)&&(PlayerID(var(35)),Time >= var(33)))||(PlayerID(var(35)),StateNo = [5030, 5061])||(PlayerID(var(35)),PrevStateNo = [5030, 5061])
;
trigger1 = ((PlayerID(var(35)),Vel Y*17+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(17*(17-1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*17+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(17*(17-1))/2)) = [-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -55-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 70 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 140 +PlayerID(var(35)),Const(size.ground.front)

;
;nړ 
;Ctrl Random P2bodyDist X
;
[State -3, _bV]
type = ChangeState
value = 101
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo != [100, 101]
triggerall = (Ctrl||(StateNo=[10,19]))
;
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
;triggerall = (PlayerID(var(35)),Pos Y <= -30) + (Vel Y < 0) + (var(29) = 1) < 2
;triggerall = (abs(PlayerID(var(35)),Vel X) < Const(velocity.run.fwd.x))||(PlayerID(var(35)),Vel X>=0)
;ߋ
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = !Helper(30000),var(15)
trigger1 = PlayerID(var(35)),StateType != L
trigger1 = !PlayerID(var(35)),GetHitVar(fall)
trigger1 = PrevStateNo != 99
trigger1 = !InGuardDist || Helper(30000),var(16) = 2 || var(29) = 1 || ((PlayerID(var(35)),AnimTime = [-5, -3])&&(PlayerID(var(35)),StateNo != [0, 55]))
trigger1 = P2BodyDist X = [20, 60] 
trigger1 = Random < 80 +(PlayerID(var(35)),MoveType = H)*270 +(StateNo=52)*400 +((PlayerID(var(35)),AnimTime = [-5, -3])&&(PlayerID(var(35)),StateNo != [0, 101]))*270
;
trigger2 = var(52) != 2
trigger1 = PlayerID(var(35)),StateType != A
trigger2 = !Helper(30000),var(15)
trigger2 = PlayerID(var(35)),StateType != L
trigger2 = !PlayerID(var(35)),GetHitVar(fall)
trigger2 = !InGuardDist || Helper(30000),var(16) = 2 || var(29) = 1 || ((PlayerID(var(35)),AnimTime = [-5, -3])&&(PlayerID(var(35)),StateNo != [0, 55]))
trigger2 = P2BodyDist X = [60, 110]
trigger2 = Random < 50 +(PlayerID(var(35)),StateNo = [5000,5040])*400 +(PlayerID(var(35)),StateNo = [120,155])*100 +(StateNo=52)*500 -(Life-LifeMAX > PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*50
;
trigger1 = PlayerID(var(35)),StateType != A
trigger3 = !Helper(30000),var(15)
trigger3 = PlayerID(var(35)),StateType != L
trigger3 = !PlayerID(var(35)),GetHitVar(fall)
trigger3 = P2BodyDist X = [110, 180]
trigger3 = Life-LifeMAX < PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX
trigger3 = Random < 10
;aqbg
trigger4 = (PlayerID(var(35)),StateNo = [10812, 10814])+(PlayerID(var(35)),MoveType = H)= 2
trigger4 = P2BodyDist X >= 110

;------------------------------------------------------------------------------
[State -3, obNXebv]
type = ChangeState
value = 105
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo != [100, 101]
triggerall = (Ctrl||(StateNo=[10,19]))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = (PlayerID(var(35)),MoveType != H)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = !InGuardDist
triggerall = var(29) = 0
triggerall = BackEdgeBodyDist > 60
;
trigger1 = BackEdgeBodyDist > 60
trigger1 = PrevStateNo != 105
trigger1 = P2BodyDist X = [40, 60]
trigger1 = Random < 1 +(Life-LifeMAX > PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*14
;
trigger2 = BackEdgeBodyDist > 60
trigger2 = P2BodyDist X = [60, 110]
trigger2 = Random < 3 +(Life-LifeMAX > PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*17

;------------------------------------------------------------------------------
[State -3, Wv]
type = ChangeState
value = 39
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl) || (StateNo = [10, 12]) || (StateNo = 101)
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = (PlayerID(var(35)),MoveType != H)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = Helper(30000),var(1) = 0
triggerall = Helper(30000),var(2) = 0
;_bVWv
trigger1 = (!Inguarddist)||(PlayerID(var(35)),StateType = C)
trigger1 =(StateNo=101) && (Time >=4+Random%7)
trigger1 = P2BodyDist X = [50, 140]
trigger1 = Random < 50 +(Inguarddist)*50 +(PlayerID(var(35)),StateType = C)*50 +((PlayerID(var(35)),AnimTime = [-5, -1])&&(PlayerID(var(35)),StateNo != [0, 55]))*50
;Wv
trigger2 = (!Inguarddist)||(PlayerID(var(35)),StateType = C)
trigger2 = P2BodyDist X = [110, 180]
trigger2 = Random < 10

;------------------------------------------------------------------------------
[State -3, ]
type = ChangeState
value = 19
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo != 19
triggerall = StateNo != [98, 101]
triggerall = (Ctrl) || (StateNo = [10, 12])
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = (PlayerID(var(35)),MoveType != H)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !Inguarddist
triggerall = !PlayerID(var(35)),NumProj
;Oi
trigger1 = P2BodyDist X != [25, 60] 
trigger1 = P2BodyDist X >= var(38)+20
trigger1 = Random < 1 +(Life-LifeMAX < PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*19 + (var(52)>=1)*150
;
trigger2 = P2BodyDist X <= var(38)-20
trigger2 = BackEdgeBodyDist > 5
trigger2 = Random < 3 +(Life-LifeMAX >= PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*9
;ɍs
trigger3 = PrevStateNo != [19, 20]
trigger3 = P2BodyDist X = [17, 25]
trigger3 = Random < 500

;------------------------------------------------------------------------------
[State -3, ݍݒ~]
type = ChangeState
value = 99
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = [100, 101]
;
trigger1 = !Helper(30000),var(15)
;triggerall = PlayerID(var(35)),StateType != L
;triggerall = (PlayerID(var(35)),MoveType != H)
;triggerall = !PlayerID(var(35)),GetHitVar(fall)
;tFCg
trigger1 = P2BodyDist X > 110
trigger1 = Time = 3+Random%5
trigger1 = Random < 250
;ǂȂ
trigger2 = !Helper(30000),var(15)
trigger2 = PlayerID(var(35)),Vel X < 0
trigger2 = abs(PlayerID(var(35)),Vel X) >= Const(velocity.run.fwd.x)
trigger2 = Random < 250
;aqbg
trigger3 = (PlayerID(var(35)),StateNo = [10812, 10814])+(PlayerID(var(35)),MoveType = H)= 2
trigger3 = abs(P2BodyDist X) <= 110
;trigger3 = abs(abs(ScreenPos X)-abs(PlayerID(var(35)),ScreenPos X)) <= 110

;------------------------------------------------------------------------------
[State -3, ړNオ]
type = ChangeState
value = Ifelse((FrontEdgeBodyDist>BackEdgeBodyDist),750,755)
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (StateNo = 5110) && (var(26) >= 10)
triggerall = Alive
;
;
;ڋߎ
trigger1 = P2Bodydist X = [-60, 60]
;U(NU)
trigger2 = P2Bodydist X = [-160, 160]
trigger2 = PlayerID(var(35)),MoveType = A
;_
trigger3 = Random < 15
;d
trigger4 = !NumHelper(815)
trigger4 = NumHelper(816)||NumHelper(817)
trigger4 = PlayerID(var(35)),StateNo = [120, 155]
;d
trigger5 = NumHelper(815)
trigger5 = Helper(815),StateNo = 20816
trigger5 = NumHelper(816)||NumHelper(817)
trigger5 = PlayerID(var(35)),StateNo = [120, 155]

