;
;AI@by~a
;
; Lvݒł@ɂ
;[State -3,AIFlagSet];AItOZbg
; ̐lς
; 
;1`3:K[LȂ@ނȂ ̑Z
;4`6:Ԃϗ㏸ ސx 
;7`9:ސx ؂ւx㏸
;10   :xMAX  ޶ްށ@KUP
;11   :xMAX@
;12   :xMAX@@Sŝ(P U₷Z GZ p΍) iv(\Ȃ)gp
;
;̂
;
;config
;
;̂Ƃ
;
;EAI펞NtO
;EAI펞NON̂ƂӰޕύX
;Es邩ǂtO
;
;ݒł܂
;
;XV@(ACΉ)
;configt
;AC\Ή :AC\>>>#R\ 
;ƌ蕂悤Ȃ̂Ń_E_͓ł
;ƍӰނɑΉ
;̎gÂ炳ُ͈Aʒ[ȊOźނł˂ Ńm[}\̃_bV̍ō葁Ăǂ
;͎v葦܂łނɂ悤Ǝv \݂ɂ͂łȂ Lv9gp
;Lv9gp@20qbg炢Ŏ~܂܂ AILv12ȏŉiv
;
;
;XV6/16
;K[hɍUȂ_C
;AC[hޕύX@ٰߺނ悤ɂȂ܂B
;̺ޕύX ܂ōsƂȂ
;
;
;XV6/28
;؂ւx㏸
;̐UύX
;
;
;ڍ
;
;ݒ
;
;΋	P P@S@HS
;i	K@D ݾްFRCˋK
;i	K@S@D
;	P@{P@S@S@Sс@HS
;@@ ڲ݂Ȃ߂Â
;
;
;R{ݒ
;
;ݸށHSر
;ݸށD
;HS(׽ļˑMkX)
;:SˉS˗HS(׽ļˑMkX)~n AILV9gp@␳0.05(ˁHS)@AILV12ȏŉiv
;@@@@@     RC  RC
;2:(ڲ݁˴ڲ݁)~
;ˉSˋHS˴ر
;ݷǽ
;
;رِݒ
;E#R\
;K
;(ʒ[ȊO)ˋPˋKˋSˋHS
;(ʒ[)ˋ󒆃_bVˋSˋHS(ĂS̫)˒n
;(␳܂Ƃ)ˋSˋHS(ŏ֖߂)
;(荂xႢor␳Ȃ)ˁ+HS˼گĶްorHSorS
;_Xg
;DˋD~2ˋPˋKJCˋPˋKˋSˋHS
;
;EAC\ ر
;(xorgԂŕω)(K)(ˋS)ˋHSˋޯˋHSˋޯˋHSE[ެ߁ˋK or S or ˋHS](ŏ֖߂)
;                      (K)(ˋS)ˋHSˋޯˋD or HSˋޯˋD or HS˻̫(ˋD)(GG20)˗HS
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@        @@@@@@@@@@@@@@@@@@@@(GG20ȏ)ˏE[ެ߁ˋK or S or ˋHS](ŏ֖߂)
;炾2x
;SƂ炾3`5
;
;NUߐݒ
;EHS^f
;  EHWv̫(Ȃ葽)
;@EK(mȂ߁{[)
;  Eݾް
;  EݾްFRCK@
;@E_fK[hア낢
;  EFBveBCY
;
;AIU@
;
;O]悭ĝŁ@ްޕ悭ւğTȂǓ܂₷Ȃ
;͂܂ƂȂ̂ŗްވ ܂̂Ԃ񉺒iŕmグĂ
;ԋA薳̶ްނȂׂƴڲ݂̍łЂǂƂɂȂ
;ĐŴڲ݋獂mőm
;ׂɂ邪ڲ݂𖳓GZ݉\Ȃ
;
;
;̕ύX\_
;EލœK
;ENU߂ƕG@(ǂ)
;EꌂKEgp@[hȂްޏȂ瑦łǂ
;
;
[Statedef 30000]
Anim = 9999
;
;config
;
[State 30000];AI펞NtO
Type = varset
Trigger1 = IsHelper
var(0) = 0
;0 = ʏAIN@(ftHg)
;1 = AI펞N(lłȂȂ܂)
;2 = 1P or 3P̂ݏ펞AIN
;3 = 2P or 4P̂ݏ펞AIN
                                                                                                                                                                                         ;4 = ޯ
[State 30000];AI펞NON̂ƂӰޕύX
Type = varset
Trigger1 = IsHelper
var(1) = 0
;0 = #RӰ(ftHg)
;2 = ACӰ

[State 30000];s邩tO
Type = varset
Trigger1 = IsHelper
var(2) = 0
;0 = Ȃ(ftHg)
;1 = ꌂ
;2 = h
;3 = 
;4 = oKEZ
;5 = oKEZ+h
;6 = oKEZ+
;7 = oKEZ+ꌂ
;8 = TCNo[Xg(ްĹްޏ̂ŃIXXȂ)

;
;
;

[State 20000]
Type = SelfState
Trigger1 = !IsHelper
value = 0
Ctrl = 1
IgnoreHitPause = 1

[State 10000]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible
IgnoreHitPause = 1

[State 20000];vC[W̌ɌŒ ProjAttackDist̫90ł
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos x+90*ifelse(Root,facing=1,1,-1)
y = Const(Size.Head.Pos.y)+Root,Pos y

[State 20000]
Type = Turn
Trigger1 = IsHelper
Trigger1 = Root,facing!=facing

[State 30000];G
Type = NotHitBy
Trigger1 = IsHelper
value = SAC,NT,ST,HT,NA,SA,HA,NP,SP,HP,NA,SA,HA

;
;gԑp
;
[State 30000];g\܂ł̎ԑp
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(0),MoveType!=H
Trigger2 = Enemy(0),StateType=L
Trigger3 = Enemy(0),Time=1
Trigger3 = Enemy(0),MoveType=H
Trigger3 = Enemy(0),GetHitVar(HitShakeTime)>0
var(20) = 0
IgNoreHitPause = 1

[State 30000];g\܂ł̎ԑp
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1 = Enemy(1),MoveType!=H
Trigger2 = Enemy(1),StateType=L
Trigger3 = Enemy(1),Time=1
Trigger3 = Enemy(1),MoveType=H
Trigger3 = Enemy(1),GetHitVar(HitShakeTime)>0
var(21) = 0
IgNoreHitPause = 1

[State 30000];g\܂ł̎ԑp
Type = VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(0),StateType!=L
Trigger1 = Enemy(0),MoveType=H
var(20) = 1
IgNoreHitPause = 1

[State 30000];g\܂ł̎ԑp
Type = VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1 = Enemy(1),StateType!=L
Trigger1 = Enemy(1),MoveType=H
var(21) = 1
IgNoreHitPause = 1

;
;UԌv
;

[State 30000];Uԑ胊Zbg
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(0),MoveType!=A
Trigger2 = Enemy(0),Ctrl
Trigger3 = Enemy(0),StateNo<200
var(22) = 0
IgNoreHitPause = 1

[State 30000];Uԑ胊Zbg
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1 = Enemy(1),MoveType!=A
Trigger2 = Enemy(1),Ctrl
Trigger3 = Enemy(1),StateNo<200
var(23) = 0
IgNoreHitPause = 1

[State 30000];Uԑ
Type = VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(0),MoveType=A
Trigger1 = !Enemy(0),Ctrl
Trigger1 = Enemy(0),StateNo>199
var(22) = 1
IgNoreHitPause = 1

[State 30000];Uԑ
Type = VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1 = Enemy(1),MoveType=A
Trigger1 = !Enemy(1),Ctrl
Trigger1 = Enemy(1),StateNo>199
var(23) = 1
IgNoreHitPause = 1

;
;낯

[State 30000];낯mFZbgD
Type = VarSet
Trigger1 = IsHelper
var(30) = 0

[State 30000];낯mF
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(Root,fvar(18))),MoveType=H
Trigger1 = Root,NumTarget(205)
Trigger1 = Enemy(floor(Root,fvar(18))),StateNo!=[204,209]
Trigger2 = Root,NumTarget(1600)
Trigger2 = Enemy(floor(Root,fvar(18))),StateNo!=[1621,1629]
var(30) = 1

;
;d͌vZp
[State 30000]
Type = VarSet
Trigger1 = IsHelper
var(50) = 0

[State 30000]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(Root,fvar(18))),vel y=0
Trigger2 = Enemy(floor(Root,fvar(18))),StateType!=A
var(50) = 1

[State 30000];d͒l
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(Root,fvar(18))),MoveType!=H
Trigger2 = Enemy(floor(Root,fvar(18))),StateNo=[120,155]
fvar(0) = Enemy(floor(Root,fvar(18))),Const(MoveMent.Yaccel)

[State 30000];d͒l
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(Root,fvar(18))),MoveType=H
Trigger1 = Enemy(floor(Root,fvar(18))),StateNo!=[120,155]
fvar(0) = Enemy(floor(Root,fvar(18))),GetHitVar(Yaccel)

[State 30000];d͌vZp
Type = Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = fvar(1):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0))||1
Trigger1 = fvar(2):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*2)*2||1
Trigger1 = fvar(3):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*3)*3||1
Trigger1 = fvar(4):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*4)*4||1
Trigger1 = fvar(5):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*5)*5||1
Trigger1 = fvar(6):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*6)*6||1
Trigger1 = fvar(7):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*7)*7||1
Trigger1 = fvar(8):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*8)*8||1
Trigger1 = fvar(9):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*9)*9||1
Trigger1 = fvar(10):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*10)*10||1
Trigger1 = fvar(11):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*11)*11||1
Trigger1 = fvar(12):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*12)*12||1
Trigger1 = fvar(13):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*13)*13||1
Trigger1 = fvar(14):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*14)*14||1
Trigger1 = fvar(15):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*15)*15||1
Trigger1 = fvar(16):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*16)*16||1
Trigger1 = fvar(17):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*17)*17||1
Trigger1 = fvar(18):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*18)*18||1
Trigger1 = fvar(19):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*19)*19||1
Trigger1 = fvar(20):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*20)*20||1
Trigger1 = fvar(21):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*21)*21||1
Trigger1 = fvar(22):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*22)*22||1
Trigger1 = fvar(23):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*23)*23||1
Trigger1 = fvar(24):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*24)*24||1
Trigger1 = fvar(25):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*25)*25||1
Trigger1 = fvar(26):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*26)*26||1
Trigger1 = fvar(27):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*27)*27||1
Trigger1 = fvar(28):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*28)*28||1
Trigger1 = fvar(29):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*29)*29||1
Trigger1 = fvar(30):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*30)*30||1
Trigger1 = fvar(31):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*31)*31||1

[State 30000];K[hp
Type = VarSet
TriggerAll=IsHelper
Trigger1 = 1
fvar(39) = 0
IgNoreHitPause = 1

[State 30000];K[hp
Type = VarSet
TriggerAll=IsHelper
Trigger1 = Root,InGuardDist
Trigger2 = NumHelper(10000+Root,ID)
Trigger2 = Helper(10000+Root,ID),InGuardDist
Trigger3 = NumHelper(20000+Root,ID)
Trigger3 = Helper(20000+Root,ID),InGuardDist
Trigger4 = InGuardDist
Trigger5 = NumHelper(40000+Root,ID)
Trigger5 = Helper(40000+Root,ID),InGuardDist
Trigger6 = NumHelper(50000+Root,ID)
Trigger6 = Helper(50000+Root,ID),InGuardDist
Trigger7 = NumHelper(60000+Root,ID)
Trigger7 = Helper(60000+Root,ID),InGuardDist
Trigger8 = NumHelper(70000+Root,ID)
Trigger8 = Helper(70000+Root,ID),InGuardDist
fvar(39) = 1
IgNoreHitPause = 1

;
;ޯ\
;

[State -3]
Type = DisplayToClipboard
Trigger1 = IsHelper
Trigger1 = NumEnemy>0
Text = "5=%f:6=%f:7=%f:8=%f:9=%f"
Params = fvar(5),fvar(6),fvar(7),fvar(8),fvar(9)
IgnoreHitPause = 1

[State -3]
Type = AppendToClipboard
Trigger1 = IsHelper
Trigger1 = NumEnemy>0
Text = ":e%f"
Params = Enemy,Pos Y
ignoreHitpause = 1

[State -2];mFfobN
Type = AppendToClipboard
Trigger1 = IsHelper
Trigger1 = NumEnemy>0
Text =  "\n10=%f:11=%f:12=%f:13=%f:14=%f"
Params = fvar(10),fvar(11),fvar(12),fvar(13),fvar(14)
IgnoreHitPause = 1

[State 1000,6]
Type = DestroySelf
TriggerAll=isHelper
Trigger1 = !fvar(39)
Trigger1 = var(59)<0

;
[Statedef -3];AI
;

[State -3,AIFlagSet];AItOZbg
Type = VarSet
TriggerAll=!isHelper
TriggerAll=var(59)<1
Trigger1 = Command="AI0"||Command="AI1"
Trigger2 = Command="AI2"||Command="AI3"
Trigger3 = Command="AI4"||Command="AI5"
Trigger4 = Command="AI6"||Command="AI7"
Trigger5 = Command="AI8"||Command="AI9"
Trigger6 = Command="AI10"||Command="AI11"
Trigger7 = Command="AI12"||Command="AI13"
Trigger8 = Command="AI14"||Command="AI15"
Trigger9 = Command="AI16"||Command="AI17"
Trigger10= Command="AI18"||Command="AI19"
Trigger11= Command="AI20"||Command="AI21"
Trigger12= Command="AI22"||Command="AI23"
Trigger13= Command="AI24"||Command="AI25"
Trigger14= Command="AI26"||Command="AI27"
Trigger15= Command="AI28"||Command="AI29"
Trigger16= Command="AI30"||Command="AI31"
Trigger17= Command="AI32"||Command="AI33"
Trigger18= Command="AI34"||Command="AI35"
Trigger19= Command="AI36"||Command="AI37"
Trigger20= Command="AI38"||Command="AI39"
Trigger21= Command="AI40"||Command="AI41"
Trigger22= Command="AI42"||Command="AI43"
Trigger23= Command="AI44"||Command="AI45"
Trigger24= Command="AI46"||Command="AI47"
Trigger25= Command="AI48"||Command="AI49"
Trigger26= Command="AI50"
Trigger27= RoundState<2||RoundState=2&&Ctrl
Trigger27= !var(59)
Trigger27= NumHelper(10000+ID)
Trigger27= Helper(10000+ID),var(59)>0
Trigger28= NumHelper(30000+ID)
Trigger28= Helper(30000+ID),var(0)=1||teamside=1&&Helper(30000+ID),var(0)=2||teamside=2&&Helper(30000+ID),var(0)=3
var(59) = 5;(1`12܂Őݒ\)
IgnoreHitPause = 1

[State -3,ComboFlagSet];ޯ׸
Type = VarSet
TriggerAll=!isHelper
Trigger1 = var(59)<1
Trigger1 = !fvar(39)
Trigger1 = NumHelper(30000+ID)
Trigger1 = Helper(30000+ID),var(0)=4
fvar(39) = 1

[State -3,ComboFlagReset];ޯ׸ؾ
Type = VarSet
TriggerAll=!isHelper
Trigger1 = var(59)>0
Trigger1 = fvar(39)
fvar(39) = 0

[State -3,AISetHelper];AINpwp[
Type = Helper
TriggerAll=!isHelper
TriggerAll=RoundState<2||RoundState=2&&Ctrl
Trigger1 = !NumHelper(10000+ID)
Trigger1 = Alive
Trigger1 = !var(59)
HelperType = Normal
Name = "AI"
StateNo = 10000
ID = 10000+ID
Pos = 9999,9999
KeyCtrl = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
Persistent = 0

[State -3,AISetHelper];ްޗp߰@-90
Type = Helper
TriggerAll=!isHelper
Trigger1 = !NumHelper(20000+ID)
Trigger1 = var(59)>0||fvar(39)
HelperType = Normal
Name = "GuardHelper1"
StateNo = 20638
ID = 20000+ID
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State -3,AISetHelper];ްޗp߰@O+90
Type = Helper
TriggerAll=!isHelper
Trigger1 = !NumHelper(30000+ID)
Trigger1 = var(59)>=0||fvar(39)
HelperType = Normal
Name = "GuardHelper2"
StateNo = 30000
ID = 30000+ID
PauseMoveTime = 99999999
SuperMoveTime = 0

;
;fobN
;

[State -3]
Type = DisplayToClipboard
Trigger1 = !IsHelper
trigger1 = NumEnemy>0
Text = "v50=%d:v51=%d:v52=%d:v21=%d:v34=%d"
Params = var(50),var(51),var(52),var(22),var(23)
IgnoreHitPause = 1

[state -3]
type = AppendToClipboard
Trigger1 = !IsHelper
trigger1 = NumEnemy>0
Text = "f34=%d"
Params = ceil(fvar(34))
ignoreHitpause = 1

[State -2];mFfobN
type = AppendToClipboard
Trigger1 = !IsHelper
trigger1 = NumEnemy>0
Text =  "\nP2X:%d,P2Y:%f,Vx%f,Vy%f,Py%f"
Params = Ceil(P2BodyDist X),P2BodyDist Y,Enemy,vel x,Enemy,vel y,Pos y
IgnoreHitPause = 1

;
;蕜Ac莞ԑ
;

[State -3]
Type = varSet
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),GetHitVar(fall)=1
fvar(34) = Enemy(floor(fvar(18))),GetHitVar(fall.RecoverTime)-Helper(30000+ID),var(20+(fvar(18)=1))
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),GetHitVar(fall)=1
Trigger1 = Enemy(floor(fvar(18))),GetHitVar(fall.Recover)=0
Trigger2 = Enemy(floor(fvar(18))),GetHitVar(fall.RecoverTime)>300
fvar(34) = 99999
IgnoreHitPause = 1

[State -3];gc莞ԗp n
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = !NumTarget(205)||Target,StateNo!=[204,209]
Trigger1 = !NumTarget(1600)||Target,StateNo!=[1621,1629]
Trigger1 = Enemy(floor(fvar(18))),GetHitVar(fall)=0
fvar(34) = Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)+Enemy(floor(fvar(18))),GetHitVar(HitTime)+1
IgnoreHitPause = 1

[State -3];gc莞ԗp 낯˯߰
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(205)
Trigger1 = Target,StateNo=204
fvar(34) = 35+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp 낯˯߰
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(1600)
Trigger1 = Target,StateNo=1621
fvar(34) = 46+5+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp 낯
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = (NumTarget(205)&&Target,StateNo=[207,209])||(NumTarget(1600)&&Target,StateNo=[1622,1629])
fvar(34) = Enemy(floor(fvar(18))),Sysvar(0)+5
IgnoreHitPause = 1

[State -3];gc莞ԗp 낯I
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(205)&&Target,StateNo=209||NumTarget(1600)&&Target,StateNo=1629
fvar(34) = 5-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];gc莞ԗp 
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=820
fvar(34) = 999	
IgnoreHitPause = 1

[State -3];gc莞ԗp XCh_E qbg|[Y
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=1051
fvar(34) = 37+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp XCh_E
Type = varSet
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=1052
fvar(34) = 37-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3,f35]
Type = VarSet
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),MoveType!=H||fvar(34)<1
fvar(34) = 0
IgnoreHitPause = 1

;
;҂
;
[State -3];iK[hp
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=1050||Enemy(floor(fvar(18))),NumHelper(1002);||Enemy(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = Enemy(floor(fvar(18))),StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = Enemy(floor(fvar(18))),StateNo=210
fvar(38) = 1
IgnoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"||Enemy(floor(fvar(18))),AutHorName="Akutagawa"||P2Name="BRIDGET"||P2Name="ZAPPA"
Trigger1 = Enemy(floor(fvar(18))),StateNo=240||P2StateNo=242
Trigger2 = Enemy(floor(fvar(18))),Name!="millia"||P2StateNo!=1500
Trigger2 = Enemy(floor(fvar(18))),Name!="eddie"||!(Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||Enemy(floor(fvar(18))),NumHelper(1001)||Enemy(floor(fvar(18))),NumHelper(1002))
Trigger2 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Enemy(floor(fvar(18))),Name="testa"||P2Name="justice"
Trigger3 = Enemy(floor(fvar(18))),StateNo=[205,206]
Trigger4 = Enemy(floor(fvar(18))),Name="millia"||P2Name="BRIDGET"||P2Name="eddie"||P2Name="jam"
Trigger4 = Enemy(floor(fvar(18))),StateNo=[215,216]
Trigger5 = Enemy(floor(fvar(18))),Name="faust"||P2Name="kliff"
Trigger5 = Enemy(floor(fvar(18))),StateNo=235
Trigger6 = Enemy(floor(fvar(18))),Name="johnny"
Trigger6 = Enemy(floor(fvar(18))),StateNo=3200
Trigger7 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger7 = Enemy(floor(fvar(18))),StateNo=432
Trigger8 = Enemy(floor(fvar(18))),Name="BRIDGET"||P2Name="bridget"
Trigger8 = Enemy(floor(fvar(18))),AutHorName="EL"&&Enemy(floor(fvar(18))),StateNo=3100||Enemy(floor(fvar(18))),AutHorName="muteki"&&Enemy(floor(fvar(18))),StateNo=3003
Trigger9 = Enemy(floor(fvar(18))),Name="SLAYER"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1045||P2StateNo=1047||P2StateNo=2210||P2StateNo=2230
Trigger10= Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger10= Enemy(floor(fvar(18))),StateNo=[240,241]
Trigger11= Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger11= Enemy(floor(fvar(18))),StateNo=240
Trigger12= Enemy(floor(fvar(18))),Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= Enemy(floor(fvar(18))),StateNo=250
Trigger13= Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= Enemy(floor(fvar(18))),StateNo=900
Trigger14= Enemy(floor(fvar(18))),Name="Geese Howard"
Trigger14= Enemy(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger14= Enemy(floor(fvar(18))),StateNo=230
Trigger15= Enemy(floor(fvar(18))),Name="Remilia_Scarlet"
Trigger15= Enemy(floor(fvar(18))),StateNo=230||P2StateNo=240
Trigger16= Enemy(floor(fvar(18))),Name="Hong Meirin"
Trigger16= Enemy(floor(fvar(18))),StateNo=820
Trigger17= Enemy(floor(fvar(18))),Name="Aya Syameimaru"
Trigger17= Enemy(floor(fvar(18))),StateNo=[707,708]
Trigger18= Enemy(floor(fvar(18))),Name="Marisa Kirisame"
Trigger18= Enemy(floor(fvar(18))),StateNo=1000
Trigger19= Enemy(floor(fvar(18))),Name="Sakuya Izayoi"
Trigger19= Enemy(floor(fvar(18))),StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= Enemy(floor(fvar(18))),Name="Yakumo Yukari"
Trigger20= Enemy(floor(fvar(18))),StateNo=[2000,2020]
Trigger21= Enemy(floor(fvar(18))),Name="Alice Margatroid"
Trigger21= Enemy(floor(fvar(18))),StateNo=240
Trigger22= Enemy(floor(fvar(18))),Name="Suika Ibuki"
Trigger22= Enemy(floor(fvar(18))),StateNo=[707,708]
Trigger23= Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger23= Enemy(floor(fvar(18))),StateNo=240
Trigger24= Enemy(floor(fvar(18))),Name="siteittene"
Trigger24= Enemy(floor(fvar(18))),StateNo=600
Trigger25= Enemy(floor(fvar(18))),Name="Youmu_Konpaku"
Trigger25= Enemy(floor(fvar(18))),StateNo=700
Trigger26= Enemy(floor(fvar(18))),Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= Enemy(floor(fvar(18))),StateNo=300
Trigger27= Enemy(floor(fvar(18))),Name="cvsyamazaki"
Trigger27= Enemy(floor(fvar(18))),StateNo=300||P2StateNo=1400
Trigger28= Enemy(floor(fvar(18))),Name="Ash"
Trigger28= Enemy(floor(fvar(18))),StateNo=310
Trigger29= Enemy(floor(fvar(18))),Name="Jedah"
Trigger29= Enemy(floor(fvar(18))),StateNo=250
Trigger30= Enemy(floor(fvar(18))),Name="Bulleta SXP"
Trigger30= Enemy(floor(fvar(18))),StateNo=241
Trigger31= Enemy(floor(fvar(18))),Name="A.B.A"
Trigger31= Enemy(floor(fvar(18))),StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= Enemy(floor(fvar(18))),Name="ROBO-KY MK-U"||P2Name="ROBO-KY"
Trigger32= Enemy(floor(fvar(18))),StateNo=850||P2StateNo=1500
Trigger33= Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger33= Enemy(floor(fvar(18))),StateNo=218
Trigger34= Enemy(floor(fvar(18))),Name="Magaki"
Trigger34= Enemy(floor(fvar(18))),StateNo=310||P2StateNo=1320||Enemy(floor(fvar(18))),NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= NumEnemy>1
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= Enemy(floor(fvar(18))),Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= Enemy(floor(fvar(18))),StateNo=310||P2StateNo=1300
Trigger38= Enemy(floor(fvar(18))),Name="Maxime"
Trigger38= (Enemy(floor(fvar(18))),StateNo=[201,203])||P2StateNo=210||P2StateNo=223
Trigger39= Enemy(floor(fvar(18))),Name="HAKUREI"
Trigger39= Enemy(floor(fvar(18))),StateNo=235||P2StateNo=240||P2StateNo=11131||Enemy(floor(fvar(18))),NumProjID(6301)>0
Trigger40= Enemy(floor(fvar(18))),Name="Shadow Dio"
Trigger40= Enemy(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger40= Enemy(floor(fvar(18))),StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger41= Enemy(floor(fvar(18))),Name="Fiona"
Trigger41= Enemy(floor(fvar(18))),AutHorName="Drowin arcana"
Trigger41= Enemy(floor(fvar(18))),StateNo=9212
Trigger42= Enemy(floor(fvar(18))),Name="Mr.HEART"
Trigger42= Enemy(floor(fvar(18))),StateNo=300||P2StateNo=440
Trigger43= Enemy(floor(fvar(18))),Name="zappa"
Trigger43= Enemy(floor(fvar(18))),AutHorName="EL"
Trigger43= Enemy(floor(fvar(18))),StateNo=500||P2StateNo=1300||P2StateNo=1400
Trigger44= Enemy(floor(fvar(18))),Name="THOUTHER"
Trigger44= Enemy(floor(fvar(18))),StateNo=2200
Trigger45= Enemy(floor(fvar(18))),Name="mouri Motonari"
Trigger45= Enemy(floor(fvar(18))),StateNo=250||P2StateNo=[1230,1231]
Trigger46= Enemy(floor(fvar(18))),Name="Warachia"
Trigger46= Enemy(floor(fvar(18))),StateNo=1600
Trigger47= Enemy(floor(fvar(18))),Name="Daigo hotta"
Trigger47= Enemy(floor(fvar(18))),StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger48= Enemy(floor(fvar(18))),Name="another blood"
Trigger48= Enemy(floor(fvar(18))),StateNo=1100&&Enemy(floor(fvar(18))),var(5)=0||P2StateNo=1110
Trigger49= Enemy(floor(fvar(18))),Name="G OROCHI"
Trigger49= Enemy(floor(fvar(18))),StateNo=210||P2StateNo=1300||P2StateNo=1450||P2StateNo=22117
fvar(38) = 2
IgNoreHitPause = 1

[State -3,f38=3];K[hs\p()
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),HitDefAttr=,AT
Trigger2 = Enemy(floor(fvar(18))),AutHorName="muteki"||Enemy(floor(fvar(18))),AutHorName="Akutagawa"||Enemy(floor(fvar(18))),AutHorName="Hh"||Enemy(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger2 = Enemy(floor(fvar(18))),StateNo=800
Trigger3 = Enemy(floor(fvar(18))),AutHorName="GM"||Enemy(floor(fvar(18))),AutHorName="H"||Enemy(floor(fvar(18))),AutHorName="jin"||Enemy(floor(fvar(18))),AutHorName="Ahuron"
Trigger3 = Enemy(floor(fvar(18))),StateNo=800
Trigger4 = Enemy(floor(fvar(18))),AutHorName="Warusaki3"
Trigger4 = Enemy(floor(fvar(18))),StateNo=900
Trigger5 = Enemy(floor(fvar(18))),Name="eddie"||P2Name="may"
Trigger5 = Enemy(floor(fvar(18))),StateNo=1300
Trigger6 = Enemy(floor(fvar(18))),Name="SLAYER"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1200||P2StateNo=1300
Trigger7 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"||P2Name="faust"
Trigger7 = Enemy(floor(fvar(18))),StateNo=1500
Trigger8 = Enemy(floor(fvar(18))),Name="jam"
Trigger8 = Enemy(floor(fvar(18))),StateNo=2500
Trigger9 = Enemy(floor(fvar(18))),Name="sol"||P2Name="potemkin"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1600
Trigger10= Enemy(floor(fvar(18))),Name="johnny"
Trigger10= Enemy(floor(fvar(18))),var(49)>0
Trigger10= Enemy(floor(fvar(18))),StateNo=[1000,1099]
Trigger11= Enemy(floor(fvar(18))),Name="wind"
Trigger11= Enemy(floor(fvar(18))),StateNo=[7600,7601]
Trigger12= Enemy(floor(fvar(18))),Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura KasugaNo"
Trigger12= Enemy(floor(fvar(18))),StateNo=4000
Trigger13= Enemy(floor(fvar(18))),Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger13= Enemy(floor(fvar(18))),StateNo=3300
Trigger14= Enemy(floor(fvar(18))),Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger14= Enemy(floor(fvar(18))),StateNo=3200
Trigger15= Enemy(floor(fvar(18))),Name="Gouki"
Trigger15= Enemy(floor(fvar(18))),StateNo=3600||P2StateNo=1700
Trigger16= Enemy(floor(fvar(18))),Name="Kaori Misaka"
Trigger16= Enemy(floor(fvar(18))),StateNo=20080||P2StateNo=20060
Trigger17= Enemy(floor(fvar(18))),Name="Evil Ken"
Trigger17= Enemy(floor(fvar(18))),StateNo=3890
Trigger18= Enemy(floor(fvar(18))),Name="Kohaku"
Trigger18= Enemy(floor(fvar(18))),StateNo=1300||P2StateNo=[2050,2051]
Trigger19= Enemy(floor(fvar(18))),Name="Omega Goenitz"
Trigger19= Enemy(floor(fvar(18))),StateNo=3150
Trigger20= Enemy(floor(fvar(18))),Name="RUGAL"
Trigger20= Enemy(floor(fvar(18))),StateNo=2550||P2StateNo=2500
Trigger21= Enemy(floor(fvar(18))),Name="cvszangief"
Trigger21= Enemy(floor(fvar(18))),StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22= Enemy(floor(fvar(18))),Name="cvsyamazaki"
Trigger22= Enemy(floor(fvar(18))),StateNo=1300
Trigger23= Enemy(floor(fvar(18))),Name="cvsbenimaru"
Trigger23= Enemy(floor(fvar(18))),StateNo=1400||P2StateNo=3200
Trigger24= Enemy(floor(fvar(18))),Name="cvstodo"
Trigger24= Enemy(floor(fvar(18))),StateNo=1200
Trigger25= Enemy(floor(fvar(18))),Name="cvsrock"
Trigger25= Enemy(floor(fvar(18))),StateNo=1500
Trigger26= Enemy(floor(fvar(18))),Name="Mr.HEART"
Trigger26= Enemy(floor(fvar(18))),StateNo=3100
Trigger27= Enemy(floor(fvar(18))),Name="potemkin"
Trigger27= Enemy(floor(fvar(18))),StateNo=1000
Trigger28= Enemy(floor(fvar(18))),Name="Alex"
Trigger28= Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29= Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
Trigger29= Enemy(floor(fvar(18))),StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30= Enemy(floor(fvar(18))),Name="ROBO-KY1"||P2Name="ROBO-KY"
Trigger30= Enemy(floor(fvar(18))),StateNo=1400
Trigger31= Enemy(floor(fvar(18))),Name="JAGI"
Trigger31= Enemy(floor(fvar(18))),AutHorName="Drowin hokuto"
Trigger31= Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=2000
Trigger32= Enemy(floor(fvar(18))),Name="JAGI"
Trigger32= Enemy(floor(fvar(18))),AutHorName="Ahuron"
Trigger32= Enemy(floor(fvar(18))),StateNo=300||P2StateNo=850||P2StateNo=1700||P2StateNo=2200
Trigger33= Enemy(floor(fvar(18))),Name="cvsyun"
Trigger33= Enemy(floor(fvar(18))),StateNo=1400
Trigger34= Enemy(floor(fvar(18))),Name="Magaki"
Trigger34= Enemy(floor(fvar(18))),StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger35= Enemy(floor(fvar(18))),Name="cvsathena"
Trigger35= Enemy(floor(fvar(18))),StateNo=1500
Trigger36= Enemy(floor(fvar(18))),Name="Fiona"
Trigger36= Enemy(floor(fvar(18))),AutHorName="Drowin arcana"
Trigger36= Enemy(floor(fvar(18))),StateNo=9858
Trigger37= Enemy(floor(fvar(18))),Name="dizzy"
Trigger37= Enemy(floor(fvar(18))),StateNo=3100
Trigger38= Enemy(floor(fvar(18))),Name="AL AZIF"
Trigger38= Enemy(floor(fvar(18))),StateNo=480||P2StateNo=350||(Enemy(floor(fvar(18))),StateNo=[353,354])||P2StateNo=370||P2StateNo=380
Trigger39= Enemy(floor(fvar(18))),Name="G OROCHI"
Trigger39= (Enemy(floor(fvar(18))),StateNo=[2300,2301])||P2StateNo=11500||NumHelper(11500)||NumHelper(11501)
fvar(38) = 3
IgNoreHitPause = 1

[State -3,f38=3];蓊
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="another blood"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100
Trigger1 = Enemy(floor(fvar(18))),var(5)=1
Trigger2 = Enemy(floor(fvar(18))),StateNo=1120
Trigger3 = Enemy(floor(fvar(18))),StateNo=1310
Trigger4 = Enemy(floor(fvar(18))),StateNo=1322
Trigger5 = Enemy(floor(fvar(18))),StateNo=[3000,3001]
fvar(38) = 3
IgNoreHitPause = 1

[State -3,f38=3];蓊
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="kira"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="NHK"
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=800
Trigger2 = Enemy(floor(fvar(18))),StateNo=810
Trigger3 = Enemy(floor(fvar(18))),StateNo=860
Trigger4 = Enemy(floor(fvar(18))),StateNo=1000
Trigger5 = Enemy(floor(fvar(18))),StateNo=1050
Trigger6 = Enemy(floor(fvar(18))),StateNo=1060
Trigger7 = Enemy(floor(fvar(18))),StateNo=[1400,1402]
Trigger8 = Enemy(floor(fvar(18))),StateNo=3000
fvar(38) = 3
IgNoreHitPause = 1