;------------------------------------------------------------------------------
[State -3, NCbNNオ]
type = ChangeState
value = 5120
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (StateNo = 5110) && (var(26) >= 10)
triggerall = Alive
;
;
;ڋߎ
;_
trigger1 = Random < 250

;------------------------------------------------------------------------------
[State -3, ]]
type = ChangeState
value = 720
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X = [60, 110]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
trigger1 = PlayerID(var(35)),Vel X <= 0
trigger1 = Random < 3 + (PlayerID(var(35)),MoveType = A)*3

;
;n㗧ZU 
;Ctrl Random EnemyNear,Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;
;ߋ ~35
;
[State -3, ]
type = ChangeState
value = Ifelse(BackEdgeBodyDist<100,732,730)
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19) || StateNo = 52 || StateNo = [98,101]
triggerall = (P2BodyDist X =[-16, 16])
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = (PlayerID(var(35)),MoveType != H)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
triggerall = (PlayerID(var(35)),StateNo != Helper(30000),var(18)) || (Helper(30000),var(18) = 0);sL
;ً}̏I
trigger1 = PlayerID(var(35)),StateNo = Helper(30000),fvar(24)
trigger1 = PlayerID(var(35)),AnimTime = [-4, -3]
;_
trigger2 = !InGuardDist
trigger2 = Random < (500 * (var(15)=1)*0.1) + (PlayerID(var(35)),Vel X = 0)*200
;_bV
trigger3 = StateNo = [98,101]
trigger3 = Random < 750
;_
trigger4 =!PlayerID(var(35)),Ctrl
trigger4 = PlayerID(var(35)),StateNo != [0, 190]
trigger4 = PlayerID(var(35)),AnimTime = [-4, -3]
;
trigger5 = var(29) = 0
trigger5 = PlayerID(var(35)),MoveType = A
trigger5 = Random < 500

;------------------------------------------------------------------------------
[State -3, ߋ]
type = ChangeState
value = 415
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5-1))/2))>=-40-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0; -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5) || Helper(30000),var(1) || Helper(30000),var(2) || PlayerID(var(35)),MoveType = I
trigger1 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger1 = (PlayerID(var(35)),AnimTime = [-6, -5]) || var(29) >= 1
trigger1 = Helper(30000),var(1) || Helper(30000),var(2) || var(29) >= 1
;\
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0; -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5)
trigger2 = PlayerID(var(35)),AnimTime = [-6, -5]
trigger2 =!PlayerID(var(35)),Ctrl
trigger2 = PlayerID(var(35)),MoveType = A
trigger2 = PlayerID(var(35)),StateNo != [0, 190]
trigger2 = Random <= 150
trigger2 = var(3) >= 750

;------------------------------------------------------------------------------
[State -3, ߋ]
type = ChangeState
value = 405
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5-1))/2))>=-40-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;\
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0; -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 30 +(StateNo = 52)*220 +((PlayerID(var(35)),StateType = A)&&(var(29)=0))*120 -(PlayerID(var(35)),StateType = C)*25
trigger1 = !Helper(30000),var(21)

;
;ߋ 35~100
;
[State -3, R]
type = ChangeState
value = 430
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5-1))/2))>=-5-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;\
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0; -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 50 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random <30 +(StateNo = 52)*470
trigger1 = !Helper(30000),var(21)
;(5F)
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 70 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 85 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,30,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(PrevStateNo=99,300,0)
trigger2 = !Helper(30000),var(21)
;(6F)
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 70 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 85 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,30,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(PrevStateNo=99,300,0)
trigger3 = !Helper(30000),var(21)
;(7F)
trigger4 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 70 -PlayerID(var(35)),Const(size.ground.back)
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 85 +PlayerID(var(35)),Const(size.ground.front)
trigger4 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,30,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(PrevStateNo=99,300,0)
trigger4 = !Helper(30000),var(21)
;(8F)
trigger5 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(8*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 70 -PlayerID(var(35)),Const(size.ground.back)
trigger5 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(8*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 85 +PlayerID(var(35)),Const(size.ground.front)
trigger5 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,30,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(PrevStateNo=99,300,0)
trigger5 = !Helper(30000),var(21)
;
trigger6 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 35 -PlayerID(var(35)),Const(size.ground.back)
trigger6 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 80 +PlayerID(var(35)),Const(size.ground.front)
trigger6 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || Helper(30000),var(2) || PlayerID(var(35)),MoveType = I
trigger6 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger6 = PlayerID(var(35)),AnimTime = [-6, -5]
trigger6 = Helper(30000),var(1) || Helper(30000),var(2)
;(5FEȂʒu)
trigger7 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 85 -PlayerID(var(35)),Const(size.ground.back)
trigger7 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 100 +PlayerID(var(35)),Const(size.ground.front)
trigger7 = Random < 5 +Ifelse(PlayerID(var(35)),Vel X=0,20,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100
trigger7 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, oR]
type = ChangeState
value = 235
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist
triggerall = var(29) = 0
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5-1))/2))>=-30-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
triggerall = PlayerID(var(35)),MoveType != A
triggerall = (PlayerID(var(35)),Ctrl)||(PlayerID(var(35)),StateNo = [0, 195])
;ԂςȂ
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 40 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 3
trigger1 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, n]
type = ChangeState
value = 805
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist
triggerall = var(29) = 0
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*13+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(13*(13-1))/2))>=-80-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
triggerall = PlayerID(var(35)),MoveType != A
triggerall = (PlayerID(var(35)),Ctrl)||(PlayerID(var(35)),StateNo = [0, 195])
;ԂςȂ
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(13*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 10 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(13*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 65 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 2
trigger1 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, ]
type = ChangeState
value = 200
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*8+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(8*(8-1))/2))>=-55-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(8*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 60 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(8*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = var(3) >= 800
trigger1 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,7,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*10 +Ifelse(var(59)>=0,0,Ifelse(PrevStateNo=99,100,0)) -(PlayerID(var(35)),StateType = C)*2
trigger1 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, ]
type = ChangeState
value = 410
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*11+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(11*(11-1))/2))>=-40-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 90 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = var(3) >= 800
trigger1 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,17,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*10 +Ifelse(var(59)>=0,0,Ifelse(PrevStateNo=99,100,0)) -(PlayerID(var(35)),StateType = C)*2
trigger1 = !Helper(30000),var(21)
;
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || Helper(30000),var(2) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = (PlayerID(var(35)),AnimTime = [-12, -11]) || var(29) >= 1
trigger2 = Helper(30000),var(1) || Helper(30000),var(2) || var(29) >= 1
;\
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 90 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5)
trigger3 = PlayerID(var(35)),AnimTime = [-12, -11]
trigger3 =!PlayerID(var(35)),Ctrl
trigger3 = PlayerID(var(35)),StateNo != [0, 190]
trigger3 = Random <= 250
trigger3 = var(3) >= 800 || var(52) >= 1

;------------------------------------------------------------------------------
[State -3, _bV]
type = ChangeState
value = 300
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
;triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo = [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = var(29) = 0
;triggerall = (PlayerID(var(35)),Ctrl)||(PlayerID(var(35)),StateNo = [0, 195])
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5-1))/2))>=-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
trigger1 = !InGuardDist
trigger1 = PlayerID(var(35)),MoveType != A
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 95 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 105 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 50 +Ifelse(PlayerID(var(35)),Vel X>0,20,0)-((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*20
trigger1 = !Helper(30000),var(21)
;󒆒@
trigger2 = PlayerID(var(35)),StateType = A
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 80 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = Random < 50 + (PlayerID(var(35)),Time >= var(33))*100 + (PlayerID(var(35)),MoveType = I)*100
trigger2 = !Helper(30000),var(21)
;U
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 20 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 95 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = Random < 80 +Ifelse(PlayerID(var(35)),Vel X>0,20,0) + (((PlayerID(var(35)),MoveType = A) +(PlayerID(var(35)),Time >= var(33))+ abs(P2BodyDist X >= 30))=3)*350
trigger3 = !Helper(30000),var(21)