[State -3,f38=3];蓊
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="cvsvice"
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300
Trigger3 = Enemy(floor(fvar(18))),StateNo=1400
Trigger4 = Enemy(floor(fvar(18))),StateNo=3100
Trigger5 = Enemy(floor(fvar(18))),StateNo=[3000,3001]
fvar(38) = 3
IgNoreHitPause = 1

[State -3,f38=3];蓊
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Kishima_kouma"
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000
Trigger2 = Enemy(floor(fvar(18))),StateNo=1050
Trigger3 = Enemy(floor(fvar(18))),StateNo=2000
Trigger4 = Enemy(floor(fvar(18))),StateNo=3000
Trigger5 = Enemy(floor(fvar(18))),StateNo=3100
fvar(38) = 3
IgNoreHitPause = 1

[State -3,f38=3];蓊
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Hugo"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000
Trigger2 = Enemy(floor(fvar(18))),StateNo=1010
Trigger3 = Enemy(floor(fvar(18))),StateNo=1020
Trigger4 = Enemy(floor(fvar(18))),StateNo=1100
Trigger5 = Enemy(floor(fvar(18))),StateNo=1110
Trigger6 = Enemy(floor(fvar(18))),StateNo=1120
Trigger7 = Enemy(floor(fvar(18))),StateNo=1200
Trigger8 = Enemy(floor(fvar(18))),StateNo=1210
Trigger9 = Enemy(floor(fvar(18))),StateNo=1220
Trigger10= Enemy(floor(fvar(18))),StateNo=1300
Trigger11= Enemy(floor(fvar(18))),StateNo=1310
Trigger12= Enemy(floor(fvar(18))),StateNo=1320
Trigger13= Enemy(floor(fvar(18))),StateNo=3000
Trigger14= Enemy(floor(fvar(18))),StateNo=3100
fvar(38) = 3
IgNoreHitPause = 1

[State -3,f38=0];薳G SG
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=105
Trigger1 = Enemy(floor(fvar(18))),Time<2
Trigger2 = Enemy(floor(fvar(18))),Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1800
Trigger3 = Enemy(floor(fvar(18))),Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_Normal"
Trigger3 = Enemy(floor(fvar(18))),StateNo=1500
Trigger4 = Enemy(floor(fvar(18))),Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_Normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = Enemy(floor(fvar(18))),StateNo=1400
Trigger5 = Enemy(floor(fvar(18))),Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger5 = Enemy(floor(fvar(18))),StateNo=[3960,3971]
Trigger6 = Enemy(floor(fvar(18))),Name="KoNoha"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger7 = Enemy(floor(fvar(18))),Name="jam"
Trigger7 = Enemy(floor(fvar(18))),StateNo=[1310,1311]
Trigger8 = Enemy(floor(fvar(18))),Name="eddie"
Trigger8 = Enemy(floor(fvar(18))),StateNo=1101
Trigger9 = Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"
Trigger9 = (Enemy(floor(fvar(18))),StateNo=[1210,1250])||(Enemy(floor(fvar(18))),StateNo=[1300,1600])
Trigger10= Enemy(floor(fvar(18))),Name="OGRE"
Trigger10= Enemy(floor(fvar(18))),StateNo=[980,991]
Trigger11= Enemy(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11= Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger11= Enemy(floor(fvar(18))),StateNo=1253
Trigger12= Enemy(floor(fvar(18))),Name="General"
Trigger12= Enemy(floor(fvar(18))),StateNo=[1000,1012]
Trigger13= Enemy(floor(fvar(18))),Name="Omega Goenitz"
Trigger13= Enemy(floor(fvar(18))),StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger14= Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger14= Enemy(floor(fvar(18))),StateNo=3021||P2StateNo=3026
Trigger15= Enemy(floor(fvar(18))),Name="Buront"
Trigger15= Enemy(floor(fvar(18))),StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420
Trigger16= Enemy(floor(fvar(18))),Name="Marisa Kirisame"
Trigger16= Enemy(floor(fvar(18))),StateNo=2030||(Enemy(floor(fvar(18))),StateNo=[900,901])||(Enemy(floor(fvar(18))),StateNo=[2010,2011])||(Enemy(floor(fvar(18))),StateNo=[2020,2021])||(Enemy(floor(fvar(18))),StateNo=[2040,2042])
Trigger17= Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger17= Enemy(floor(fvar(18))),StateNo=3020||Enemy(floor(fvar(18))),Var(12)=3021&&Enemy(floor(fvar(18))),StateNo=119||P2StateNo=3022||(Enemy(floor(fvar(18))),StateNo=[3040,3041])||P2StateNo=3051
Trigger18= Enemy(floor(fvar(18))),Name="Remilia_Scarlet"
Trigger18= Enemy(floor(fvar(18))),StateNo=119||P2StateNo=1001&&Enemy(floor(fvar(18))),MoveContact||P2StateNo=1012&&Enemy(floor(fvar(18))),MoveContact||(Enemy(floor(fvar(18))),StateNo=[3030,3031])||P2StateNo=3051
Trigger19= Enemy(floor(fvar(18))),Name="Youmu_Konpaku"
Trigger19= Enemy(floor(fvar(18))),StateNo=3100||P2StateNo=710
Trigger20= Enemy(floor(fvar(18))),Name="Marisa Kirisame"
Trigger20= Enemy(floor(fvar(18))),StateNo=[2010,2011]
Trigger21= Enemy(floor(fvar(18))),Name="Jedah"
Trigger21= Enemy(floor(fvar(18))),StateNo=500||P2StateNo=810||Enemy(floor(fvar(18))),Time<14&&(Enemy(floor(fvar(18))),StateNo=1300||P2StateNo=2300)
Trigger22= Enemy(floor(fvar(18))),Name="Izayoi Sakuya Brando"
Trigger22= Enemy(floor(fvar(18))),StateNo=2380||P2StateNo=881||P2StateNo=4200&&Enemy(floor(fvar(18))),Time<31||P2StateNo=1999&&Enemy(floor(fvar(18))),Time<21
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Strider_Hiryu"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000
Trigger1 = Enemy(floor(fvar(18))),AnimElem=4,>=0
Trigger2 = Enemy(floor(fvar(18))),StateNo=3001
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[3040,3041])
Trigger4 = (Enemy(floor(fvar(18))),StateNo=[7800,7801])
Trigger5 = Enemy(floor(fvar(18))),Time<11
Trigger5 = Enemy(floor(fvar(18))),StateNo=[7610,7620]
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="cvsken"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100
Trigger1 = Enemy(floor(fvar(18))),Time<6
Trigger2 = Enemy(floor(fvar(18))),StateNo=1800
Trigger2 = Enemy(floor(fvar(18))),AnimElemTime(7)<0
Trigger3 = Enemy(floor(fvar(18))),StateNo=3000||P2StateNo=3100||P2StateNo=3300
Trigger3 = Enemy(floor(fvar(18))),Time<ifelse(!Enemy(floor(fvar(18))),var(5),53,ifelse(Enemy(floor(fvar(18))),var(5)=1,59,64))
Trigger4 = Enemy(floor(fvar(18))),StateNo=3200
Trigger4 = Enemy(floor(fvar(18))),Time<64
Trigger5 = Enemy(floor(fvar(18))),StateNo=3400
Trigger5 = Enemy(floor(fvar(18))),Time<73
Trigger6 = Enemy(floor(fvar(18))),StateNo=3401||P2StateNo=3405
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Ryu"
Trigger1 = Enemy(floor(fvar(18))),AnimElemtime(4)<0
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[1100,1110])||P2StateNo=3040||P2StateNo=3120
Trigger2 = Enemy(floor(fvar(18))),AnimElemtime(7)<0
Trigger2 = Enemy(floor(fvar(18))),StateNo=3000||P2StateNo=3100||P2StateNo=3160
Trigger3 = Enemy(floor(fvar(18))),AnimElemtime(10)<0
Trigger3 = Enemy(floor(fvar(18))),StateNo=3140
Trigger4 = Enemy(floor(fvar(18))),AnimElemtime(15)<0
Trigger4 = Enemy(floor(fvar(18))),StateNo=3180
Trigger5 = Enemy(floor(fvar(18))),AnimElemtime(3)<0
Trigger5 = Enemy(floor(fvar(18))),StateNo=3020
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="johnny"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000
Trigger1 = Enemy(floor(fvar(18))),AnimElemTime(5)<2
Trigger2 = Enemy(floor(fvar(18))),StateNo=3200
Trigger2 = Enemy(floor(fvar(18))),AnimElemTime(6)<2
Trigger3 = Enemy(floor(fvar(18))),StateNo=3500
Trigger3 = Enemy(floor(fvar(18))),AnimElemTime(11)<0
Trigger4 = Enemy(floor(fvar(18))),StateNo=1500
Trigger4 = Enemy(floor(fvar(18))),AnimElemTime(7)<0
Trigger5 = Enemy(floor(fvar(18))),StateNo=700
Trigger5 = Enemy(floor(fvar(18))),Anim=700&&Enemy(floor(fvar(18))),AnimElemTime(6)<0||Enemy(floor(fvar(18))),Anim!=700
Trigger6 = Enemy(floor(fvar(18))),StateNo=105
Trigger6 = Enemy(floor(fvar(18))),Time<8
Trigger7 = Enemy(floor(fvar(18))),StateNo=860||P2StateNo=3001||P2StateNo=3501||P2StateNo=4010
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="SHIN"
Trigger1 = Enemy(floor(fvar(18))),StateNo=2400
Trigger2 = Enemy(floor(fvar(18))),StateNo=2050
Trigger3 = Enemy(floor(fvar(18))),StateNo=2000
Trigger3 = Enemy(floor(fvar(18))),Time<97
Trigger4 = Enemy(floor(fvar(18))),StateNo=1400
Trigger4 = Enemy(floor(fvar(18))),Time<15
Trigger5 = Enemy(floor(fvar(18))),StateNo=1100
Trigger5 = Enemy(floor(fvar(18))),var(5)<2
Trigger5 = Enemy(floor(fvar(18))),Time<(9+(Enemy(floor(fvar(18))),var(59)>0)*11)
Trigger6 = Enemy(floor(fvar(18))),var(59)>1
Trigger6 = StateNo=290||P2StateNo=1400||P2StateNo=1500||P2StateNo=1100||P2StateNo=2000||Anim!=[1500,1502]
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"
Trigger1 = (Enemy(floor(fvar(18))),StateNo=1200||P2StateNo=1250)
Trigger1 = Enemy(floor(fvar(18))),Time<16
Trigger2 = Enemy(floor(fvar(18))),StateNo=1590
Trigger2 = Enemy(floor(fvar(18))),AnimElemTime(12)<4
Trigger3 = Enemy(floor(fvar(18))),StateNo=1150
Trigger3 = Enemy(floor(fvar(18))),Time<5
Trigger4 = Enemy(floor(fvar(18))),StateNo=1520||P2StateNo=3310||P2StateNo=3605||P2StateNo=805||P2StateNo=810||P2StateNo=930
Trigger5 = Enemy(floor(fvar(18))),StateNo=3100||P2StateNo=3300
Trigger5 = Enemy(floor(fvar(18))),AnimElemTime(6)<2
Trigger6 = Enemy(floor(fvar(18))),StateNo=3400
Trigger6 = Enemy(floor(fvar(18))),AnimElemTime(8)<1
Trigger7 = Enemy(floor(fvar(18))),StateNo=3600
Trigger7 = Enemy(floor(fvar(18))),var(34)=2||Enemy(floor(fvar(18))),AnimElemTime(5)<1
Trigger8 = Enemy(floor(fvar(18))),StateNo=935
Trigger8 = Enemy(floor(fvar(18))),Time<11
Trigger9 = Enemy(floor(fvar(18))),StateNo=950||P2StateNo=960
Trigger9 = Enemy(floor(fvar(18))),var(34)!=-1
Trigger10= Enemy(floor(fvar(18))),StateNo=951
Trigger11= Enemy(floor(fvar(18))),StateNo=961
Trigger11= Enemy(floor(fvar(18))),Time<31||Enemy(floor(fvar(18))),var(34)=2
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="sol"
Trigger1 = Enemy(floor(fvar(18))),AnimElemTime(5)<0
Trigger1 = Enemy(floor(fvar(18))),StateNo=1200
Trigger2 = Enemy(floor(fvar(18))),AnimElemTime(2)<0
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300
Trigger3 = Enemy(floor(fvar(18))),StateNo=1100
Trigger4 = Enemy(floor(fvar(18))),StateNo=1150
Trigger5 = Enemy(floor(fvar(18))),StateNo=1110
Trigger6 = Enemy(floor(fvar(18))),StateNo=1160
Trigger7 = Enemy(floor(fvar(18))),StateNo=2100
Trigger8 = Enemy(floor(fvar(18))),StateNo=2110
Trigger9 = Enemy(floor(fvar(18))),AnimElemTime(7)<0
Trigger9 = Enemy(floor(fvar(18))),StateNo=3000
Trigger10= Enemy(floor(fvar(18))),AnimElemTime(27)<1
Trigger10= Enemy(floor(fvar(18))),StateNo=3100
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Ky=kiske"
Trigger1 = Enemy(floor(fvar(18))),Time<9
Trigger1 = (Enemy(floor(fvar(18))),StateNo=1300||P2StateNo=1360||P2StateNo=1375)
Trigger2 = Enemy(floor(fvar(18))),Time<15
Trigger2 = Enemy(floor(fvar(18))),StateNo=1350
Trigger3 = Enemy(floor(fvar(18))),Time<11
Trigger3 = (Enemy(floor(fvar(18))),StateNo=1370||P2StateNo=1320)
Trigger4 = Enemy(floor(fvar(18))),Time<56
Trigger4 = (Enemy(floor(fvar(18))),StateNo=3000||P2StateNo=3100||P2StateNo=3300||P2StateNo=3350||P2StateNo=3600)
Trigger5 = Enemy(floor(fvar(18))),Time<44
Trigger5 = (Enemy(floor(fvar(18))),StateNo=3200||P2StateNo=3800||P2StateNo=3400)
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Ash"
Trigger1 = Enemy(floor(fvar(18))),AnimElemtime(3)<0
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[1100,1101])
Trigger2 = Enemy(floor(fvar(18))),AnimElemtime(4)<0
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[1150,1151])
Trigger3 = Enemy(floor(fvar(18))),Time<31
Trigger3 = Enemy(floor(fvar(18))),StateNo=2000
Trigger4 = Enemy(floor(fvar(18))),Time<37
Trigger4 = Enemy(floor(fvar(18))),StateNo=2100
Trigger5 = Enemy(floor(fvar(18))),StateNo=3000
Trigger6 = Enemy(floor(fvar(18))),AnimElemtime(13)<0
Trigger6 = Enemy(floor(fvar(18))),StateNo=3100
Trigger7 = Enemy(floor(fvar(18))),Time<31
Trigger7 = Enemy(floor(fvar(18))),StateNo=3300
Trigger8 = Enemy(floor(fvar(18))),StateNo=810
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Aoko Aozaki"
Trigger1 = Enemy(floor(fvar(18))),Time<74
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100
Trigger2 = Anim=1120||Anim=1121&&Enemy(floor(fvar(18))),Time<146
Trigger2 = Enemy(floor(fvar(18))),StateNo=1120
Trigger3 = Enemy(floor(fvar(18))),Time<124
Trigger3 = Enemy(floor(fvar(18))),StateNo=1200
Trigger4 = Enemy(floor(fvar(18))),Time<6
Trigger4 = Enemy(floor(fvar(18))),StateNo=1022
Trigger5 = Enemy(floor(fvar(18))),Time<8
Trigger5 = Enemy(floor(fvar(18))),StateNo=1037||P2StateNo=1042||P2StateNo=1062||P2StateNo=1072||P2StateNo=1082||P2StateNo=1092
Trigger6 = Enemy(floor(fvar(18))),StateNo=105
Trigger6 = Enemy(floor(fvar(18))),Time>7
Trigger7 = Enemy(floor(fvar(18))),StateNo=801||P2StateNo=806||P2StateNo=811
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=-1];S̓gorZ
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = Enemy(floor(fvar(18))),StateNo=900
Trigger2 = Enemy(floor(fvar(18))),Name="testa"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300
Trigger3 = Enemy(floor(fvar(18))),Name="dio"
Trigger3 = Enemy(floor(fvar(18))),StateNo=800||P2StateNo=1200||P2StateNo=1400
Trigger4 = Enemy(floor(fvar(18))),Name="Dragon Claw"
Trigger4 = (Enemy(floor(fvar(18))),StateNo=[1300,1301])||(Enemy(floor(fvar(18))),StateNo=[1310,1311])||(Enemy(floor(fvar(18))),StateNo=[1320,1321])
Trigger5 = Enemy(floor(fvar(18))),Name="cvstodo"
Trigger5 = Enemy(floor(fvar(18))),StateNo=3100
Trigger6 = Enemy(floor(fvar(18))),Name="Remy"
Trigger6 = Enemy(floor(fvar(18))),StateNo=3200
Trigger7 = Enemy(floor(fvar(18))),Name="joseph"
Trigger7 = Enemy(floor(fvar(18))),StateNo=1020
Trigger8 = Enemy(floor(fvar(18))),Name="Ella"
Trigger8 = Enemy(floor(fvar(18))),StateNo=10004||P2StateNo=10006||P2StateNo=10008
Trigger9 = Enemy(floor(fvar(18))),Name="Dhalsim with clones"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1600
Trigger10= Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger10= Enemy(floor(fvar(18))),StateNo=1300
Trigger11= Enemy(floor(fvar(18))),Name="Izayoi Sakuya Brando"
Trigger11= Enemy(floor(fvar(18))),StateNo=1820
Trigger12= Enemy(floor(fvar(18))),Name="Ash"
Trigger12= Enemy(floor(fvar(18))),StateNo=700||P2StateNo=710
Trigger13= Enemy(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger13= Enemy(floor(fvar(18))),StateNo=720||P2StateNo=710
Trigger14= Enemy(floor(fvar(18))),Name="IGNIZ"
Trigger14= Enemy(floor(fvar(18))),StateNo=900||P2StateNo=910
Trigger15= Enemy(floor(fvar(18))),Name="goenitz"
Trigger15= Enemy(floor(fvar(18))),StateNo=900||P2StateNo=920
Trigger16= Enemy(floor(fvar(18))),Name="BRIDGET"
Trigger16= Enemy(floor(fvar(18))),StateNo=3200
Trigger16= Enemy(floor(fvar(18))),AnimElemTime(5)<1
Trigger17= Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger17= Enemy(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger17= Enemy(floor(fvar(18))),Time<3
Trigger17= Enemy(floor(fvar(18))),StateNo=[200,640]
Trigger18= Enemy(floor(fvar(18))),Name="Maxime"
Trigger18= Enemy(floor(fvar(18))),StateNo=213||P2StateNo=209
Trigger19= Enemy(floor(fvar(18))),Name="may"
Trigger19= Enemy(floor(fvar(18))),StateNo=1400
Trigger20= Enemy(floor(fvar(18))),Name="Mr.HEART"
Trigger20= Enemy(floor(fvar(18))),StateNo=1100
Trigger21= Enemy(floor(fvar(18))),Name="Shadow Dio"
Trigger21= Enemy(floor(fvar(18))),AutHorName="kikurage"
Trigger21= Enemy(floor(fvar(18))),StateNo=10000
Trigger22= Enemy(floor(fvar(18))),Name="Shadow Dio"
Trigger22= Enemy(floor(fvar(18))),AutHorName="Orochi herman"
Trigger22= Enemy(floor(fvar(18))),StateNo=270
Trigger23= Enemy(floor(fvar(18))),Name="SLAYER"
Trigger23= Enemy(floor(fvar(18))),var(35)>0
Trigger24= Enemy(floor(fvar(18))),Name="SHIN"
Trigger24= Enemy(floor(fvar(18))),var(51)>0
Trigger25= Enemy(floor(fvar(18))),Name="another blood"
Trigger25= Enemy(floor(fvar(18))),StateNo=1300||P2StateNo=1310||P2StateNo=1320
fvar(38) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),Name="justice"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100
Trigger2 = Enemy(floor(fvar(18))),Name="Geese Howard"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1400
Trigger3 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger3 = Enemy(floor(fvar(18))),StateNo=[900,902]
Trigger4 = Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = Enemy(floor(fvar(18))),StateNo=900||P2StateNo=950
Trigger5 = Enemy(floor(fvar(18))),Name="cvsgeese"
Trigger5 = Enemy(floor(fvar(18))),StateNo=1300
Trigger6 = Enemy(floor(fvar(18))),Name="cvsrock"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1300
Trigger7 = Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger7 = Enemy(floor(fvar(18))),StateNo=1400
Trigger8 = Enemy(floor(fvar(18))),Name="Ella"
Trigger8 = Enemy(floor(fvar(18))),StateNo=10001
Trigger9 = Enemy(floor(fvar(18))),Name="Abe"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1100
Trigger10= Enemy(floor(fvar(18))),Name="Oswald"||P2Name="Oniwarud"
Trigger10= Enemy(floor(fvar(18))),StateNo=1500
Trigger11= Enemy(floor(fvar(18))),Name="cvsingrid"
Trigger11= Enemy(floor(fvar(18))),StateNo=1300
Trigger12= Enemy(floor(fvar(18))),Name="dio"
Trigger12= Enemy(floor(fvar(18))),StateNo=1400
Trigger13= Enemy(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger13= Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger13= Enemy(floor(fvar(18))),StateNo=900
Trigger14= Enemy(floor(fvar(18))),Name="Konoha"
Trigger14= Enemy(floor(fvar(18))),StateNo=1700
fvar(38) = -2
IgNoreHitPause = 1

[State -3];薳G蓖gii
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),Name="cvsgeese"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1400
Trigger2 = Enemy(floor(fvar(18))),Name="Geese Howard"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1450
fvar(38) = -3
IgNoreHitPause = 1

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),Name="cvsgeese"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1500
Trigger2 = Enemy(floor(fvar(18))),Name="Geese Howard"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1500
Trigger3 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger3 = Enemy(floor(fvar(18))),StateNo=920
Trigger4 = Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4 = Enemy(floor(fvar(18))),StateNo=1500
Trigger5 = Enemy(floor(fvar(18))),Name="Abe"
Trigger5 = Enemy(floor(fvar(18))),StateNo=1110
Trigger6 = Enemy(floor(fvar(18))),Name="cvsingrid"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1350
Trigger7 = Enemy(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger7 = Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger7 = Enemy(floor(fvar(18))),StateNo=910
Trigger8 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger8 = Enemy(floor(fvar(18))),StateNo=[910,912]
fvar(38) = -4
IgNoreHitPause = 1

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=750||P2StateNo=5090&&Enemy(floor(fvar(18))),AnimElemTime(9)<3
Trigger2 = Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1600
Trigger3 = Enemy(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger3 = Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger3 = Enemy(floor(fvar(18))),StateNo=920
Trigger4 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger4 = Enemy(floor(fvar(18))),StateNo=[920,922]
fvar(38) = -5
IgNoreHitPause = 1

;
;
;

[State -3,WG];EBK[
Type = ChangeState
Value = 3000
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(59)>6||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=[4,7]
TriggerAll=PrevStateNo!=3010
Trigger1 = Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,140])||var(58)=2&&StateNo=1301
Trigger2 = (StateNo=[200,450])&&MoveContAct
Trigger2 = StateNo!=240
Trigger2 = StateNo!=217

[State -1,Taunt];h
Type = ChangeState
value = 196
TriggerAll=!IsHelper
TriggerAll=var(59)>6||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=2||Helper(30000+ID),var(2)=6
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52

[State -1,Taunt];
Type = ChangeState
value = 195
TriggerAll=!IsHelper
TriggerAll=var(59)>6||fvar(39)
TriggerAll=StateType!=A
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=3||Helper(30000+ID),var(2)=7
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=240

[State -3];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!IsHelper
TriggerAll=var(59)>6||fvar(39)
TriggerAll=!var(25)
TriggerAll=var(40)<2
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=1||Helper(30000+ID),var(2)=5
Trigger1 = StateType!=A
Trigger1 = Ctrl
Trigger2 = StateNo=100
Trigger3 = StateNo=101
Trigger4 = StateNo=40||StateNo=52
Trigger5 = StateNo=[195, 197]
Trigger5 = Time>ifelse(Anim=196,18,64)

[State -2];TCN
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>6||fvar(39)
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=8
Trigger1 = (Ctrl||fvar(28))
Trigger2 = StateNo=[100,101]
Trigger3 = Time<2
Trigger3 = MoveType=A
Trigger3 = StateNo=[200,640]
Trigger3 = PrevStateNo!=[200,640]

;
;p΍
;
[State -3,T];
Type = ChangeState
value = 800
TriggerAll=!fvar(35)
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)=[-4,-1]
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=101||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)=[-5,24]
Trigger1 = !P2Dist Y
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[State -3,T];
Type = ChangeState
value = 30
TriggerAll=!fvar(35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)=-5
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Enemy(floor(fvar(18))),StateType=A
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[-55,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*8)*9=[-99,-40]

[State -3,AirT];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)=-5
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-40,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<var(59)*60||var(59)>9

[State -3,AirT];_bV
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)=3
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-40,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
Trigger1 = Random<var(59)*101||var(59)>9

;
;˂
;

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=(StateNo!=[100,101])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-6
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=PalNo!=11
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = P2BodyDist X*fvar(8)>34+(Enemy(floor(fvar(18))),BackEdgeBodyDist<30)*60
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = P2BodyDist X*fvar(8)>0

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-6
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=P2BodyDist X*fvar(8)-(P2BodyDist Y*fvar(9)<-50)*Enemy(floor(fvar(18))),vel x*5>-6
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-99,0]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-120,0]

[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-6
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6=[5,85]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-80,0]

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-6
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
Trigger1 = P2BodyDist X*fvar(8)>34
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6=[-5,105]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-30,10]

[State -3];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,20])||StateNo=22
TriggerAll=(StateNo!=[100,101])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-6
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
Trigger1 = P2BodyDist X*fvar(8)>5

[State -3];
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=21
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger1 = P2BodyDist X*fvar(8)=[0,5]
Trigger2 = Enemy(floor(fvar(18))),AnimTime>-7

;
;؂ւ
;

[State -2,SB];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*18=[-55,55]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-120,0]
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-18
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[200,699])||!Enemy(floor(fvar(18))),MoveContAct||var(59)<7
TriggerAll=Enemy(floor(fvar(18))),Time>30||(var(59)>9&&StateNo=[150,155])||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
Trigger1 = Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||(StateNo=[120,140])
Trigger2 = Time<2
Trigger2 = MoveType=A
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3,WG];EBK[
Type = ChangeState
Value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=(P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4=[-35,35])
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-90,0]
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-4||var(59)<7
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),Time>30||(var(59)>9&&StateNo=[150,155])||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
Trigger1 = Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,140])||var(58)=2&&StateNo=1301
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = (StateNo=[200,450])&&MoveContAct
Trigger2 = StateNo!=240
Trigger2 = StateNo!=217

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[120,140])
TriggerAll=Enemy(floor(fvar(18))),Time>30||(var(59)>9&&StateNo=[150,155])||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2BodyDist X*fvar(8)>0
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[200,699])||Enemy(floor(fvar(18))),HitDefAttr=,AA
Trigger1 = P2BodyDist X*fvar(8)=[0,90]
Trigger1 = var(59)=[1,11]
Trigger2 = fvar(38)=3

;
;0F
;

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=!IsHelper
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=101||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),Time>30||(var(59)>9&&StateNo=[150,155])||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)=[-5,24]
Trigger1 = !P2Dist Y
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>5
TriggerAll=fvar(38)>0||(fvar(38)=[-4,-1])
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=!fvar(35)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<var(59)*30
Trigger2 = var(59)>10

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0||(fvar(38)=[-4,-1])
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=101||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=!fvar(35)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=var(59)>6
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[120,159])
Trigger2 = (StateNo=[120,159])
Trigger3 = StateNo=52
Trigger4 = Enemy(floor(fvar(18))),StateNo=52
Trigger5 = PrevStateNo=1400
Trigger6 = PrevStateNo=1301

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>5
TriggerAll=fvar(38)>0||(fvar(38)=[-4,-1])
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=101||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=!fvar(35)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=var(59)>6
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=InGuardDist||Helper(20000+ID),InGuardDist||Helper(30000+ID),InGuardDist
Trigger1 = Enemy(floor(fvar(18))),Ctrl
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[0,22])
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[50,52])
Trigger4 = (Enemy(floor(fvar(18))),StateNo=[100,101])
Trigger5 = (Enemy(floor(fvar(18))),StateNo=[110,116])

[State -3,AirT];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-30,54]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||(var(59)>9&&StateNo=[150,155])||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])

[State -3,AirT];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=StateType=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-40,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Ctrl||fvar(28)
Trigger1 = Random<var(59)*40
Trigger2 = var(59)>10

[State -3,AirT];󓊂
Type = ChangeState
value = 850
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=StateType=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-40,55-(var(58)=2)*12]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Ctrl||fvar(28)
TriggerAll=Random<var(59)*101||var(59)>9
Trigger1 = (StateNo=[150,155])
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[120,155])
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[5200,5210])
Trigger4 = PrevStateNo=41
Trigger5 = PrevStateNo=951
Trigger6 = PrevStateNo=961
Trigger7 = PrevStateNo=30

;
;Ԃ
;

[State -2,SB];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*18=[-55,55+(10-var(59))*3]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-120,0]
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
Trigger2 = Time<2
Trigger2 = MoveType=A
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3,WG];EBK[
Type = ChangeState
Value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=(P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4=[-35,35+(10-var(59))*3])
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-90,0]
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=40||StateNo=52||var(58)=2&&StateNo=1301
Trigger2 = (StateNo=[200,450])&&MoveContAct
Trigger2 = StateNo!=240
Trigger2 = StateNo!=217

[State -3];O]
Type = ChangeState
Value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=C||P2BodyDist X*fvar(8)>99
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
Trigger2 = (StateNo=[200,450])&&MoveContAct
Trigger2 = StateNo!=240
Trigger2 = StateNo!=217

;
;K[hLZ
;

[State -3,DAA];ޯıݸٱ
Type = ChangeState
value = 700
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=[150,153]
TriggerAll=Power>999
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Power>1999||life<99||P2life<99
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*6)=[-5,32-11]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-75,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)=[-5,32-11]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-75,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*7)=[-5,32-11]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-75,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[-5,40-11]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-90,0]

[State -3,DAA];ޯıݸٱ Ԃ
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=[150,153]
TriggerAll=var(59)=[4,9]
TriggerAll=fvar(38)>0
TriggerAll=Power>999
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl||Enemy(floor(fvar(18))),StateNo<200
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,155])
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*30
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Power>1999||life<99||P2life<99||var(58)<7
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*6)=[-5,20+(10-var(59))*3]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-75,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)=[-5,20+(10-var(59))*3]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-75,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*7)=[-5,20+(10-var(59))*3]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-75,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[-5,30+(10-var(59))*3]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-90,0]

;
;
;

[State -3,BackStep];ޯï
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,25]
TriggerAll=fvar(34)<7
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
Trigger1 = BackEdgeBodyDist>30

[State -3,jump->AirDash];_bV
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=fvar(34)<7
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
Trigger1 = BackEdgeBodyDist<31
Trigger1 = P2BodyDist X*fvar(8)=[-5,50]

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,21])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=fvar(34)<7
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
Trigger1 = P2BodyDist X*fvar(8)<50+(PalNo=11)*30

;
;nNU 
;

[State -3,BackStep];ޯï
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-5,25]
Trigger1 = BackEdgeBodyDist>30
Trigger1 = Enemy(floor(fvar(18))),StateNo=5120

[State -3,jump->AirDash];_bV
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=Enemy(floor(fvar(18))),StateNo=5120
Trigger1 = BackEdgeBodyDist<31
Trigger1 = P2BodyDist X*fvar(8)=[-5,50]

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
Trigger1 = PalNo!=11
Trigger1 = P2BodyDist X*fvar(8)>170

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,20])||StateNo=22
TriggerAll=StateNo!=[100,101]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
Trigger1 = P2BodyDist X*fvar(8)>70+(PalNo=11)*30

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,21])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L||fvar(34)<7&&Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[5110,5120]
Trigger1 = P2BodyDist X*fvar(8)<50+(PalNo=11)*30

[State -3,AS];
Type = ChangeState
value = 1499
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*8||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Power>499
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=Enemy(floor(fvar(18))),StateNo=5120
TriggerAll=Enemy(floor(fvar(18))),AnimTime=[-21,-17]
Trigger1 = P2BodyDist X*fvar(8)=[-5,39]
Trigger1 = Random<ifelse(var(59)>10||fvar(39),10,var(59))*50

[State -1,PM];veBCY
Type = ChangeState
value = 1800
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=var(36)!=1
TriggerAll=var(42)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-Enemy(floor(fvar(18))),vel x*7=[-30,30]
Trigger1 = Enemy(floor(fvar(18))),StateNo=5100||Enemy(floor(fvar(18))),StateNo=5070
Trigger1 = P2BodyDist X*fvar(8)-vel x*7-Enemy(floor(fvar(18))),vel x*7=[-27,27]
Trigger2 = P2BodyDist X*fvar(8)-vel x*7-Enemy(floor(fvar(18))),vel x*7=[-24,24]
Trigger2 = Time<23-28-Helper(20000+ID),var(21)
Trigger2 = Enemy(floor(fvar(18))),StateNo=5101||Enemy(floor(fvar(18))),StateNo=[5071,5072]
Trigger3 = Helper(20000+ID),var(21)>28
Trigger3 = Enemy(floor(fvar(18))),StateNo=5120||Enemy(floor(fvar(18))),StateNo=5110
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-28||Enemy(floor(fvar(18))),StateNo=5110

[State -3,TD_HS];įHS
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=var(36)!=1
TriggerAll=var(42)!=1
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-Enemy(floor(fvar(18))),vel x*7=[-30,30]
TriggerAll=!NumHelper(1151)
Trigger1 = P2BodyDist X*fvar(8)-vel x*7-Enemy(floor(fvar(18))),vel x*7=[-24,24]
Trigger1 = Enemy(floor(fvar(18))),Time<9
Trigger1 = Enemy(floor(fvar(18))),StateNo=5101
Trigger2 = Enemy(floor(fvar(18))),StateNo=5100
Trigger2 = P2BodyDist X*fvar(8)-vel x*7-Enemy(floor(fvar(18))),vel x*7=[-27,27]
Trigger2 = Time<23-32-Helper(20000+ID),var(21)||Power>499
Trigger3 = Power>499||Helper(20000+ID),var(21)>32&&Enemy(floor(fvar(18))),AnimTime<-32
Trigger3 = Enemy(floor(fvar(18))),StateNo=5120||Enemy(floor(fvar(18))),StateNo=5110
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-10||Enemy(floor(fvar(18))),StateNo=5110

[State -3,S_FK];K
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=Enemy(floor(fvar(18))),StateNo=5120
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*24
Trigger1 = Enemy(floor(fvar(18))),AnimTime=-10
Trigger1 = P2BodyDist X*fvar(8)=[50,128]