;
; 100~160
;
[State -3, ]
type = ChangeState
value = 210
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16-1))/2))>=-60-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 120 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 155 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = var(3) >= 800
trigger1 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,17,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*10 +Ifelse(var(59)>=0,0,Ifelse(PrevStateNo=99,100,0)) -(PlayerID(var(35)),StateType = C)*2
trigger1 = !Helper(30000),var(21)
;({)
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(15*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(15*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 95 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || Helper(30000),var(2) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = (PlayerID(var(35)),AnimTime = [-16, -15]) || var(29) >= 1
trigger2 = Helper(30000),var(1) || Helper(30000),var(2) || var(29) >= 1
;()
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 40 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 140 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || Helper(30000),var(2) || PlayerID(var(35)),MoveType = I
trigger3 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger3 = (PlayerID(var(35)),AnimTime = [-18, -17]) || var(29) >= 1
trigger3 = Helper(30000),var(1) || Helper(30000),var(2) || var(29) >= 1
;\
trigger4 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 60 -PlayerID(var(35)),Const(size.ground.back)
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 140 +PlayerID(var(35)),Const(size.ground.front)
trigger4 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5)
trigger4 = PlayerID(var(35)),AnimTime = [-18, -17]
trigger4 =!PlayerID(var(35)),Ctrl
trigger4 = PlayerID(var(35)),StateNo != [0, 190]
trigger4 = Random <= 250
trigger4 = var(3) >= 800 || var(52) >= 1
;擖
trigger5 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(15*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 80 -PlayerID(var(35)),Const(size.ground.back)
trigger5 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(15*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 100 +PlayerID(var(35)),Const(size.ground.front)
trigger5 = var(3) >= 800
trigger5 = Random < 3
trigger5 = !Helper(30000),var(21)
;擖(2)
trigger6 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 110 -PlayerID(var(35)),Const(size.ground.back)
trigger6 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 140 +PlayerID(var(35)),Const(size.ground.front)
trigger6 = var(3) >= 800
trigger6 = Random < 3
trigger6 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, sӑł]
type = ChangeState
value = 680
;{
triggerall = var(59) > 0
triggerall = !var(2)
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*20+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(20*(20-1))/2))>=-40-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 130 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,7,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*10 +Ifelse(var(59)>=0,0,Ifelse(PrevStateNo=99,100,0)) -(PlayerID(var(35)),StateType = C)*20
trigger1 = !Helper(30000),var(21)
;̕sӑł
;trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 10 -PlayerID(var(35)),Const(size.ground.back)
;trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 80 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = (PrevStateNo = 430) && (P2BodyDist X = [-70, 70])
trigger2 = Random < 10+(PlayerID(var(35)),StateType = C)*40 + (PlayerID(var(35)),PrevStateNo = [120, 140])*150
trigger2 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, oR]
type = ChangeState
value = 435
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*19+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(19*(19-1))/2))>=-10-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(19*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 150 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(19*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 170 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,7,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*10 +Ifelse(var(59)>=0,0,Ifelse(PrevStateNo=99,100,0)) -(PlayerID(var(35)),StateType = C)*20
trigger1 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, _bV]
type = ChangeState
value = 310
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = var(29) = 0
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*23+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(23*(23-1))/2))>=-80-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(23*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(23*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 50 + (P2BodyDist X > 80)*100
trigger1 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, _bVR]
type = ChangeState
value = 330
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = var(29) = 0
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*7+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(7*(7-1))/2))>=-10-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 80 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 50 + (P2BodyDist X > 80)*100 -(PlayerID(var(35)),StateType = C)*130
trigger1 = !Helper(30000),var(21)

;
; 160~200
;
[State -3, ]
type = ChangeState
value = 220
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19)
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*25+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(25*(25-1))/2))>=-45-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;wʍU
trigger1 = var(29) = 1
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 80 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 200 +PlayerID(var(35)),Const(size.ground.front)
trigger1 =!PlayerID(var(35)),Ctrl
trigger1 = PlayerID(var(35)),StateNo != [0, 190]
trigger1 = PlayerID(var(35)),AnimTime <= -25
;
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 200 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5) || Helper(30000),var(1) || Helper(30000),var(2) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = PlayerID(var(35)),AnimTime = [-26, -25]
trigger2 = Random <= 250 + (var(3) >= 800)*250
;trigger2 = Helper(30000),var(1) || Helper(30000),var(2)
;擖
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 180 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(25*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 200 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = var(3) >= 800
trigger3 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,7,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*10 +Ifelse(var(59)>=0,0,Ifelse(PrevStateNo=99,100,0)) -(PlayerID(var(35)),StateType = C)*2
trigger3 = !Helper(30000),var(21)

;------------------------------------------------------------------------------
[State -3, aソ܂ɒ]
type = ChangeState
value = Ifelse(Random<100,811,810)
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = (Ctrl||StateNo=19||var(37))
triggerall = PlayerIDExist(var(35))
triggerall = !PlayerID(var(35)),Numproj
triggerall = P2BodyDist X = [180, 200]
trigger1 = !InGuardDist
trigger1 = PlayerID(var(35)),MoveType = I
trigger1 = Random < 20
trigger2 = StateNo = 720
trigger2 = Random < 500

;
; 200~
;
[State -3, a܂ɒ]
type = ChangeState
value = Ifelse(Random<100,811,812)
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = (Ctrl||StateNo=10||StateNo=19||var(37))
triggerall = PlayerIDExist(var(35))
triggerall = !InGuardDist
triggerall = PlayerID(var(35)),MoveType = I
triggerall = !PlayerID(var(35)),Numproj
triggerall = P2BodyDist X > 200
trigger1 = !InGuardDist
trigger1 = PlayerID(var(35)),MoveType = I
trigger1 = Random < 25
trigger2 = StateNo = 720
trigger2 = Random < 500