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*38
Trigger1 = P2BodyDist X*fvar(8)=[40,64]
Trigger1 = Enemy(floor(fvar(18))),StateType=L
Trigger1 = Enemy(floor(fvar(18))),StateNo=5120
Trigger1 = Enemy(floor(fvar(18))),AnimTime=-2

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Random<ifelse(var(59)>10||fvar(39),10,var(59))*12
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
Trigger1 = P2BodyDist X*fvar(8)=[50,106]
Trigger1 = Enemy(floor(fvar(18))),StateType=L
Trigger1 = Enemy(floor(fvar(18))),StateNo=5120
Trigger1 = Enemy(floor(fvar(18))),AnimTime=-6

;
;NU
;

[State -1,AirDash];obN_bV
Type = ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=var(10)<2
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Enemy(floor(fvar(18))),StateNo=5120
TriggerAll=(StateNo=650||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040)&&Ctrl
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
Trigger1 = Pos Y=[-17,-10]
Trigger1 = vel y>0
Trigger1 = P2BodyDist X*fvar(8)=[-99,-1]
Trigger1 = Random<var(59)*101||fvar(39)

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=var(10)<2
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Enemy(floor(fvar(18))),StateNo=5120
TriggerAll=(StateNo=650||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040)&&Ctrl
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
Trigger1 = Pos Y=[-17,-10]
Trigger1 = vel y>0
Trigger1 = P2BodyDist X*fvar(8)=[0,99]
Trigger1 = Random<var(59)*101||fvar(39)

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(floor(fvar(18))),vel x)*4=[-25,58]
Trigger1 = Random<var(59)*80||fvar(39)
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*3>-20

[State -3,BM];ޯѰ
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=Enemy(floor(fvar(18))),StateNo=5120
TriggerAll=0;Enemy(floor(fvar(18))),AnimTime>-10||Pos Y>10-vel y*6
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5=[-25,50]
Trigger1 = P2BodyDist Y*fvar(9)-Enemy(floor(fvar(18))),vel y*5=[-30,65]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5=[25,100]
Trigger2 = P2BodyDist Y*fvar(9)-Enemy(floor(fvar(18))),vel y*5=[45,130]

;
;̫ݷݾ
;

[State -3,AS];ݾްFRC
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>499
TriggerAll=StateNo=1500
TriggerAll=AnimElem=8
Trigger1 = MoveContAct
Trigger2 = PrevStateNo=1499
value = 961
IgnoreHitPause = 1

[State -3,BM];ޯѰFRC
Type = ChangeState
value = 961
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Time=[6,8]
TriggerAll=StateNo=1201
Trigger1 = Enemy(floor(fvar(18))),MoveType=H
;Trigger1 = Enemy(floor(fvar(18))),StateNo=[150,155]
Trigger1 = Power>999
Trigger2 = InGuardDist
Trigger3 = PalNo=12
IgnoreHitPause = 1

[State -1];FRC
Type = ChangeState
value = 961
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=StateNo=1300
TriggerAll=MoveType!=H
TriggerAll=!var(40)
TriggerAll=var(58)=2
TriggerAll=Time=[13,15]
Trigger1 = InGuardDist
Trigger2 = PalNo=12||Power>1888
Trigger2 = Time=13
Trigger2 = Random<500
IgnoreHitPause = 1

[State -3,TD_HS];įHS FRC
Type = ChangeState
value = 960
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>499
TriggerAll=ifelse(var(58)=2,(Time=[19,21]),(Time=[14,16]))
TriggerAll=StateNo=1150
Trigger1 = InGuardDist
Trigger2 = Enemy(floor(fvar(18))),StateNo=5120
Trigger2 = Enemy(floor(fvar(18))),AnimTime>-11
;Trigger2 = Enemy(floor(fvar(18))),AnimTime<AnimTime
Trigger3 = PalNo=12
Trigger4 = P2BodyDist X*fvar(8)=[-30,30]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*13)*14>=0
Trigger4 = Enemy(floor(fvar(18))),Ctrl||(Enemy(floor(fvar(18))),StateNo=[0,22])||(Enemy(floor(fvar(18))),StateNo=[100,101])
IgnoreHitPause = 1

;
;nډ
;

[State -3,RG];MkX
Type = ChangeState
value = 1050
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=Anim=1000&&AnimElemTime(3)>1||Anim=1001
Trigger1 = PrevStateNo=1049

[State -3,C];
Type = ChangeState
value = 11
Ctrl = 1
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[20,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = NumHelper(1601)
Trigger1 = Helper(1601),RootDist X=[-50,50]

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||(fvar(38)=[-4,-1])
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=101||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!fvar(34)
Trigger1 = Enemy(floor(fvar(18))),MoveType!=H
Trigger2 = Enemy(floor(fvar(18))),Ctrl

[State -3,T];
Type = ChangeState
value = 30
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=fvar(34)<3
TriggerAll=Enemy(floor(fvar(18))),StateType=A
Trigger1 = Enemy(floor(fvar(18))),MoveType=H
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[-55,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*8)*9=[-99,-40]

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=!fvar(35)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||(fvar(38)=[-4,-1])
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=101||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=!P2Dist Y
TriggerAll=fvar(34)<5
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = NumTarget(205)
Trigger1 = Target,StateNo=[204,209]
Trigger2 = NumTarget(1600)
Trigger2 = Target,StateNo=[1621,1629]

;
;łߗp

[State -3];
Type = ChangeState
value = 1499
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||Anim=1000&&AnimElemTime(3)>2||Anim=1001
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Power>499
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7=[-5,39]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*9

[State -3,C_P];P
Type = ChangeState
value = 400
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=200&&Time>4+(var(58)=2)*2||StateNo=400&&Time>5
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=Random<var(59)*20
TriggerAll=fvar(34)>4
Trigger1 = P2BodyDist X*fvar(8)=[-5,51]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*3)*4>-9

[State -3,C_K];K
Type = ChangeState
value = 210
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=200&&Time>4+(var(58)=2)*2||StateNo=400&&Time>5||StateNo=410&&Time>8
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=Random<var(59)*11
TriggerAll=fvar(34)>4
Trigger1 = P2BodyDist X*fvar(8)=[-5,80]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*3)*4>-20

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=Random<var(59)*28
TriggerAll=fvar(34)>4
Trigger1 = P2BodyDist X*fvar(8)=[-5,64]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*3)*4>-9

[State -3,R];O]
Type = ChangeState
value = 1400
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=Random<var(59)*9
TriggerAll=fvar(34)>10
Trigger1 = P2BodyDist X*fvar(8)=[-5,40]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*3)*4>-9

[State -3,ER];GhC
Type = ChangeState
Value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=PalNo=12
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
Trigger1 = Random<var(59)*2
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7>50
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3>-60

;
;R{

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=StateNo!=100
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PalNo!=11
TriggerAll=fvar(34)>6
Trigger1 = P2BodyDist X*fvar(8)>=(P2BodyDist Y*fvar(9)<-50)*50
Trigger2 = Enemy(floor(fvar(18))),StateType!=A||P2BodyDist Y*fvar(9)>-51||(Enemy(floor(fvar(18))),StateNo=[1051,1052])
Trigger2 = P2BodyDist X*fvar(8)>=0
Trigger3 = P2BodyDist X*fvar(8)>=0
Trigger3 = P2BodyDist Y*fvar(9)>-51

[State -3,ER];GhC
Type = ChangeState
Value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=PalNo=12
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)>0.05||P2Life<100||var(59)>11
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[1051,1052]
TriggerAll=fvar(34)>4
TriggerAll=1;P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3>-90
Trigger1 = 1;!NumHelper(3110)
Trigger2 = NumHelper(3110)
Trigger2 = Helper(3110),StateNo=3119

[State -3,RG];MkX
Type = ChangeState
value = 1049
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>8&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=PalNo=12
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||(Enemy(floor(fvar(18))),StateNo!=[1051,1052])
TriggerAll=Enemy(floor(fvar(18))),StateType!=A||(Enemy(floor(fvar(18))),StateNo=[1051,1052])
TriggerAll=fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)>0.05||var(59)>11
TriggerAll=P2BodyDist X*fvar(8)=[-5,127+vel x*7+Enemy(floor(fvar(18))),vel x*7]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*18)*18=[-30,0]
TriggerAll=fvar(34)>18
Trigger1 = fvar(34)=19

[State -3,S_FHS];HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)<0.41
TriggerAll=PalNo!=12||fvar(34)<18
TriggerAll=fvar(34)>15
Trigger1 = P2BodyDist X*fvar(8)=[-45,50]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*14)*15=[-120,0]
Trigger2 = P2BodyDist X*fvar(8)=[51,135]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*14)*15=[-99,0]

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=var(51)>20||fvar(34)<16
TriggerAll=PalNo!=12||fvar(34)<18
TriggerAll=fvar(34)>6
TriggerAll=fvar(34)=7||(P2BodyDist X*fvar(8)=[-5,9])&&((NumTarget(205)&&Target,StateNo=[204,209])||(NumTarget(1600)&&Target,StateNo!=[1621,1629]))||Enemy(floor(fvar(18))),StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*5)*6=[-99,0]
Trigger2 = fvar(34)>9
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*8)*9=[-120,0]

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2BodyDist X>34
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateNo!=5072
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5100,5120]
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)>=0.41||fvar(34)<16||fvar(34)>200
TriggerAll=PalNo!=12||fvar(34)<18||P2StateNo!=[1051,1052]
TriggerAll=fvar(34)=7||P2StateNo!=[1051,1052]
TriggerAll=fvar(34)>6
TriggerAll=!var(58)
Trigger1 = P2BodyDist X*fvar(8)=[-45,80+vel x*3]
Trigger1 = (P2BodyDist X*fvar(8)=[-45,40+vel x*3])||fvar(34)=7
Trigger1 = (P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*5)*6=[-25,25])
Trigger1 = (P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*5)*6=[-20,25])||fvar(34)=7

[State -3,C_HS];ެ
Type = ChangeState
value = 39
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=var(58)=2
TriggerAll=fvar(34)>6
TriggerAll=PrevStateNo!=860||P2BodyDist X*fvar(8)>220
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*9)*10=[-170,0]

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=var(51)>20
TriggerAll=P2BodyDist X*fvar(8)=[-5,55]
TriggerAll=PalNo!=12||fvar(34)<18
TriggerAll=var(58)=2
TriggerAll=fvar(34)>10
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*9)*10=[-70,9]

[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-50||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=fvar(34)>6
TriggerAll=fvar(34)=7||(P2BodyDist X*fvar(8)=[-5,9])&&((NumTarget(205)&&Target,StateNo=[204,209])||(NumTarget(1600)&&Target,StateNo!=[1621,1629]))
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*5)*6=[-80,0]
Trigger1 = P2BodyDist X*fvar(8)=[-5,85]
Trigger1 = fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)>=0.41||fvar(34)<16
Trigger1 = PalNo!=12||fvar(34)<18

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)>=0.41
TriggerAll=P2BodyDist X*fvar(8)=[-5,106]
TriggerAll=PalNo!=12||fvar(34)<18
TriggerAll=fvar(34)>8
TriggerAll=fvar(34)=9||P2BodyDist X*fvar(8)=[-5,9]
Trigger1 = Enemy(floor(fvar(18))),StateType!=A
Trigger1 = 0;P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*7)*8=[-30,0]

[State -3,Dash];
Type = ChangeState
value = 21
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,20])||StateNo=22
TriggerAll=StateNo!=100
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=fvar(34)>6
Trigger1 = P2BodyDist X*fvar(8)>5
Trigger1 = P2Dist X>5

[State -3,Dash];
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=21
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = P2BodyDist X*fvar(8)=[0,5]
Trigger2 = fvar(34)<7

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=!fvar(35)
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||(fvar(38)=[-4,-1])
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=fvar(34)<5
Trigger1 = (NumTarget(205)&&Target,StateNo=[204,209])
Trigger2 = (NumTarget(1600)&&Target,StateNo=[1621,1629])

;
;nq 
;

[State -3,AirJumpflag];Wvd
Type = varset
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*130||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[220,221])
Trigger4 = StateNo=420
Trigger5 = StateNo=430
var(17) = 1
IgnoreHitPause = 1

[State -1];hpRC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=InGuardDist
TriggerAll=PalNo=12
TriggerAll=StateNo!=[800,805]
TriggerAll=StateNo!=850
Trigger1 = (StateNo=[200,899])&&(Movecontact||fvar(28))
Trigger2 = (StateNo=[1000,2999])&&(Movecontact||fvar(28))
Trigger2 = StateNo!=1220
Trigger3 = (StateNo=[200,2999])&&(var(6)||fvar(28))
Trigger4 = (StateNo=[200,451])&&var(29)

[State -3,Jump];o[Xg΍Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=StateType!=A
TriggerAll=InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveContAct||(StateNo=221&&var(29))
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[220,221])
Trigger4 = StateNo=420
Trigger5 = StateNo=430
Trigger6 = StateNo=221&&var(29)

;
;ł
;

[State -3,R];
Type = ChangeState
value = 1499
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>7||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=!var(3)
TriggerAll=MoveGuarded
TriggerAll=(StateNo=[200,451])
TriggerAll=StateNo!=240
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*19
Trigger1 = (P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7=[-5,38])
Trigger1 = !P2Dist Y

[State -3,S_P];P
Type = ChangeState
value = 400
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!IsHelper
TriggerAll=!var(3)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,51]
TriggerAll=P2BodyDist Y*fvar(9)>-20
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*45
TriggerAll=MoveGuarded
Trigger1 = StateNo=200
Trigger2 = StateNo=400

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!IsHelper
TriggerAll=!var(3)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=P2BodyDist Y*fvar(9)>-90
TriggerAll=MoveGuarded
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*45
Trigger1 = StateNo=200||StateNo=210
Trigger2 = StateNo=[400,410]

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=P2BodyDist Y*fvar(9)>-90
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*45
Trigger1 = StateNo=200
Trigger1 = Time>4+(var(58)=2)*2
Trigger2 = StateNo=400
Trigger2 = Time>5
Trigger3 = StateNo=210
Trigger3 = Time>11
Trigger4 = StateNo=410
Trigger4 = Time>9

[State -3,R];O]
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!var(3)
TriggerAll=MoveGuarded
TriggerAll=(StateNo=[200,451])
TriggerAll=StateNo!=240
TriggerAll=Random<(10-ifelse(var(59)>9||fvar(39),10,var(59)))*6
TriggerAll=!InGuardDist
TriggerAll=fvar(34)>9
Trigger1 = fvar(34)>12
Trigger2 = MoveGuarded=1
Trigger2 = (P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)!=[-200,200])
Trigger3 = MoveGuarded=1
Trigger3 = P2BodyDist Y+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*12<-90

[State -3,RS];׽ļ
Type = ChangeState
value = 1000
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=!var(3)
TriggerAll=MoveGuarded
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*11
TriggerAll=fvar(34)>10
TriggerAll=(StateNo=[200,451])
TriggerAll=StateNo!=240
Trigger1 = P2BodyDist X*fvar(8)=[30,50]
Trigger1 = P2BodyDist Y*fvar(9)>-90

[State -3,ER];GhC
Type = ChangeState
Value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=PalNo=12
TriggerAll=(StateNo=[200,451])
TriggerAll=StateNo!=240
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*33
TriggerAll=MoveGuarded
Trigger1 = P2BodyDist X*fvar(8)>50
Trigger1 = P2BodyDist Y*fvar(9)>-20

;
;łߏI
;
[State -3,RC];RC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=MoveContAct
Trigger1 = StateNo=215
Trigger2 = StateNo=450
Trigger2 = Power>1999

[State -3,RC];pRC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=PalNo=12
TriggerAll=MoveContAct
Trigger1 = StateNo=215
Trigger2 = StateNo=235
Trigger3 = StateNo=450
Trigger3 = P2BodyDist X*fvar(8)=[-5,43]
Trigger4 = StateNo=700

[State -3,HJump]
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=var(58)!=2
Trigger1 = (StateNo=[220,221])
Trigger1 = P2BodyDist Y*fvar(9)<-50
Trigger2 = StateNo=430
;Trigger2 = P2BodyDist Y*fvar(9)<-20||Enemy(floor(fvar(18))),BackEdgeBodyDist<20

[State -3,HJump]
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=var(58)=2
TriggerAll=0;Helper(20000+ID),fvar(0)!=1
Trigger1 = (StateNo=[220,221])
Trigger1 = P2BodyDist Y*fvar(9)<-60
Trigger2 = StateNo=430
Trigger2 = P2BodyDist Y*fvar(9)<-30

[State -3,Jump];ݾټެ
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
Trigger1 = (StateNo=[220,221])
Trigger1 = P2BodyDist Y*fvar(9)<-35
Trigger2 = StateNo=430

[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,85]
TriggerAll=P2BodyDist X*fvar(8)=[-5,0]
TriggerAll=P2BodyDist Y*fvar(9)>-9
TriggerAll=!var(3)
TriggerAll=MoveHit
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist>9||Power<1000
Trigger1 = (StateNo=[200,221])||(StateNo=[400,410])
Trigger1 = StateNo!=[205,206]
Trigger1 = StateNo!=220
Trigger1 = StateNo!=215

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-32,55]
TriggerAll=!P2Dist Y
TriggerAll=!var(3)
TriggerAll=MoveHit
Trigger1 = StateNo=410
Trigger2 = StateNo=220
Trigger3 = StateNo=420

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,106]
TriggerAll=P2BodyDist Y*fvar(9)>-30
TriggerAll=!var(3)
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist<9
TriggerAll=MoveHit
Trigger1 = StateNo=[200,225]
Trigger1 = StateNo!=[205,206]
Trigger1 = StateNo!=215
Trigger2 = StateNo=[400,410]

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=P2BodyDist X*fvar(8)-(P2BodyDist Y*fvar(9)<-50)*Enemy(floor(fvar(18))),vel x*5>-6
TriggerAll=fvar(34)>6
TriggerAll=!var(3)
TriggerAll=MoveContAct
Trigger1 = StateNo=[200,210]
Trigger1 = StateNo!=[205,206]
Trigger2 = StateNo=[400,410]

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=0;var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-32,106]
TriggerAll=MoveHit
Trigger1 = P2BodyDist X*fvar(8)>34
Trigger1 = StateNo=[200,210]
Trigger2 = P2BodyDist X*fvar(8)>34
Trigger2 = StateNo=[400,410]
Trigger3 = StateNo=220

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-32,55+(Enemy(floor(fvar(18))),StateType=A)*15]
TriggerAll=P2BodyDist Y*fvar(9)=[-180,5]
TriggerAll=!var(3)
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist>10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=MoveHit
Trigger1 = (StateNo=[220,225])
Trigger1 = StateNo!=215
Trigger2 = StateNo=205
Trigger2 = P2BodyDist X*fvar(8)=[-5,25+(Enemy(floor(fvar(18))),StateType=A)*25]
Trigger3 = StateNo=420
Trigger3 = P2BodyDist X*fvar(8)=[-5,11+(Enemy(floor(fvar(18))),BackEdgeBodyDist<=10)*6]

[State -3,RC];pRC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=PalNo=12
TriggerAll=MoveContAct
Trigger1 = StateNo=225
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[State -3.S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!IsHelper
TriggerAll=!var(3)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,133]
TriggerAll=P2BodyDist Y*fvar(9) >= -60
TriggerAll=MoveHit
TriggerAll=StateNo!=215
TriggerAll=StateNo!=410
Trigger1 = (StateNo=[200,219])
Trigger2 = (StateNo=[400,410])
Trigger3 = StateNo=220
Trigger3 = P2BodyDist X*fvar(8)=[19,28]
Trigger4 = StateNo=221
Trigger4 = P2BodyDist X*fvar(8)=[-5,28]
Trigger5 = StateNo=225
Trigger5 = P2BodyDist X*fvar(8)=[-5,82]
Trigger6 = StateNo=420
;Trigger6 = P2BodyDist X*fvar(8)=[-5,17]

[State -3,RG];ݷǽ
Type = ChangeState
value = 1049
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(36)!=1
TriggerAll=var(42)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>499
TriggerAll=var(58)=2
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo!=240
TriggerAll=!var(3)
TriggerAll=PalNo=12
TriggerAll=StateNo=[230,231]
Trigger1 = fvar(34)>18
Trigger1 = P2BodyDist X*fvar(8)=[-9,64]
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[State -3,ER];GhC
Type = ChangeState
Value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist<=20
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=Random<var(59)*101||fvar(39)
TriggerAll=MoveHit=1
Trigger1 = (StateNo=[200,450])
Trigger1 = StateNo!=220
Trigger1 = StateNo!=240
Trigger1 = StateNo!=217

[State -3,RC];pRC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=PalNo=12
TriggerAll=StateNo!=240||MoveGuardEd
TriggerAll=MoveContAct
Trigger1 = (StateNo=[200,750])

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,115]
TriggerAll=P2BodyDist Y*fvar(9)>-9
TriggerAll=MoveHit
TriggerAll=StateNo!=[215,225]
TriggerAll=StateNo!=420
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist>20
Trigger1 = (StateNo=[200,225])
Trigger2 = StateNo=230
Trigger2 = (P2BodyDist X*fvar(8)=[17,53])
Trigger3 = StateNo=231
Trigger3 = (P2BodyDist X*fvar(8)=[-5,53])
Trigger4 = (StateNo=[400,430])

[State -3,TD_S];S
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(36)!=1
TriggerAll=var(42)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-86,86-20]
TriggerAll=(P2BodyDist Y*fvar(9)=[-80,-5])||Enemy(floor(fvar(18))),StateType!=A
TriggerAll=MoveHit=1
TriggerAll=StateNo!=240
TriggerAll=!var(3)
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist<20||Enemy(floor(fvar(18))),StateType=A||StateNo=215||StateNo=420
Trigger1 = (StateNo=[200,451])
Trigger1 = StateNo!=450||Enemy(floor(fvar(18))),BackEdgeBodyDist<=20

[State -3,SG];گĶް
Type = ChangeState
value = 1700
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(36)!=1
TriggerAll=var(42)!=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist Y*fvar(9)<=0||Enemy(floor(fvar(18))),BackEdgeBodyDist>30
TriggerAll=!var(3)
TriggerAll=Helper(20000+ID),var(21)=0||Helper(20000+ID),var(21)>9
TriggerAll=MoveHit=1
Trigger1 = StateNo=450
Trigger2 = StateNo=235

[State -3,ER];GhC
Type = ChangeState
Value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=PalNo=12
TriggerAll=(StateNo=[200,451])
TriggerAll=StateNo!=240
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=MoveContAct=1
Trigger1 = P2BodyDist X*fvar(8)>-9
Trigger1 = P2BodyDist Y*fvar(9)>-20

[State -3,TD_HS];HS
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*70||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(36)!=1
TriggerAll=var(42)!=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=MoveContAct=1
TriggerAll=P2BodyDist X*fvar(8)>19
TriggerAll=StateNo!=240||MoveGuardEd
TriggerAll=!var(3)
Trigger1 = StateNo!=230
Trigger1 = (StateNo=[200,430])

[State -3,RC];pRC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=PalNo=12
TriggerAll=StateNo!=240||MoveGuardEd
TriggerAll=MoveContAct||fvar(28)
Trigger1 = (StateNo=[200,700])
Trigger2 = (StateNo=[1000,2999])
Trigger2 = StateNo!=1220

[State -1];pRC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=PalNo=12
TriggerAll=MoveContAct||fvar(28)||var(6)
Trigger1 = P2BodyDist X*fvar(8)>35
Trigger1 = StateNo=1000

;
;󒆖ډ 
;
;p

[State -1,BM];obg[
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
Trigger1 = PrevStateNo=36

[State -1,AirDash];obN_bV
Type = ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(10)<2
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=(StateNo=650||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040)&&Ctrl
Trigger1 = PrevStateNo=37

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(10)<2
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=(StateNo=650||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040)&&Ctrl
Trigger1 = PrevStateNo=38

[State -1,A_K];
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X=[-5,70]
TriggerAll=P2BodyDist Y=[-40,80]
Trigger1 = StateNo=961
Trigger2 = PrevStateNo=961

;
;

[State -1,AJump];Wv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=0;(StateNo=[960,961])
Trigger1 = Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo!=[120,159]

;
;_Xgp

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])||(StateNo=99&&PrevStateNo=610)
TriggerAll=P2BodyDist X*fvar(8)=[-67,125+vel x*6]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,60]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=var(10)>0||(Enemy(floor(fvar(18))),StateNo=[200,699])
TriggerAll=StateNo!=[960,961]
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=[960,961]
TriggerAll=!var(58)
TriggerAll=fvar(34)>10
Trigger1 = var(23)=10
Trigger1 = var(22)>7

;
;
;ޯp

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3||fvar(39)
TriggerAll=var(10)<1
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=(StateNo=650||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040)&&Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=fvar(34)>13
Trigger1 = P2BodyDist Y*fvar(9)>-40
Trigger1 = StateNo!=[960,961]
Trigger1 = PrevStateNo!=[960,961]
Trigger1 = P2BodyDist X*fvar(8)>57||Enemy(floor(fvar(18))),BackEdgeBodyDist<20
Trigger1 = Random<var(59)*101||fvar(39)
Trigger2 = PrevStateNo=1600
Trigger2 = !Time
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[120,155])
Trigger2 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*50

[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>4
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=fvar(34)>10
TriggerAll=P2BodyDist X*fvar(8)=[-60,125+vel x*10]
TriggerAll=P2BodyDist Y*fvar(9)=[-130,40]
Trigger1 = PrevStateNo!=1600
Trigger1 = var(28)>0
Trigger1 = var(10)>0
Trigger1 = var(10)!=1
Trigger2 = fvar(25)<0.81

[State -1,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=fvar(34)>10
TriggerAll=P2BodyDist X*fvar(8)=[-60,125+vel x*10]
TriggerAll=P2BodyDist Y*fvar(9)=[-130,40]
Trigger1 = PrevStateNo=1600

[State -1,A_D];HS
Type = ChangeState
value = 635
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>4
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=1600
TriggerAll=fvar(34)>10
Trigger1 = P2BodyDist X*fvar(8)=[-60,125+vel x*10]
Trigger1 = P2BodyDist Y*fvar(9)=[-130,40]
Trigger1 = var(10)=1

[State -1,A_D];HS
Type = ChangeState
value = 635
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>4
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=1600
TriggerAll=fvar(34)>10
Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10<9
Trigger1 = P2BodyDist X*fvar(8)=[-60,125+vel x*10]
Trigger1 = P2BodyDist Y*fvar(9)=[-130,40]
Trigger1 = var(10)>1
Trigger1 = fvar(34)=11

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>4
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=StateNo!=[960,961]
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=[960,961]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=P2BodyDist X*fvar(8)-vel x*6=[-67,67]
TriggerAll=P2BodyDist Y*fvar(9)=[-120,120]
TriggerAll=var(10)<2
TriggerAll=fvar(34)>9
Trigger1 = var(58)=2

;
;
;

[State -1,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])||StateNo=99&&PrevStateNo=610
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=StateNo!=[960,961]
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=[960,961]
TriggerAll=var(58)!=2
TriggerAll=var(10)<2
TriggerAll=fvar(34)>4
Trigger1 = !var(10)||(Enemy(floor(fvar(18))),StateNo=[200,699])
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist>20||fvar(34)<14
Trigger1 = P2BodyDist X*fvar(8)-vel x*4=[-57,57]
Trigger1 = P2BodyDist Y*fvar(9)=[-90,90]

[State -1,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=StateNo!=[960,961]
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=[960,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*4=[-58,40]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*3=[-90,90]
TriggerAll=var(10)<2
;TriggerAll=fvar(34)>2
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist>20||fvar(34)<14
Trigger1 = !var(10)||(Enemy(floor(fvar(18))),StateNo=[200,699])
Trigger1 = var(58)!=2
Trigger2 = var(58)=2
Trigger2 = fvar(34)<9||Helper(20000+ID),fvar(0)=1&&((P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*3=[-20,70])&&P2BodyDist X*fvar(8)=[-30,32])

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=99&&PrevStateNo=610)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=StateNo!=[960,961]
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=[960,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*6=[-67,67]
TriggerAll=P2BodyDist Y*fvar(9)=[-99,120]
TriggerAll=var(10)<2
TriggerAll=fvar(34)>9
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<0
Trigger1 = Helper(20000+ID),fvar(0)=1

[State -1,A_S];HS
Type = ChangeState
value = 635
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=99&&PrevStateNo=610);||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=StateNo!=[960,961]
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=[960,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*6=[-67,67]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10=[-120,80]
TriggerAll=var(10)<2
TriggerAll=fvar(34)>10
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<0
TriggerAll=PrevStateNo!=41
Trigger1 = var(10)>0
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[200,699])
Trigger3 = var(58)=2
Trigger3 = StateNo!=[110,115]

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])||(StateNo=99&&PrevStateNo=610)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=StateNo!=[960,961]
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=[960,961]
TriggerAll=P2BodyDist X*fvar(8)-vel x*6=[-67,67]
TriggerAll=P2BodyDist Y*fvar(9)=[-99,120]
TriggerAll=var(10)<2
TriggerAll=fvar(34)>9
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<0
Trigger1 = var(10)>0
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[200,699])
Trigger3 = var(58)=2
Trigger3 = StateNo!=[110,115]

[State -1,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])||(StateNo=99&&PrevStateNo=610)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=StateNo!=[960,961]
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=PrevStateNo!=[960,961]
TriggerAll=fvar(34)>9
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<0
Trigger1 = P2BodyDist X*fvar(8)-vel x*6=[-67,67]
Trigger1 = P2BodyDist Y*fvar(9)=[-99,120]

;
;󒆌q
;

[State -3,Jump];o[XgQiWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(10)
TriggerAll=!var(12)||var(17)
TriggerAll=InGuardDist
Trigger1 = StateNo=610&&MoveContAct

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-58,58]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,60]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveContAct
Trigger1 = (PrevStateNo!=[600,640])
Trigger1 = StateNo=600

[State -3,AirJump];Wv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=!var(10)
TriggerAll=!var(11)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!var(12)||var(17)
TriggerAll=Pos y>=-70||var(23)=10
TriggerAll=MoveHit
TriggerAll=var(58)!=2
Trigger1 = StateNo=610

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-67,67]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,60]
TriggerAll=PrevStateNo!=600||StateNo!=600||var(52)<41||var(51)<7
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<0
;TriggerAll=var(58)!=2||Helper(20000+ID),fvar(0)=1&&P2BodyDist Y*fvar(9)>-50
Trigger1 = (PrevStateNo!=[600,640])
Trigger1 = StateNo=600
Trigger2 = StateNo=610

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=600||StateNo=610
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<0
Trigger1 = Enemy(floor(fvar(18))),StateType!=A
Trigger1 = P2BodyDist X*fvar(8)-vel x*9=[-67,67]
Trigger1 = P2BodyDist Y*fvar(9)=[-80,140]

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,80]
TriggerAll=P2BodyDist Y*fvar(9)=[-5,90]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveContAct
TriggerAll=StateNo=[600,620]
Trigger1 = var(58)!=2
Trigger1 = MoveHit
Trigger1 = var(52)>40
Trigger1 = var(51)>6
Trigger2 = MoveGuarded

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=var(58)!=2
TriggerAll=P2BodyDist X*fvar(8)=[-45,45+50]
TriggerAll=P2BodyDist Y*fvar(9)=[-60,150]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
Trigger1 = StateNo=600
Trigger2 = StateNo=620
Trigger2 = var(52)<40||var(51)<=6||(P2BodyDist Y*fvar(9)=[-47,150])

[State -3,AC_A_HS];ACHS
Type = ChangeState
value = 635
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=P2BodyDist X*fvar(8)=[-45,45+50]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,150]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10<0
TriggerAll=MoveHit
Trigger1 = StateNo=600
Trigger2 = StateNo=620
Trigger2 = var(10)<1

[State -3,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=var(10)<2
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[246,249]
TriggerAll=Enemy(floor(fvar(18))),StateType=A||P2BodyDist Y*fvar(9)>Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)
Trigger1 = var(58)=2
Trigger1 = StateNo=[630,640]
Trigger1 = Enemy(floor(fvar(18))),StateType=A||StateNo!=[635,640]

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-30,125]
TriggerAll=P2BodyDist Y*fvar(9)=[-90,40]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10<0
TriggerAll=var(58)=2
Trigger1 = StateNo=600
Trigger2 = StateNo=610

[State -3,SF_HS];̫HS
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!var(34)
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=600||StateNo=610||StateNo=620||StateNo=630||StateNo=635&&0||StateNo=640
TriggerAll=fvar(34)>9
Trigger1 = (P2BodyDist Y*fvar(9)=[-10,-140])
Trigger2 = var(10)>1
Trigger2 = (P2BodyDist Y*fvar(9)=[-80,170])
Trigger2 = var(58)=2

[State -3,SF_HS];̫HS
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!var(34)
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveContAct
TriggerAll=StateNo=600||StateNo=610;||StateNo=630||StateNo=620||StateNo=635||StateNo=640
TriggerAll=fvar(34)>9
Trigger1 = Pos Y=[-23,-9]
Trigger2 = fvar(34)=10

;
;nړ 
;

[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl||fvar(28)
Trigger1 = Random<var(59)*20||var(59)>9

[State -3,S];
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=NumEnemy>0
TriggerAll=RoundState>2
TriggerAll=var(59)>0
TriggerAll=Alive
Trigger1 = StateNo=[21,22]

[State -3,S];
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=NumEnemy>0
TriggerAll=RoundState>1
TriggerAll=var(59)<1
TriggerAll=Alive
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = StateNo=[21,22]

[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=NumHelper(20000+ID)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
Trigger1 = fvar(38)=2
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=21
Trigger2 = P2BodyDist X*fvar(8)<=Helper(20000+ID),var(7)
Trigger3 = StateNo=22
Trigger3 = P2BodyDist X*fvar(8)>=Helper(20000+ID),var(7)+20

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,20])||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = P2BodyDist X*fvar(8)>Helper(20000+ID),var(7)+20

[State -3,Walk];
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,21])
TriggerAll=StateNo!=[100,101]
Trigger1 = P2BodyDist X*fvar(8)<Helper(20000+ID),var(7)

[State -3,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
Trigger1 = Random<ifelse(var(59)<6,var(59),11-var(59))*2
Trigger1 = P2BodyDist X*fvar(8)>130
Trigger1 = !var(34)

[State -3,Jump];󓊂_Wv
Type = ChangeState
value = 30
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<(var(59)-6)*250||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[-55,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-99,-40]

[State -3,HJump];nCWv
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = Random<(var(59)-6)*200||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*13=[-55,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-190,-70]
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*9
Trigger2 = !P2Dist Y
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[80,220]
Trigger2 = !var(34)

[State -3,Jump];_bVWv
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
Trigger1 = Random<var(59)*2
Trigger1 = P2BodyDist X*fvar(8)>180

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = !NumHelper(1151)
Trigger1 = P2BodyDist X*fvar(8)>90
Trigger1 = Random<var(59)*26
Trigger2 = NumHelper(1601)
Trigger2 = Helper(1601),RootDist x>0
Trigger2 = Helper(1601),facing!=facing
Trigger3 = NumHelper(1601)
Trigger3 = Helper(1601),RootDist x<0
Trigger3 = Helper(1601),facing=facing