;
;󒆗ZU 
;Ctrl Random EnemyNear,Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;
[State -1, Wv]
type = ChangeState
value = 620
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType = A
triggerall = Ctrl
;
;triggerall = !Helper(30000),var(15)
;triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;[
trigger1 = P2Bodydist X -Vel X*12 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*12) < 80; -Const(size.air.front) ;O˒ 
trigger1 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*12 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*12) > 40 ;茳˒ 
trigger1 = Vel Y*12+Const(Movement.yaccel)*((12*(12-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger1 = Vel Y*13+Const(Movement.yaccel)*((13*(13-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = P2Dist Y -Vel Y*12-const(Movement.yaccel)*((12*(12-1))/2)+PlayerID(var(35)),Vel Y*8+Helper(30000),fvar(2)*((12*(12+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < 10 ;˒ 
;擖
trigger2 = P2Bodydist X -Vel X*12 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*12) < 80; -Const(size.air.front) ;O˒ 
trigger2 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*12 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*12) > 65 ;茳˒ 
trigger2 = Vel Y*12+Const(Movement.yaccel)*((12*(12-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger2 = Vel Y*15+Const(Movement.yaccel)*((15*(15-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger2 = PlayerID(var(35)),StateType != A
trigger2 = P2Dist Y -Vel Y*12-const(Movement.yaccel)*((12*(12-1))/2)+PlayerID(var(35)),Vel Y*12+Helper(30000),fvar(2)*((12*(12+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < 10 ;˒ 
;΋
trigger3 = P2Bodydist X -Vel X*12 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*12) < 80; -Const(size.air.front) ;O˒ 
trigger3 = P2Dist X +PlayerID(var(35)),Const(size.air.back) -Vel X*12 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*12) > 40 ;茳˒ 
trigger3 = Vel Y*12+Const(Movement.yaccel)*((12*(12-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger3 = PlayerID(var(35)),StateType = A 
trigger3 = P2Dist Y -Vel Y*12-const(Movement.yaccel)*((12*(12-1))/2)+PlayerID(var(35)),Vel Y*12+Helper(30000),fvar(2)*((12*(12+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < 10 ;˒ 
trigger3 = P2Dist Y -Vel Y*12-const(Movement.yaccel)*((12*(12-1))/2)+PlayerID(var(35)),Vel Y*12+Helper(30000),fvar(2)*((12*(12+1))/2)+PlayerID(var(35)),Const(size.mid.pos.y) > -75 ;˒ 
;э
trigger4 = P2Bodydist X -Vel X*12 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*12) < 80; -Const(size.air.front) ;O˒ 
trigger4 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*12 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*12) > 20 ;茳˒ 
trigger4 = Vel Y*12+Const(Movement.yaccel)*((12*(12-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger4 = Vel Y*16+Const(Movement.yaccel)*((16*(16-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger4 = PlayerID(var(35)),StateType != A
trigger4 = P2Dist Y -Vel Y*12-const(Movement.yaccel)*((12*(12-1))/2)+PlayerID(var(35)),Vel Y*8+Helper(30000),fvar(2)*((12*(12+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < 10 ;˒ 
trigger4 = Random <= 50 +(PlayerID(var(35)),MoveType = A)*150

;------------------------------------------------------------------------------
[State -1, WvR]
type = ChangeState
value = 630
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType = A
triggerall = Ctrl
;
;triggerall = !Helper(30000),var(15)
;triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;[
trigger1 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 70; -Const(size.air.front) ;O˒ 
trigger1 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 20 ;茳˒ 
trigger1 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger1 = Vel Y*12+Const(Movement.yaccel)*((12*(12-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -25 ;˒ 
;擖
trigger2 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 70; -Const(size.air.front) ;O˒ 
trigger2 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 55 ;茳˒ 
trigger2 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger2 = Vel Y*16+Const(Movement.yaccel)*((16*(16-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger2 = PlayerID(var(35)),StateType != A
trigger2 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -25 ;˒ 
;΋
trigger3 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 70; -Const(size.air.front) ;O˒ 
trigger3 = P2Dist X +PlayerID(var(35)),Const(size.air.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 20 ;茳˒ 
trigger3 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger3 = PlayerID(var(35)),StateType = A 
trigger3 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -25 ;˒ 
trigger3 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.mid.pos.y) > -40 ;˒ 
;э
trigger4 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 70; -Const(size.air.front) ;O˒ 
trigger4 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 20 ;茳˒ 
trigger4 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger4 = Vel Y*19+Const(Movement.yaccel)*((19*(19-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger4 = PlayerID(var(35)),StateType != A
trigger4 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -25 ;˒ 
trigger4 = Random <= 50 +(PlayerID(var(35)),MoveType = A)*150
;
trigger5 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 120; -Const(size.air.front) ;O˒ 
trigger5 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 75 ;茳˒ 
trigger5 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger5 = Vel Y*16+Const(Movement.yaccel)*((16*(16-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger5 = PlayerID(var(35)),StateType != A
trigger5 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -25 ;˒ 
trigger5 = Random <= 150

;------------------------------------------------------------------------------
[State -1, Wv]
type = ChangeState
value = 600
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType = A
triggerall = Ctrl
;
;triggerall = !Helper(30000),var(15)
;triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;[
trigger1 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 75; -Const(size.air.front) ;O˒ 
trigger1 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 10 ;茳˒ 
trigger1 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger1 = Vel Y*12+Const(Movement.yaccel)*((12*(12-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -55 ;˒ 
;擖
trigger2 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 75; -Const(size.air.front) ;O˒ 
trigger2 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 60 ;茳˒ 
trigger2 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger2 = Vel Y*13+Const(Movement.yaccel)*((13*(13-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger2 = PlayerID(var(35)),StateType != A
trigger2 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -55 ;˒ 
;΋
trigger3 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 70; -Const(size.air.front) ;O˒ 
trigger3 = P2Dist X +PlayerID(var(35)),Const(size.air.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 20 ;茳˒ 
trigger3 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger3 = PlayerID(var(35)),StateType = A 
trigger3 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -55 ;˒ 
trigger3 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.mid.pos.y) > -65 ;˒ 
;э
trigger4 = P2Bodydist X -Vel X*10 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) < 70; -Const(size.air.front) ;O˒ 
trigger4 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*10) > 20 ;茳˒ 
trigger4 = Vel Y*10+Const(Movement.yaccel)*((10*(10-1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger4 = Vel Y*15+Const(Movement.yaccel)*((15*(15-1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger4 = PlayerID(var(35)),StateType != A
trigger4 = P2Dist Y -Vel Y*10-const(Movement.yaccel)*((10*(10-1))/2)+PlayerID(var(35)),Vel Y*10+Helper(30000),fvar(2)*((10*(10+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -55 ;˒ 
trigger4 = Random <= 50 +(PlayerID(var(35)),MoveType = A)*150

;
;̋n
;

[State -3, M, n]
type = ChangeState
value = 855
triggerall = var(59) > 0
triggerall = var(57)
triggerall = !var(1)
triggerall = !var(2)
triggerall = StateType != A
triggerall = var(37) || (Ctrl||StateNo=10||StateNo=19)
triggerall = NumHelper(10150)
triggerall = NumHelper(30000)
triggerall = RoundState = 2
triggerall = PlayerIDExist(var(35))
triggerall = PlayerID(var(35)),StateType != L
triggerall = !Helper(30000),var(15)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
trigger1 = var(39)

;
;
;=================================AI⏕wp[=============================================

[Statedef 30000]
physics = N
ctrl = 0
anim = 30000

;_____________________________________________________________________K[hwK

[State 30000, ȌԂX^bN (1: 2: 3: 4:_EH) ]
type = VarSet
trigger1 = GameTime%2 = 0
var(5) = IfElse(Root,StateType=S,1,IfElse(Root,StateType=C,2,IfElse(Root,StateType=A,3,4)))
ignorehitpause = 1

[State 30000, OɃXe[g120܂140ǂX^bN]
type = VarSet
triggerall = GameTime%2 = 0 
trigger1 = Root,StateNo = 120 
trigger2 = Root,StateNo = 140 
trigger3 = Root,StateNo = 130 
trigger4 = Root,StateNo = 131 
trigger5 = Root,StateNo = [150,151] 
trigger6 = Root,StateNo = [152,153] 
var(6) =   1
ignorehitpause = 1 

[State 30000, Ⴄꍇ0ɖ߂] 
type = VarSet
triggerall = var(6)
trigger1 = Root,StateNo != 120 
trigger1 = Root,StateNo != 130 
trigger1 = Root,StateNo != 131 
trigger1 = Root,StateNo != 140 
trigger1 = Root,StateNo != [150,151] 
trigger1 = Root,StateNo != [152,153] 
var(6) = 0 
ignorehitpause = 1 