[State -3];O]
Type = ChangeState
Value = 1400
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
Trigger1 = P2BodyDist X*fvar(8)=[0,60]
Trigger1 = Random<ifelse(var(59)<8,var(59),14-var(59))*10

[State -3];O]
Type = ChangeState
Value = 1400
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<(10-var(59))*29
Trigger1 = Abs(P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6))>200-(10-var(59))*30
Trigger2 = P2BodyDist Y+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*12<-90+(10-var(59))*6

[State -3,Jump-AirBackDash];obN_bVpWv
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[6,11]
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=BackEdgeBodyDist>20
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-4,120]
Trigger1 = Random<(10-var(59))*40

[State -3,BackStep];޸
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>5
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=BackEdgeBodyDist>20
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = var(59)<12
Trigger1 = P2BodyDist X*fvar(8)=[-4,90]
Trigger1 = Random<var(59)*14
Trigger1 = Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
Trigger2 = NumHelper(1601)
Trigger2 = Helper(1601),RootDist x<0
Trigger2 = Helper(1601),facing!=facing
Trigger3 = NumHelper(1601)
Trigger3 = Helper(1601),RootDist x>0
Trigger3 = Helper(1601),facing=facing

;
;n㗧ZU 
;
;

;I
;
;΋
[State -3,S_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=200&&Time>4+(var(58)=2)*2||StateNo=400&&Time>5
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*30
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4=[-5,80]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-80,0]

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*50
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[-5,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-80,0]

[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*30
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6=[5,85]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-80,0]

;΋I
;
;i

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=200&&Time>4+(var(58)=2)*2||StateNo=400&&Time>5
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=S
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*2=[-5,64]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*50

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=S
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
TriggerAll=P2BodyDist X*fvar(8)-vel x*4=[50,106]
Trigger1 = Random<var(59)*30

[State -3,AS];ݾް
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=S
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[0,90]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*8

;iI
;
;i

[State -3];
Type = ChangeState
value = 1499
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||Anim=1000&&AnimElemTime(3)>2||Anim=1001
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType=C
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Power>499
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7=[-5,39]
Trigger1 = Random<var(59)*19

[State -3,S_FK];K
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=C
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-Enemy(floor(fvar(18))),vel x*7=[70-(Power>999)*70,128]
Trigger1 = Random<var(59)*(2+(Power>999)*4)

[State -3,S_D];D
Type = ChangeState
value = 240
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=C
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-Enemy(floor(fvar(18))),vel x*7=[-25,72]
Trigger1 = Random<var(59)*6

[State -3,Jump->BM];ޯѰ
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>7
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType=C
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,65]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*(3+(Power>499)*14)

;iI
;
;

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=200&&Time>4+(var(58)=2)*2||StateNo=400&&Time>5
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,4,2)=[-5,64]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4>-9
Trigger1 = Random<var(59)*40

[State -3,S_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,4,2)=[-5,80]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-60,0]
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = Random<var(59)*36

[State -3,C_P];P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,4,2)=[-5,51]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-20,0]
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = Random<var(59)*31

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=200&&Time>4+(var(58)=2)*2||StateNo=400&&Time>5||StateNo=410&&Time>8||Time>5&&StateNo=210
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,4,2)=[-5,80]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-40,0]
Trigger1 = Random<var(59)*27

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
TriggerAll=Random<var(59)*(17+(Enemy(floor(fvar(18))),StateType=A)*33)
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=P2BodyDist X*fvar(8)-(P2BodyDist Y*fvar(9)<-50)*Enemy(floor(fvar(18))),vel x*5>-6
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-99,0]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-120,0]

[State -3];
Type = ChangeState
value = 1499
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Power>499
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7=[-5,39]
Trigger1 = Random<var(59)*9

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,10,5)=[-5,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-80,0]
Trigger1 = Random<var(59)*20

[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=Random<var(59)*4
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,6,3)=[-5,85]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-80,0]

[State -3,Jump->BM];ޯѰ
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=P2BodyDist X*fvar(8)=[-5,65]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*(2+(Power>499)*9)

[State -3,RG];MkX
Type = ChangeState
value = 1049
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=PalNo=12
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,18,9)=[-9,127]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-50,0]
Trigger1 = Random<var(59)*17

[State -3,TD_S];S
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=var(36)!=1
TriggerAll=var(42)!=1
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
Trigger1 = Random<var(59)*25
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,9,5)=[-86,86]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-60,0]
Trigger2 = Random<(4-var(59))*8
Trigger2 = var(59)<4

[State -3,S_FK];K
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<var(59)*3
Trigger1 = P2BodyDist X*fvar(8)-(vel x+Enemy(floor(fvar(18))),vel x)*ifelse(Enemy(floor(fvar(18))),StateType=A,16,8)=[35,128]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*15)*16>-9
Trigger2 = Random<(4-var(59))*8
Trigger2 = var(59)<4

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*8=[-5,106]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8>-30
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = Random<var(59)*23

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-9||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6=[4,105]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-30,10]
Trigger1 = Random<var(59)*17

[State -3,ER];GhC 
Type = ChangeState
Value = 3100
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=PalNo=12
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
Trigger1 = Random<var(59)*23
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7>50
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*2)*3>-60

[State -3,AS];ݾް
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<var(59)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*16=[0,99]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*15)*16>-9
Trigger2 = var(59)<4
Trigger2 = Random<20

[State -3,TD_HS];HS
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||var(58)=2&&StateNo=1301
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=var(36)!=1
TriggerAll=var(42)!=1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-30||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType!=C
Trigger1 = P2BodyDist X*fvar(8)>60+vel x*9-Enemy(floor(fvar(18))),vel x*9
Trigger1 = Random<var(59)*(5+(PalNo-12)*6)
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*19)*20=[-90,0]
Trigger2 = var(59)<4
Trigger2 = Random<20

;
;󌄓˂
;

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Random<var(59)*101
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=StateNo=650||(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
TriggerAll=Ctrl||fvar(28)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=var(10)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[0,22]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[50,52]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[100,119]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=!Enemy(floor(fvar(18))),AnimTime<-30
TriggerAll=P2BodyDist Y*fvar(9)>-40
Trigger1 = P2BodyDist X*fvar(8)>57
Trigger2 = Enemy(floor(fvar(18))),BackEdgeBodyDist<19
Trigger3 = PrevStateNo=1600

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Random<var(59)*101
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])||(StateNo=99&&PrevStateNo=610)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[0,22]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[50,52]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[100,119]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=!Enemy(floor(fvar(18))),AnimTime<-4
Trigger1 = P2BodyDist X*fvar(8)=[-25,57]
Trigger1 = P2BodyDist Y*fvar(9)=[-90,90]

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Random<var(59)*101
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[0,22]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[50,52]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[100,119]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=!Enemy(floor(fvar(18))),AnimTime<-3
Trigger1 = P2BodyDist X*fvar(8)=[-10,58]
Trigger1 = P2BodyDist Y*fvar(9)=[-90,90]

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Random<var(59)*101
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])||(StateNo=99&&PrevStateNo=610)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[0,22]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[50,52]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[100,119]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=!Enemy(floor(fvar(18))),AnimTime<-9
Trigger1 = P2BodyDist X*fvar(8)=[-67,67]
Trigger1 = P2BodyDist Y*fvar(9)=[-90,120]

;
;󒆈ړ 
;
;

;

[State -1,AirJump];2iWv
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!var(10)
TriggerAll=!var(12)||var(17)
TriggerAll=Ctrl||fvar(28)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!NumHelper(1151)
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=vel y>0
TriggerAll=P2BodyDist Y*fvar(9)=[-130,130]
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = Random<var(59)*5

[State -1,AirDash];nۋ_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(10)<2
TriggerAll=StateType=A
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650
TriggerAll=Ctrl||fvar(28)
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = P2BodyDist X*fvar(8)>0
Trigger1 = vel y>0
Trigger1 = Pos Y=[-20,-10]
Trigger1 = Random<var(59)*35

[State -1,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(10)<2
TriggerAll=StateType=A
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650
TriggerAll=Ctrl
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = !var(34)
Trigger1 = Random<var(59)*8
Trigger1 = P2BodyDist X*fvar(8)>190
Trigger2 = Random<var(59)*101
Trigger2 = BackEdgeBodyDist<50
Trigger2 = P2BodyDist X*fvar(8)=[0,60]
Trigger2 = P2BodyDist Y*fvar(9)>70

[State -1,FMove];
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=Random<var(59)*9
Trigger1 = 0;BackEdgeBodyDist<30
Trigger1 = P2BodyDist Y*fvar(9)>180

[State -1,AirBackDash];obN_bV
Type = ChangeState
value = 115
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=var(10)<2
TriggerAll=StateType=A
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650
TriggerAll=Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,155]
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
Trigger1 = P2BodyDist X*fvar(8)=[0,140]
Trigger1 = BackEdgeBodyDist>20
Trigger1 = Random<var(59)*6

;
;󒆗ZU
;

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=StateNo=115&&Time>4
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = Random<var(59)*101

;
;


[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])||StateNo=99&&PrevStateNo=610
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(floor(fvar(18))),vel x)*4=[-25,57+30]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-80,90]
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = Random<var(59)*68
Trigger1 = !InGuardDist
Trigger1 = NumHelper(20000+ID)
Trigger1 = !Helper(20000+ID),InGuardDist
Trigger1 = NumHelper(30000+ID)
Trigger1 = !Helper(30000+ID),InGuardDist
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*45
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4>-20
Trigger3 = StateNo=110
Trigger3 = P2BodyDist X*fvar(8)-(vel x+Enemy(floor(fvar(18))),vel x)*4=[-25,57+30]
Trigger3 = Random<var(59)*80
Trigger3 = !InGuardDist
Trigger3 = NumHelper(20000+ID)
Trigger3 = !Helper(20000+ID),InGuardDist
Trigger3 = NumHelper(30000+ID)
Trigger3 = !Helper(30000+ID),InGuardDist

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(floor(fvar(18))),vel x)*3=[-50,58+60]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*3=[-90,90]
Trigger1 = Enemy(floor(fvar(18))),StateType=A||StateNo=110
Trigger1 = Random<var(59)*60
Trigger1 = !InGuardDist
Trigger1 = NumHelper(20000+ID)
Trigger1 = !Helper(20000+ID),InGuardDist
Trigger1 = NumHelper(30000+ID)
Trigger1 = !Helper(30000+ID),InGuardDist
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*45
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*3>-20
Trigger3 = P2BodyDist X*fvar(8)-(vel x+Enemy(floor(fvar(18))),vel x)*3=[-50,-1]
Trigger3 = Enemy(floor(fvar(18))),StateType!=A
Trigger3 = Random<var(59)*70
Trigger3 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*2)*3>-70

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])||(StateNo=99&&PrevStateNo=610)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2BodyDist X*fvar(8)-(vel x*9+Enemy(floor(fvar(18))),vel x)*9=[-5,67+5]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-50,90]
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = Random<var(59)*43
Trigger1 = !InGuardDist
Trigger1 = NumHelper(20000+ID)
Trigger1 = !Helper(20000+ID),InGuardDist
Trigger1 = NumHelper(30000+ID)
Trigger1 = !Helper(30000+ID),InGuardDist
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*45
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9>-20

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = (P2BodyDist X*fvar(8)-(vel x-Enemy(floor(fvar(18))),vel x)*10=[0,125+80])
Trigger1 = (P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10=[-60,60])
Trigger1 = Enemy(floor(fvar(18))),StateType=A||StateNo=115
Trigger1 = Random<var(59)*50
Trigger1 = !InGuardDist
Trigger1 = NumHelper(20000+ID)
Trigger1 = !Helper(20000+ID),InGuardDist
Trigger1 = NumHelper(30000+ID)
Trigger1 = !Helper(30000+ID),InGuardDist
Trigger2 = P2BodyDist X*fvar(8)-(vel x+Enemy(floor(fvar(18))),vel x)*10>0
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*45
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10>-20

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=var(58)!=2
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2BodyDist X*fvar(8)=[-5,45]
Trigger1 = P2BodyDist Y*fvar(9)+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10=[-80,50]
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = Random<var(59)*25

[State -3,A_FHS];HS
Type = ChangeState
value = 635
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=!var(58)
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(floor(fvar(18))),vel x)*10=[-5,80]
Trigger1 = P2BodyDist Y*fvar(9)=[-100,40]
Trigger1 = Enemy(floor(fvar(18))),StateType=A||StateNo=115
Trigger1 = Random<var(59)*35
Trigger1 = !InGuardDist
Trigger1 = NumHelper(20000+ID)
Trigger1 = !Helper(20000+ID),InGuardDist
Trigger1 = NumHelper(30000+ID)
Trigger1 = !Helper(30000+ID),InGuardDist
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*45
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*9)*10>-20

[State -3,SF_S];̫_S
Type = ChangeState
value = 1600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=!var(34)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=Random<var(59)*45
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)=[-25,50]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-30,65]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,6,3)=[25,90]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[45,120]
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,7,4)=[75,140]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[90,170]
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,8,4)=[125,180]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8=[140,210]
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,9,5)=[175,230]
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[170,280]

[State -1,FMove];
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=Pos Y>-250
TriggerAll=FrontEdgeBodyDist>70
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist>30
Trigger1 = Random<var(59)*3
Trigger1 = Abs(P2BodyDist X*fvar(8))<60||Pos Y<-110
Trigger2 = Random<var(59)*6
Trigger2 = Pos Y<-190
Trigger2 = Enemy(floor(fvar(18))),BackEdgeBodyDist>55

[State -3,BM];obg[
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(20000+ID)
TriggerAll=!Helper(20000+ID),InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=!Helper(30000+ID),InGuardDist
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=Random<var(59)*9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5=[-25,50]
Trigger1 = P2BodyDist Y*fvar(9)-Enemy(floor(fvar(18))),vel y*5=[-30,65]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5=[25,100]
Trigger2 = P2BodyDist Y*fvar(9)-Enemy(floor(fvar(18))),vel y*5=[45,130]
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5=[75,150]
Trigger3 = P2BodyDist Y*fvar(9)-Enemy(floor(fvar(18))),vel y*5=[90,180]

;
;K[h
;

[State -3,Guard];K[h
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=(StateNo!=[120,155])
TriggerAll=Random<var(59)*(60+Enemy(floor(fvar(18))),Time)||var(59)>9
TriggerAll=Ctrl||(StateNo=[9,22])
Trigger1 = InGuardDist
Trigger2 = NumHelper(20000+ID)
Trigger2 = Helper(20000+ID),InGuardDist
Trigger3 = NumHelper(30000+ID)
Trigger3 = Helper(30000+ID),InGuardDist

;
;AI
;

[State -3];Nオ葀
Type = ChangeState
value = 5120
TriggerAll=fvar(39)
TriggerAll=Alive
Trigger1 = StateNo=5110
Trigger1 = Time>0

[State -1];쐧
Type = ChangeState
Trigger1 = var(59)>0
Trigger1 = StateNo=40||StateNo=20
Trigger1 = !InGuardDist
Trigger1 = NumHelper(20000+ID)
Trigger1 = !Helper(20000+ID),InGuardDist
Trigger1 = NumHelper(30000+ID)
Trigger1 = !Helper(30000+ID),InGuardDist
value = 0
Ctrl = 1

[State -1];쐧
Type = ChangeState
TriggerAll=var(59)>0
TriggerAll=StateNo=40||StateNo=20
Trigger1 = InGuardDist
Trigger2 = NumHelper(20000+ID)
Trigger2 = Helper(20000+ID),InGuardDist
Trigger3 = NumHelper(30000+ID)
Trigger3 = Helper(30000+ID),InGuardDist
value = 120
Ctrl = 1

;
;߂΍p+ConFing
;
[Statedef 20638]
Anim = 9999
Ctrl = 0

[State 20000];{        
Type = SelfState
Trigger1 = !IsHelper
value = 0
IgnoreHitPause = 1

[State 10000]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible
IgnoreHitPause = 1

[State 20000];vC[W̌ɌŒ
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos x-90*ifelse(Root,facing=1,1,-1)
y = Const(size.head.pos.y)+Root,Pos y

[State 20000]
Type = Turn
Trigger1 = IsHelper
Trigger1 = Root,facing!=facing

[State 30000];G
Type = NotHitBy
Trigger1 = IsHelper
value = SAC,NT,ST,HT,NA,SA,HA,NP,SP,HP,NA,SA,HA
Time = 1

;^bOp
[State -3]
Type = varSet
Trigger1 = IsHelper
fvar(18) = Root,fvar(18)

;var(0) = ZF
;var(1) = UÎ点
;var(2) = Z̃[`
;var(3) = 
;var(4) = Z̃[`
;var(5) = ѓ̌oߎ
;var(6) = 0FLmF
;var(7) = xXg
;var(9) = ubLOf
;var(10)= Wv\f
;var(11)= AnimTime@łȂZp
;
;var(15)= SG
;var(16)= ȊOG
;var(17)= ŌG
;var(18)= ѓȊOG
;var(19)= ѓG
;var(20)= G
;var(21)= Nオ莞ԑ
;
;var(40)= OCY\ǂ
;var(50)= ްĔf
;var(51)= Ľ߰f
;
;fvar(0) = 炢΂̂鷬׸
;
;҂
;
;Z
;

;
;肪IF
;

;
;Zp
;

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = 1
var(2) = 0

;
;ѓ@AttackDist֘AAIEȋZ̑΍p
;