[State 30000, K[s]
Type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = var(6) = 0
trigger1 = (fvar(10) = fvar(13)) || (fvar(10) = fvar(14)) || (fvar(10) = fvar(15))
trigger1 = fvar(10) != 0
trigger1 = PlayerID(Root,var(35)),StateNo = fvar(10)
trigger2 = (fvar(11) = fvar(13)) || (fvar(11) = fvar(14)) || (fvar(11) = fvar(15))
trigger2 = fvar(11) != 0
trigger2 = PlayerID(Root,var(35)),StateNo = fvar(11)
trigger3 = (fvar(12) = fvar(13)) || (fvar(12) = fvar(14)) || (fvar(12) = fvar(15))
trigger3 = fvar(12) != 0
trigger3 = PlayerID(Root,var(35)),StateNo = fvar(12)
var(7) = 1
IgnoreHitPause = 1

[State 30000, YȂꍇɃZbg]
Type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = Var(7) = 1
trigger1 = PlayerID(Root,var(35)),StateNo != fvar(10) || fvar(10) = 0
trigger1 = PlayerID(Root,var(35)),StateNo != fvar(11) || fvar(11) = 0
trigger1 = PlayerID(Root,var(35)),StateNo != fvar(12) || fvar(12) = 0
var(7) = 0
IgnoreHitPause = 1

[State 30000, ˌ邩f]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateNo != 0
trigger1 = var(7) = 1
var(1) = 1

[State 30000]
type = VarSet
triggerall = var(1)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),Time = 0
trigger2 = PlayerID(Root,var(35)),NumProj
trigger3 = (!var(39))+((var(40))||(Root,InGuardDist)) = 2;Ԃѓ
var(1)  = 0

[State 30000, ˌ邩f]
type = VarSet
triggerall = RoundState = 2
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateNo != 0
triggerall = PlayerID(Root,var(35)),StateNo != 5900
triggerall = PlayerID(Root,var(35)),StateNo != fvar(29)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(30)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(31)
triggerall = PlayerID(Root,var(35)),StateNo != [0, 155]
triggerall = !PlayerID(Root,var(35)),NumProj
triggerall = (!var(39))+((var(40))||(Root,InGuardDist)) < 2;Ԃѓ͌ĂȂ
trigger1 = P2BodyDist X <= abs(PlayerID(Root,var(35)),AnimTime)*2
trigger1 = PlayerID(Root,var(35)),AnimTime <= -(60+Root,var(15)*10)
trigger1 = PlayerID(Root,var(35)),Vel X = 0
trigger1 = !PlayerID(Root,var(35)),Ctrl
var(1) = 1

[State 30000]
type = VarSet
trigger1 = var(1) = 1
var(3) = Root,Time

[State 30000, ˌ邩f]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(7) = 0
triggerall = var(1) = 1
triggerall = Root,StateNo = [98, 101]
trigger1 = PlayerID(Root,var(35)),Time = 0
trigger2 = PlayerID(Root,var(35)),Ctrl
trigger3 = PlayerID(Root,var(35)),StateNo = fvar(29)
trigger4 = PlayerID(Root,var(35)),StateNo = fvar(30)
trigger5 = PlayerID(Root,var(35)),StateNo = fvar(31)
trigger6 = PlayerID(Root,var(35)),NumProj
trigger7 = (!var(39))+((var(40))||(Root,InGuardDist)) = 2;Ԃѓ
trigger8 = PlayerID(Root,var(35)),Vel X != 0
trigger9 = Root,Time != var(3)
var(1) = 2

[State 30000, ˌ邩f]
type = VarSet
triggerall = var(1) = 2
trigger1 = Root,StateNo != [98, 101]
trigger2 = RoundState < 2
var(1) = 0

[State 30000, ˌ邩f]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(7) = 0
triggerall = Root,StateNo != [98, 101]
trigger1 = PlayerID(Root,var(35)),Time = 0
trigger2 = PlayerID(Root,var(35)),Ctrl
trigger3 = PlayerID(Root,var(35)),StateNo = fvar(29)
trigger4 = PlayerID(Root,var(35)),StateNo = fvar(30)
trigger5 = PlayerID(Root,var(35)),StateNo = fvar(31)
trigger6 = PlayerID(Root,var(35)),NumProj
trigger7 = (!var(39))+((var(40))||(Root,InGuardDist)) = 2;Ԃѓ
var(1) = 0

[State 30000, ˌs1]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(29) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(1) = 1
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(29) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, ˌs2]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(29) != 0
triggerall = fvar(29) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(29) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(30) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(1) = 1
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(30) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, ˌs3]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(29) != 0
triggerall = fvar(29) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(29) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(30) != 0
triggerall = fvar(30) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(30) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(31) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(1) = 1
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(31) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, 邩f]
type = VarSet
triggerall = Root,var(59)
triggerall = !var(2)
triggerall = RoundState = 2
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateNo != 0
triggerall = !PlayerID(Root,var(35)),Ctrl
triggerall = PlayerID(Root,var(35)),StateNo != 5900
triggerall = PlayerID(Root,var(35)),StateNo != fvar(5)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(6)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(7)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(8)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(9)
triggerall = PlayerID(Root,var(35)),StateNo != [0, 155]
triggerall = !PlayerID(Root,var(35)),NumProj
triggerall = (!var(39))+((var(40))||(Root,InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
trigger1 = (PlayerID(Root,var(35)),MoveGuarded = 1)
trigger2 = Root,StateNo = 150
trigger2 = Root,PrevStateNo != [150, 155]
trigger2 = Root,AnimElem = 1
trigger3 = Root,StateNo = 151
trigger3 = Root,PrevStateNo != [150, 155]
trigger3 = Root,AnimElem = 1
trigger4 = Root,StateNo = 152
trigger4 = Root,PrevStateNo != [150, 155]
trigger4 = Root,AnimElem = 1
trigger5 = Root,StateNo = 153
trigger5 = Root,PrevStateNo != [150, 155]
trigger5 = Root,AnimElem = 1
var(2) = 1

[State 30000, ~]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
trigger1 = PlayerID(Root,var(35)),AnimElem = 1
trigger1 = PlayerID(Root,var(35)),MoveType = A
trigger2 = PlayerID(Root,var(35)),Ctrl
trigger3 = PlayerID(Root,var(35)),StateNo = fvar(5)
trigger4 = PlayerID(Root,var(35)),StateNo = fvar(6)
trigger5 = PlayerID(Root,var(35)),StateNo = fvar(7)
trigger6 = PlayerID(Root,var(35)),StateNo = fvar(8)
trigger7 = PlayerID(Root,var(35)),StateNo = fvar(9)
trigger8 = PlayerID(Root,var(35)),NumProj
trigger9 = (!var(39))+((var(40))||(Root,InGuardDist)) = 2;Ԃѓ
trigger10= PlayerID(Root,var(35)),MoveType = H
trigger11= PlayerID(Root,var(35)),StateNo = [0, 155]
var(2) = 0

[State 30000, s1]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(5) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, s2]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) != 0
triggerall = fvar(5) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(5) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(6) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(6) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, s3]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) != 0
triggerall = fvar(5) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(5) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(6) != 0
triggerall = fvar(6) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(6) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(7) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(7) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, s4]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) != 0
triggerall = fvar(5) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(5) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(6) != 0
triggerall = fvar(6) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(6) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(7) != 0
triggerall = fvar(7) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(7) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(8) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(8) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, s5]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) != 0
triggerall = fvar(5) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(5) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(6) != 0
triggerall = fvar(6) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(6) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(7) != 0
triggerall = fvar(7) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(7) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(8) != 0
triggerall = fvar(8) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(8) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(9) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(9) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

;----------------------------- iwK ----------------------------------------

[State 30000,i1(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
triggerall = Root,MoveType = H	                        ;e(L)炢Ԃ̎
triggerall = fvar(10) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
trigger1 = Root,Var(34) < 0                             ;e(L)̔pVar̒l̎
trigger1 = Root,Var(34) > -100000                       ;e(L)̔pVarグĂȂ
fvar(10) = (-Root,Var(34))                              ;̒l̂܂܂ł͎gȂ琳̒lɖ߂ăZbg
IgnoreHitPause = 1

[State 30000,i2(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
triggerall = Root,MoveType = H	                        ;e(L)炢Ԃ̎
triggerall = fvar(10) != 0 && fvar(10) != (-Root,var(34))
triggerall = fvar(11) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
trigger1 = Root,Var(34) < 0                             ;e(L)̔pVar̒l̎
trigger1 = Root,Var(34) > -100000                       ;e(L)̔pVarグĂȂ
fvar(11) = (-Root,Var(34))                              ;̒l̂܂܂ł͎gȂ琳̒lɖ߂ăZbg
IgnoreHitPause = 1

[State 30000,i3(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
TriggerAll = Root,MoveType = H	                        ;e(L)炢Ԃ̎
TriggerAll = fvar(10) != 0 && fvar(10) != (-Root,var(34))
TriggerAll = fvar(11) != 0 && fvar(11) != (-Root,var(34))
TriggerAll = fvar(12) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
Trigger1 = Root,Var(34) < 0                             ;e(L)̔pVar̒l̎
Trigger1 = Root,Var(34) > -100000                       ;e(L)̔pVarグĂȂ
fvar(12) = (-Root,Var(34))                              ;̒l̂܂܂ł͎gȂ琳̒lɖ߂ăZbg
IgnoreHitPause = 1

;----------------------------- iwK ----------------------------------------

[State 30000,i1(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
triggerall = Root,MoveType = H	                        ;e(L)炢Ԃ̎
triggerall = fvar(13) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
trigger1 = Root,Var(34) > 0                             ;e(L)̔pVar̒l̎
trigger1 = Root,Var(34) < 100000                        ;e(L)̔pVarグĂȂ
fvar(13) = (Root,Var(34))                               ;̒l͂̂܂܎ĝł̂܂܃Zbg
IgnoreHitPause = 1

[State 30000,i2(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
triggerall = Root,MoveType = H	                        ;e(L)炢Ԃ̎
triggerall = fvar(13) != 0 && fvar(13) != (Root,var(34))
triggerall = fvar(14) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
trigger1 = Root,Var(34) > 0                             ;e(L)̔pVar̒l̎
trigger1 = Root,Var(34) < 100000                        ;e(L)̔pVarグĂȂ
fvar(14) = (Root,Var(34))                               ;̒l͂̂܂܎ĝł̂܂܃Zbg
IgnoreHitPause = 1

[State 30000,i3(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
TriggerAll = Root,MoveType = H	                        ;e(L)炢Ԃ̎
TriggerAll = fvar(13) != 0 && fvar(13) != (Root,var(34))
TriggerAll = fvar(14) != 0 && fvar(14) != (Root,var(34))
TriggerAll = fvar(15) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
Trigger1 = Root,Var(34) > 0                             ;e(L)̔pVar̒l̎
Trigger1 = Root,Var(34) < 100000                        ;e(L)̔pVarグĂȂ
fvar(15) = (Root,Var(34))                               ;̒l͂̂܂܎ĝł̂܂܃Zbg
IgnoreHitPause = 1

;------------------------ K[h؂ւϐ -----------------------------------

[State 30000,K[h؂ւp(Zbg)]
type = Varset
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = Root,var(59)>=2
triggerall = var(8)>0
trigger1 = fvar(10)=0 || fvar(10)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(11)=0 || fvar(11)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(12)=0 || fvar(12)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(13)=0 || fvar(13)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(14)=0 || fvar(14)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(15)=0 || fvar(15)!=PlayerID(Root,var(35)),StateNo
var(8) = 0
IgnoreHitPause = 1

[State 30000,K[h؂ւp(i)]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = Root,var(59)>=2
trigger1 = fvar(10)!=0 && fvar(10)=PlayerID(Root,var(35)),StateNo
trigger2 = fvar(11)!=0 && fvar(11)=PlayerID(Root,var(35)),StateNo
trigger3 = fvar(12)!=0 && fvar(12)=PlayerID(Root,var(35)),StateNo
var(8) = 1
IgnoreHitPause = 1

[State 30000,K[h؂ւp(i)]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = Root,var(59)>=2
trigger1 = fvar(13)!=0 && fvar(13)=PlayerID(Root,var(35)),StateNo
trigger2 = fvar(14)!=0 && fvar(14)=PlayerID(Root,var(35)),StateNo
trigger3 = fvar(15)!=0 && fvar(15)=PlayerID(Root,var(35)),StateNo
var(8) = 2
IgnoreHitPause = 1
;_________________________________________________________________K[hwKI

[State 30000, FL1]
type = VarSet
;triggerall = Root,var(59) >= 3
triggerall = fvar(32) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(32) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL2]
type = VarSet
;triggerall = Root,var(59) >= 3
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(33) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL3]
type = VarSet
;triggerall = Root,var(59) >= 3
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(34) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL4]
type = VarSet
;triggerall = Root,var(59) >= 4
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(35) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL5]
type = VarSet
;triggerall = Root,var(59) >= 4
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(35)*0.01)
triggerall = fvar(36) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(36) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL6]
type = VarSet
;triggerall = Root,var(59) >= 4
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(35)*0.01)
triggerall = fvar(36) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(36)*0.01)
triggerall = fvar(37) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(37) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL7]
type = VarSet
;triggerall = Root,var(59) >= 5
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(35)*0.01)
triggerall = fvar(36) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(36)*0.01)
triggerall = fvar(37) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(37)*0.01)
triggerall = fvar(38) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(38) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL8]
type = VarSet
;triggerall = Root,var(59) >= 5
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(35)*0.01)
triggerall = fvar(36) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(36)*0.01)
triggerall = fvar(37) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(37)*0.01)
triggerall = fvar(38) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(38)*0.01)
triggerall = fvar(39) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(39) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, e{, 0]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = Root,var(58) = 0
var(13) = 0

[State 30000, e{]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = Root,var(58) > 0
var(13) = Floor(((((Root,LifeMAX-Root,Life)*0.001)*2)+((PlayerID(Root,var(35)),Life-Root,Life)*0.001))*(Root,var(58)*Ifelse(Root,var(59)<5,30,10)))

[State 30000, e]
type = VarSet
triggerall = var(4) = 0
trigger1 = Root,StateNo = 780
var(4) = 1
ignorehitpause = 1

[State 30000, e胊Zbg]
type = VarSet
triggerall = var(4) = 1
trigger1 = Root,StateNo != 780
trigger1 = Root,MoveType != H
var(4) = 0
ignorehitpause = 1

[State 30000, esL]
type = VarSet
triggerall = var(4) = 1
triggerall = fvar(20) = 0
triggerall = PlayerIDExist(Root,var(35))
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)
fvar(20) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, esL]
type = VarSet
triggerall = var(4) = 1
triggerall = fvar(20) != 0
triggerall = fvar(21) = 0
triggerall = PlayerIDExist(Root,var(35))
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)
fvar(21) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, d͌vZ?]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = GameTime%2=1
trigger1 = 1
fvar(0) = PlayerID(Root,var(35)),Vel Y

[State 30000, d͌vZ?]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = GameTime%2=0
trigger1 = 1
fvar(1) = PlayerID(Root,var(35)),Vel Y

[State 30000, d͌vZ?]
type = null
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),MoveType != H
trigger1 = vel Y = 0 || PlayerID(Root,var(35)),StateType != A
trigger1 = fvar(2):= 0
trigger2 = PlayerID(Root,var(35)),MoveType != H
trigger2 = abs(abs(fvar(0)) - abs(fvar(1))) != [-1, 1]
trigger2 = fvar(2):=PlayerID(Root,var(35)),Const(movement.yaccel)
trigger3 =  PlayerID(Root,var(35)),MoveType = H
trigger3 = fvar(2):=PlayerID(Root,var(35)),GetHitVar(yaccel)
trigger4 = GameTime%2=0
trigger4 = PlayerID(Root,var(35)),MoveType != H
;trigger4 = fvar(0) - fvar(1) = [-1, 1]
trigger4 = fvar(2):= fvar(1) - fvar(0)
trigger5 = GameTime%2=1
trigger5 = PlayerID(Root,var(35)),MoveType != H
;trigger5 = fvar(1) - fvar(0) = [0, 1]
trigger5 = fvar(2):= fvar(0) - fvar(1)

[State 30000, L]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = fvar(24) = 0
triggerall = PlayerID(Root,var(35)),MoveType = I
triggerall = PlayerID(Root,var(35)),StateType != A
triggerall = PlayerID(Root,var(35)),StateNo != [0, 200]
triggerall = !PlayerID(Root,var(35)),Ctrl
triggerall = P2BodyDist X = [-20, 20]
trigger1 = Root,MoveType = A
trigger1 = Root,Time > 10
trigger1 = Root,StateNo = 410
trigger1 = !Root,MoveContact
fvar(24) =  PlayerID(Root,var(35)),StateNo

[State 30000, `FbNyz]
type = VarAdd
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType = S
triggerall = (PlayerID(Root,var(35)),StateNo = 0) || (PlayerID(Root,var(35)),StateNo = [120,150])
triggerall = fvar(25)-(Floor(fvar(25)*0.1)*10) < 3
triggerall = !Root,MoveContact
trigger1 = Root,StateNo = 310 && Root,Time = 9
trigger2 = Root,StateNo = 330 && Root,Time = 18
fvar(25) = 1

[State 30000, `FbNyz]
type = VarAdd
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType = C
triggerall = (PlayerID(Root,var(35)),StateNo = [10,12]) || (PlayerID(Root,var(35)),StateNo = [120,150])
triggerall = fvar(25)-(Floor(fvar(25)*0.01)*100) < 30
triggerall = !Root,MoveContact
trigger1 = Root,StateNo = 310 && Root,Time = 9
trigger2 = Root,StateNo = 330 && Root,Time = 18
fvar(25) = 10

[State 30000, `FbNy󒆁z]
type = VarAdd
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType = A
triggerall = (PlayerID(Root,var(35)),StateNo = [40,50]) || (PlayerID(Root,var(35)),StateNo = [120,150])
triggerall = fvar(25)-(Floor(fvar(25)*0.001)*1000) < 300
triggerall = !Root,MoveContact
trigger1 = Root,StateNo = 310 && Root,Time = 9
trigger2 = Root,StateNo = 330 && Root,Time = 18
fvar(25) = 100

[State 30000, `FbNy󒆁z]
type = VarAdd
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType = A
triggerall = (PlayerID(Root,var(35)),StateNo = [40,50]) || (PlayerID(Root,var(35)),StateNo = [120,150])
triggerall = fvar(25)-(Floor(fvar(25)*0.0001)*10000) < 5000
triggerall = !Root,MoveContact
trigger1 = Root,StateNo = 310 && Root,Time = 9
trigger2 = Root,StateNo = 330 && Root,Time = 18
fvar(25) = 1000

[State 30000, vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType = S
var(10) = Ceil((fvar(25)-(Floor(fvar(25)*0.1)*10))*3)

[State 30000, 蔻vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType = C
var(10) = Ceil(Floor((fvar(25)*0.1)-(Floor(fvar(25)*0.01)*10))*3)

[State 30000, 󒆔vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType = A
var(10) = Ceil(Floor((fvar(25)*0.01)-(Floor(fvar(25)*0.001)*10))*3)

[State 30000, 󒆔vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType = A
var(11) = Ceil(-Floor((fvar(25)*0.001)-(Floor(fvar(25)*0.0001)*10))*5)

[State 30000, 󒆔vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType != A
var(11) = 0

[State 30000, Nオ蔻f]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
trigger1 = PlayerID(Root,var(35)),StateNo = 5120
trigger2 = PlayerID(Root,var(35)),MoveType = I || PlayerID(Root,var(35)),MoveType = H 
trigger2 = PlayerID(Root,var(35)),StateNo != [5000, 5200]
trigger2 = PlayerID(Root,var(35)),PrevStateNo = [5000, 5200]
trigger2 = PlayerID(Root,var(35)),StateNo != [0, 200]
var(15) = 1

[State 30000, Nオ蔻f]
type = VarSet
triggerall = var(15)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),Ctrl
trigger2 = PlayerID(Root,var(35)),MoveType = A
trigger3 = PlayerID(Root,var(35)),StateNo = [0, 200]
var(15) = 0

[State 30000, \]
type = VarSet
triggerall = var(16) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
triggerall = PlayerID(Root,var(35)),MoveType = A
triggerall = !PlayerID(Root,var(35)),MoveContact
trigger1 = PlayerID(Root,var(35)),HitDefattr = SA, SA
trigger1 = PlayerID(Root,var(35)),Vel Y < 0
var(16) = 1

[State 30000, \]
type = VarSet
triggerall = var(16) = 1
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
;triggerall = PlayerID(Root,var(35)),MoveType = A
triggerall = !PlayerID(Root,var(35)),MoveContact
;trigger1 = PlayerID(Root,var(35)),HitDefattr = SA, SA
trigger1 = PlayerID(Root,var(35)),Vel Y > 0
trigger1 = PlayerID(Root,var(35)),Vel X = [0, 3]
var(16) = 2

[State 30000, \]
type = VarSet
triggerall = var(16)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),Ctrl
;trigger2 = PlayerID(Root,var(35)),MoveType != A
trigger2 = PlayerID(Root,var(35)),MoveContact
trigger3 = PlayerID(Root,var(35)),Pos Y >= 0
trigger3 = PlayerID(Root,var(35)),Vel Y > 0
trigger4 = PlayerID(Root,var(35)),MoveType = H
var(16) = 0

[State 30000, s]
type = VarSet
triggerall = var(18) = 0
triggerall = Root,StateNo = 730 || Root,StateNo = 732
triggerall = Root,Time >= 4
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType != A
trigger1 = !PlayerID(Root,var(35)),Ctrl
var(18) = PlayerID(Root,var(35)),StateNo

[State 30000, 肷L]
type = VarSet
triggerall = RoundState = 2
triggerall = PlayerIDExist(Root,var(35))
triggerall = (Root,Pos X+100) - (PlayerID(Root,var(35)),Pos X+100) < 95
;triggerall = P2BodyDist X = [50+floor(14*(PlayerID(var(35)),vel X)),(75+floor(14*(PlayerID(var(35)),vel X))-Helper(30000),var(10))]
trigger1 = Root,StateType = C
trigger1 = !PlayerID(Root,var(35)),Ctrl
trigger1 = PlayerID(Root,var(35)),StateType = S
trigger1 = PlayerID(Root,var(35)),MoveType = A
trigger1 = PlayerID(Root,var(35)),AnimTime = [-1, 0]
var(20) = PlayerID(Root,var(35)),StateNo

[State 30000, ǂm]
type = VarSet
triggerall = fvar(26) = 0
trigger1 = Root,StateNo = 760
fvar(26) = 1

[State 30000, ǂm]
type = VarSet
triggerall = fvar(26) = 1
trigger1 = Root,MoveType = H
fvar(26) = 2

[State 30000, ǂm]
type = VarSet
triggerall = fvar(26) = 1
trigger1 = Root,StateNo = 0
trigger2 = Root,StateNo = 19
trigger3 = Root,Ctrl
fvar(26) = 0

[State 30000, gL1]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = !fvar(27)
trigger1 = Root,MoveReversed = 1
fvar(27) = Root,var(36)

[State 30000, gL2]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = fvar(27)
triggerall = fvar(27) != Root,var(36)
triggerall = !fvar(28)
trigger1 = Root,MoveReversed = 1
fvar(28) = Root,var(36)

[State 30000, gx]
type = VarSet
triggerall = !var(21)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = fvar(27)
trigger1 = fvar(27) = PlayerID(Root,var(35)),StateNo
trigger2 = fvar(28)
trigger2 = fvar(28) = PlayerID(Root,var(35)),StateNo
var(21) = 1

[State 30000, gx]
type = VarSet
triggerall = var(21)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = fvar(27) != PlayerID(Root,var(35)),StateNo
trigger1 = fvar(28) != PlayerID(Root,var(35)),StateNo || !fvar(28)
var(21) = 0

[State 30000, sL]
type = VarSet
triggerall = !var(23)
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
trigger1 = PlayerID(Root,var(35)),MoveType = A
var(22) = PlayerID(Root,var(35)),StateNo*1000+PlayerID(Root,var(35)),Time

[State 30000, sL]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateNo != Root,var(36)
trigger1 = Root,MoveType = H
trigger1 = Root,Anim != [5000, 5120]
var(23) = var(22)

[State 30000, sL]
type = VarSet
trigger1 = Floor(var(23)*0.001) = [1, 200]
var(23) = 0

[State 30000, _EƂ}WفI]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),GetHitVar(fall)
trigger1 = PlayerID(Root,var(35)),StateNo = [5000, 5070]
var(24) = 1

[State 30000, _EƂ}WفI]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(24) = 1
trigger1 = PlayerID(Root,var(35)),StateNo = [5110, 5120]
var(24) = 0

[State 30000, _EƂ}WفI]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(24) = 1
trigger1 = PlayerID(Root,var(35)),StateNo = [0, 200]
trigger2 = PlayerID(Root,var(35)),Ctrl
var(24) = 2




;***********p*************************

;FL

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(32)
triggerall = fvar(32) != Root,fvar(32)
trigger1 = fvar(32):=Root,fvar(32)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(33)
triggerall = fvar(33) != Root,fvar(33)
trigger1 = fvar(33):=Root,fvar(33)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(34)
triggerall = fvar(34) != Root,fvar(34)
trigger1 = fvar(34):=Root,fvar(34)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(35)
triggerall = fvar(35) != Root,fvar(35)
trigger1 = fvar(35):=Root,fvar(35)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(36)
triggerall = fvar(36) != Root,fvar(36)
trigger1 = fvar(36):=Root,fvar(36)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(37)
triggerall = fvar(37) != Root,fvar(37)
trigger1 = fvar(37):=Root,fvar(37)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(38)
triggerall = fvar(38) != Root,fvar(38)
trigger1 = fvar(38):=Root,fvar(38)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(39)
triggerall = fvar(39) != Root,fvar(39)
trigger1 = fvar(39):=Root,fvar(39)
IgnoreHitPause = 1
persistent = 0

;esL

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(20)
triggerall = fvar(20) != Root,fvar(20)
trigger1 = fvar(20):=Root,fvar(20)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(21)
triggerall = fvar(21) != Root,fvar(21)
trigger1 = fvar(21):=Root,fvar(21)
IgnoreHitPause = 1
persistent = 0

;iL

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(10)
triggerall = fvar(10) != Root,fvar(10)
trigger1 = fvar(10):=Root,fvar(10)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(11)
triggerall = fvar(11) != Root,fvar(11)
trigger1 = fvar(11):=Root,fvar(11)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(12)
triggerall = fvar(12) != Root,fvar(12)
trigger1 = fvar(12):=Root,fvar(12)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(13)
triggerall = fvar(13) != Root,fvar(13)
trigger1 = fvar(13):=Root,fvar(13)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(14)
triggerall = fvar(14) != Root,fvar(14)
trigger1 = fvar(14):=Root,fvar(14)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(15)
triggerall = fvar(15) != Root,fvar(15)
trigger1 = fvar(15):=Root,fvar(15)
IgnoreHitPause = 1
persistent = 0

;ً}

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(24)
triggerall = fvar(24) != Root,fvar(24)
trigger1 = fvar(24):=Root,fvar(24)
IgnoreHitPause = 1
persistent = 0

;ˌs

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(29)
triggerall = fvar(29) != Root,fvar(29)
trigger1 = fvar(29):=Root,fvar(29)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(30)
triggerall = fvar(30) != Root,fvar(30)
trigger1 = fvar(30):=Root,fvar(30)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(31)
triggerall = fvar(31) != Root,fvar(31)
trigger1 = fvar(31):=Root,fvar(31)
IgnoreHitPause = 1
persistent = 0

;

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(25)
triggerall = fvar(25) != Root,fvar(25)
trigger1 = fvar(25):=Root,fvar(25)
IgnoreHitPause = 1
persistent = 0

;ǂ
[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(26)
triggerall = fvar(26) != Root,fvar(26)
trigger1 = fvar(26):=Root,fvar(26)
IgnoreHitPause = 1
persistent = 0

;g
[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(27)
triggerall = fvar(27) != Root,fvar(27)
trigger1 = fvar(27):=Root,fvar(27)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(28)
triggerall = fvar(28) != Root,fvar(28)
trigger1 = fvar(28):=Root,fvar(28)
IgnoreHitPause = 1
persistent = 0

;**************************************************

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

[State 30000];i萳ʂֈړj
Type = PosSet
Trigger1 = PlayerIDExist(Root,var(35))
X = PlayerID(Root,var(35)),Pos X +3*PlayerID(Root,var(35)),Facing

[State 30000];萳ʂInGuardDist
Type = Varset
var(39) = InGuardDist
Trigger1 = 1

[State 30000, Posadd 100];W+100i{̂+100ւ炷j
Type = PosSet
Trigger1 = 1
X = Root,Pos X +100*Root,Facing

[State 30000, Front GuardDist varset];OInGuardDist
Type = Varset
var(40) = InGuardDist
Trigger1 = 1

[State 30000, Posadd -200];W-200i{̂-100ւ炷j
Type = Posadd
Trigger1 = 1
X = -150

[State 30000, Back GuardDist varset];둤InGuardDist
Type = Varset
var(41) = InGuardDist
Trigger1 = 1

[State 30000, Posadd 100];W+100i{̂ƓWɂǂj
Type = Posadd
Trigger1 = 1
X = 50

[State 30000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2= noshadow

[State 30000, Posset in Root];WX{̂ɂ킹
Type = Posset
Trigger1 = 1
X = Root,Pos X

[State 30000]
type = DestroySelf
triggerall = RoundState = 2
trigger1 = Root,var(59) = -1

;=================================AINwp[=============================================
[Statedef 20000]
physics = N
ctrl = 0
anim = -1

[State 20000 ,ԈႢŖ{̂痧ֈڍs]
type = SelfState
trigger1 = !Ishelper
value = 0

[State 20000]
type = Turn
trigger1 = root,facing != facing

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000]
type = assertspecial
trigger1 = 1
flag = invisible

[State 20000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 20000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59) !=0 || var(59) =-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 20000,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1