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = 1
var(3) = 0

;1 = ѓ˂
;2 = rŏ邩ݒu^
;3 = SȈړѓ

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Ryu"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(1005)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1010||Enemy(floor(fvar(18))),NumHelper(1015)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1020||Enemy(floor(fvar(18))),NumHelper(1025)
Trigger4 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3005)
Trigger5 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(3025)
Trigger6 = Enemy(floor(fvar(18))),StateNo=3040||Enemy(floor(fvar(18))),NumHelper(3045)
Trigger7 = Enemy(floor(fvar(18))),StateNo=3050||Enemy(floor(fvar(18))),NumHelper(3055)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsryu"||Enemy(floor(fvar(18))),Name="cvsryu_ex"||Enemy(floor(fvar(18))),Name="cvsryu_normal"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300||Enemy(floor(fvar(18))),NumHelper(7100)
Trigger3 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(7300)
Trigger3 = Enemy(floor(fvar(18))),StateNo=3400||Enemy(floor(fvar(18))),NumHelper(7400)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsken"||Enemy(floor(fvar(18))),Name="cvsken_ex"||Enemy(floor(fvar(18))),Name="cvsken_normal"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsguile"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(7200)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsathena"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(7600)||Enemy(floor(fvar(18))),NumHelper(7610)
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[3100,3101])||Enemy(floor(fvar(18))),NumHelper(7700)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsgouki"||Enemy(floor(fvar(18))),Name="cvsgouki_normal"||Enemy(floor(fvar(18))),Name="cvsgouki_ex"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300||Enemy(floor(fvar(18))),NumHelper(7100)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1400||Enemy(floor(fvar(18))),NumHelper(7200)||Enemy(floor(fvar(18))),NumHelper(7201)
Trigger4 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(7300)
Trigger5 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(7400)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Jedah"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="Deuce"
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[1000,1002])||Enemy(floor(fvar(18))),NumHelper(1000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300
Trigger3 = Enemy(floor(fvar(18))),StateNo=2000
Trigger4 = Enemy(floor(fvar(18))),StateNo=2300
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Jedah"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="rei"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100||Enemy(floor(fvar(18))),NumHelper(6000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1150
Trigger3 = Enemy(floor(fvar(18))),StateNo=1200
Trigger4 = Enemy(floor(fvar(18))),StateNo=1250
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Ash"
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[1000,1001])||Enemy(floor(fvar(18))),NumProjID(1000)
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[1050,1051])
Trigger3 = Enemy(floor(fvar(18))),StateNo=2000||Enemy(floor(fvar(18))),NumProjID(2000)
Trigger3 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumProjID(3000)
var(3) = 3

;

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
TriggerAll=EnemyNear(floor(fvar(0))),AutHorName="H"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1110
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300||Enemy(floor(fvar(18))),NumHelper(1305)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1310||Enemy(floor(fvar(18))),NumHelper(1315)
Trigger4 = Enemy(floor(fvar(18))),StateNo=1350||Enemy(floor(fvar(18))),NumHelper(1355)
Trigger5 = Enemy(floor(fvar(18))),StateNo=1360||Enemy(floor(fvar(18))),NumHelper(1365)
Trigger6 = Enemy(floor(fvar(18))),StateNo=1400||Enemy(floor(fvar(18))),NumHelper(1405)
Trigger7 = Enemy(floor(fvar(18))),StateNo=1450||Enemy(floor(fvar(18))),NumHelper(1455)
Trigger8 = Enemy(floor(fvar(18))),StateNo=2320||Enemy(floor(fvar(18))),NumHelper(2305)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(2306)
Trigger10= Enemy(floor(fvar(18))),NumHelper(2307)
Trigger11= Enemy(floor(fvar(18))),NumHelper(2308)
Trigger12= Enemy(floor(fvar(18))),NumHelper(2309)
Trigger13= Enemy(floor(fvar(18))),NumHelper(2310)
Trigger14= Enemy(floor(fvar(18))),NumHelper(2311)
Trigger15= Enemy(floor(fvar(18))),NumHelper(2312)
Trigger16= Enemy(floor(fvar(18))),StateNo=2350||Enemy(floor(fvar(18))),NumHelper(2355)
Trigger17= Enemy(floor(fvar(18))),NumHelper(2356)
Trigger18= Enemy(floor(fvar(18))),NumHelper(2357)
Trigger19= Enemy(floor(fvar(18))),NumHelper(2358)
Trigger20= Enemy(floor(fvar(18))),NumHelper(2359)
Trigger21= Enemy(floor(fvar(18))),NumHelper(2360)
Trigger22= Enemy(floor(fvar(18))),NumHelper(2361)
Trigger23= Enemy(floor(fvar(18))),NumHelper(2362)
Trigger24= Enemy(floor(fvar(18))),StateNo=2405||Enemy(floor(fvar(18))),NumHelper(2405)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="Len"
TriggerAll=EnemyNear(floor(fvar(0))),AutHorName="H"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1050||Enemy(floor(fvar(18))),NumHelper(1060)
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[1100,1110])||Enemy(floor(fvar(18))),NumHelper(11002)
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[1150,1160])||Enemy(floor(fvar(18))),NumHelper(11012)
Trigger4 = Enemy(floor(fvar(18))),StateNo=1200||Enemy(floor(fvar(18))),NumHelper(11001)
Trigger5 = Enemy(floor(fvar(18))),StateNo=1205||Enemy(floor(fvar(18))),NumHelper(11010)
Trigger6 = Enemy(floor(fvar(18))),StateNo=2100||Enemy(floor(fvar(18))),NumHelper(12100)
Trigger7 = Enemy(floor(fvar(18))),NumHelper(12101)
Trigger8 = Enemy(floor(fvar(18))),NumHelper(12102)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(12103)
Trigger10= Enemy(floor(fvar(18))),NumHelper(12104)
Trigger11= Enemy(floor(fvar(18))),NumHelper(12105)
Trigger12= Enemy(floor(fvar(18))),NumHelper(12106)
Trigger13= Enemy(floor(fvar(18))),StateNo=2200||Enemy(floor(fvar(18))),NumHelper(12200)
Trigger14= Enemy(floor(fvar(18))),NumHelper(12201)
Trigger15= Enemy(floor(fvar(18))),NumHelper(12202)
Trigger16= Enemy(floor(fvar(18))),NumHelper(12203)
Trigger17= Enemy(floor(fvar(18))),NumHelper(12204)
Trigger18= Enemy(floor(fvar(18))),NumHelper(12205)
Trigger19= Enemy(floor(fvar(18))),NumHelper(12206)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="Len"
TriggerAll=EnemyNear(floor(fvar(0))),AutHorName="H"
Trigger1 = Enemy(floor(fvar(18))),StateNo=2000||Enemy(floor(fvar(18))),NumHelper(2050)
Trigger2 = Enemy(floor(fvar(18))),NumHelper(2051)
Trigger3 = Enemy(floor(fvar(18))),NumHelper(2052)
Trigger4 = Enemy(floor(fvar(18))),NumHelper(2053)
Trigger5 = Enemy(floor(fvar(18))),NumHelper(2054)
Trigger6 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3006)
Trigger7 = Enemy(floor(fvar(18))),NumHelper(3007)
Trigger8 = Enemy(floor(fvar(18))),StateNo=3060||Enemy(floor(fvar(18))),NumHelper(3058)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(3055)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="CHIEL"
TriggerAll=EnemyNear(floor(fvar(0))),AutHorName="QWERTY"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1058||Enemy(floor(fvar(18))),NumHelper(1060)
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[1050,1054])||Enemy(floor(fvar(18))),NumHelper(1061)||Enemy(floor(fvar(18))),NumHelper(1062)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1074||Enemy(floor(fvar(18))),NumHelper(1080)
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[1070,1072])||Enemy(floor(fvar(18))),NumHelper(1081)||Enemy(floor(fvar(18))),NumHelper(1082)
Trigger4 = (Enemy(floor(fvar(18))),StateNo=[1206,1207])||Enemy(floor(fvar(18))),NumHelper(1270)||Enemy(floor(fvar(18))),NumHelper(1274)
Trigger5 = Enemy(floor(fvar(18))),StateNo=1215||Enemy(floor(fvar(18))),NumHelper(1271)||Enemy(floor(fvar(18))),NumHelper(1272)||Enemy(floor(fvar(18))),NumHelper(1273)
Trigger6 = Enemy(floor(fvar(18))),StateNo=[2000,2003]
Trigger7 = Enemy(floor(fvar(18))),StateNo=2300||Enemy(floor(fvar(18))),NumHelper(2310)||Enemy(floor(fvar(18))),NumHelper(2311)
Trigger8 = Enemy(floor(fvar(18))),StateNo=2350||Enemy(floor(fvar(18))),NumHelper(2360)||Enemy(floor(fvar(18))),NumHelper(2361)
var(3) = 3

;

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="Ky=kiske"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumProjID(1002)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1020||Enemy(floor(fvar(18))),NumHelper(1025)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1050||Enemy(floor(fvar(18))),NumProjID(1053)
Trigger4 = Enemy(floor(fvar(18))),StateNo=1100||Enemy(floor(fvar(18))),NumProjID(1102)
Trigger5 = Enemy(floor(fvar(18))),StateNo=1150
Trigger6 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(3200)
Trigger7 = Enemy(floor(fvar(18))),StateNo=3800||Enemy(floor(fvar(18))),NumProjID(3801)||Enemy(floor(fvar(18))),NumProjID(3205)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="sol"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(1001)
Trigger2 = Enemy(floor(fvar(18))),StateNo=2000||Enemy(floor(fvar(18))),NumHelper(2001)
Trigger3 = Enemy(floor(fvar(18))),NumHelper(3010)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="johnny"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1400||Enemy(floor(fvar(18))),NumHelper(1401)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1150||Enemy(floor(fvar(18))),NumHelper(1180)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="EL"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1572
Trigger2 = Enemy(floor(fvar(18))),StateNo=1577
Trigger3 = Enemy(floor(fvar(18))),StateNo=1580
Trigger4 = Enemy(floor(fvar(18))),StateNo=1585
Trigger5 = Enemy(floor(fvar(18))),StateNo=1590
Trigger6 = Enemy(floor(fvar(18))),StateNo=1595
Trigger7 = Enemy(floor(fvar(18))),StateNo=1550
Trigger8 = Enemy(floor(fvar(18))),StateNo=1552
Trigger9 = Enemy(floor(fvar(18))),StateNo=1555
Trigger10= Enemy(floor(fvar(18))),StateNo=1557
Trigger11= Enemy(floor(fvar(18))),StateNo=1560
Trigger12= Enemy(floor(fvar(18))),StateNo=1565
Trigger13= Enemy(floor(fvar(18))),StateNo=1575
Trigger14= Enemy(floor(fvar(18))),StateNo=1530
Trigger15= Enemy(floor(fvar(18))),StateNo=1540
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1005
Trigger2 = Enemy(floor(fvar(18))),StateNo=1059
Trigger3 = Enemy(floor(fvar(18))),StateNo=1400
Trigger4 = Enemy(floor(fvar(18))),StateNo=1450
Trigger5 = Enemy(floor(fvar(18))),StateNo=1480
Trigger6 = Enemy(floor(fvar(18))),StateNo=1500
Trigger7 = Enemy(floor(fvar(18))),StateNo=3200
Trigger8 = Enemy(floor(fvar(18))),StateNo=3100
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="chipp"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1200||Enemy(floor(fvar(18))),NumHelper(1205)
Trigger2 = Enemy(floor(fvar(18))),StateNo=680||Enemy(floor(fvar(18))),NumHelper(690)
Trigger3 = Enemy(floor(fvar(18))),StateNo=685||Enemy(floor(fvar(18))),NumHelper(691)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="eddie"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3200
Trigger3 = Enemy(floor(fvar(18))),StateNo=3500
Trigger4 = Enemy(floor(fvar(18))),StateNo=1530
Trigger5 = Enemy(floor(fvar(18))),StateNo=1520
Trigger6 = Enemy(floor(fvar(18))),StateNo=1510
Trigger7 = Enemy(floor(fvar(18))),StateNo=1500
Trigger8 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(1001)
Trigger9 = Enemy(floor(fvar(18))),StateNo=1050||Enemy(floor(fvar(18))),NumHelper(1002)
Trigger10= Enemy(floor(fvar(18))),StateNo=1800
Trigger11= Enemy(floor(fvar(18))),StateNo=1850
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="gg_venom"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3200
Trigger3 = Enemy(floor(fvar(18))),StateNo=1200
Trigger4 = Enemy(floor(fvar(18))),StateNo=1250
Trigger5 = Enemy(floor(fvar(18))),StateNo=2200
Trigger6 = Enemy(floor(fvar(18))),StateNo=2250
Trigger7 = Enemy(floor(fvar(18))),NumHelper(1210)
Trigger8 = Enemy(floor(fvar(18))),NumHelper(1211)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(1212)
Trigger10= Enemy(floor(fvar(18))),NumHelper(1260)
Trigger11= Enemy(floor(fvar(18))),NumHelper(1261)
Trigger12= Enemy(floor(fvar(18))),NumHelper(1262)
Trigger13= Enemy(floor(fvar(18))),NumHelper(2210)
Trigger14= Enemy(floor(fvar(18))),NumHelper(2211)
Trigger15= Enemy(floor(fvar(18))),NumHelper(2212)
Trigger16= Enemy(floor(fvar(18))),NumHelper(2260)
Trigger17= Enemy(floor(fvar(18))),NumHelper(2261)
Trigger18= Enemy(floor(fvar(18))),NumHelper(2262)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="gg_venom"
Trigger1 = Enemy(floor(fvar(18))),NumHelper(1001)
Trigger2 = Enemy(floor(fvar(18))),NumHelper(1002)
Trigger3 = Enemy(floor(fvar(18))),NumHelper(1003)
Trigger4 = Enemy(floor(fvar(18))),NumHelper(1011)
Trigger5 = Enemy(floor(fvar(18))),NumHelper(1012)
Trigger6 = Enemy(floor(fvar(18))),NumHelper(1013)
Trigger7 = Enemy(floor(fvar(18))),NumHelper(1021)
Trigger8 = Enemy(floor(fvar(18))),NumHelper(1022)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(1023)
Trigger10= Enemy(floor(fvar(18))),NumHelper(1031)
Trigger11= Enemy(floor(fvar(18))),NumHelper(1032)
Trigger12= Enemy(floor(fvar(18))),NumHelper(1033)
var(3) = 1

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="millia"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3100||Enemy(floor(fvar(18))),NumHelper(3110)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1700||Enemy(floor(fvar(18))),NumHelper(1710)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1600
Trigger4 = Enemy(floor(fvar(18))),StateNo=1650
Trigger5 = Enemy(floor(fvar(18))),StateNo=1100||Enemy(floor(fvar(18))),NumHelper(1101)
Trigger6 = Enemy(floor(fvar(18))),StateNo=1150||Enemy(floor(fvar(18))),NumHelper(1151)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="jam"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1600||Enemy(floor(fvar(18))),NumHelper(1610)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="AXL"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1500||Enemy(floor(fvar(18))),NumHelper(1500)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1100||Enemy(floor(fvar(18))),NumHelper(1100)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1110
Trigger4 = Enemy(floor(fvar(18))),StateNo=1120
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="justice"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1300||Enemy(floor(fvar(18))),NumHelper(1350)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1310
Trigger3 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3003)
Trigger4 = Enemy(floor(fvar(18))),StateNo=3100||Enemy(floor(fvar(18))),NumHelper(3101)||Enemy(floor(fvar(18))),NumHelper(3102)
Trigger5 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(3201)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="potemkin"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
Trigger2 = Enemy(floor(fvar(18))),NumHelper(1550)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="testament"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1400||Enemy(floor(fvar(18))),NumHelper(1411)
Trigger2 = Enemy(floor(fvar(18))),NumHelper(1412)
Trigger3 = Enemy(floor(fvar(18))),NumHelper(1413)
Trigger4 = Enemy(floor(fvar(18))),NumHelper(1414)
Trigger5 = Enemy(floor(fvar(18))),NumHelper(1415)
Trigger6 = Enemy(floor(fvar(18))),NumHelper(1416)
Trigger7 = Enemy(floor(fvar(18))),StateNo=1450||Enemy(floor(fvar(18))),NumHelper(1461)
Trigger8 = Enemy(floor(fvar(18))),NumHelper(1462)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(1463)
Trigger10= Enemy(floor(fvar(18))),NumHelper(1464)
Trigger11= Enemy(floor(fvar(18))),NumHelper(1465)
Trigger12= Enemy(floor(fvar(18))),NumHelper(1466)
Trigger13= Enemy(floor(fvar(18))),StateNo=1500||Enemy(floor(fvar(18))),StateNo=1550||Enemy(floor(fvar(18))),NumHelper(1511)
Trigger14= Enemy(floor(fvar(18))),NumHelper(1512)
Trigger15= Enemy(floor(fvar(18))),NumHelper(1513)
Trigger16= Enemy(floor(fvar(18))),NumHelper(1514)
Trigger17= Enemy(floor(fvar(18))),NumHelper(1515)
Trigger18= Enemy(floor(fvar(18))),NumHelper(1516)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="testament"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(1000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1050
Trigger3 = Enemy(floor(fvar(18))),StateNo=1200||Enemy(floor(fvar(18))),NumHelper(1210)
Trigger4 = Enemy(floor(fvar(18))),StateNo=1250||Enemy(floor(fvar(18))),NumHelper(1260)
Trigger5 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
Trigger6 = Enemy(floor(fvar(18))),StateNo=3100
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="millia"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1150
Trigger2 = Enemy(floor(fvar(18))),StateNo=1600
Trigger3 = Enemy(floor(fvar(18))),StateNo=1650
Trigger4 = Enemy(floor(fvar(18))),StateNo=3000
Trigger5 = Enemy(floor(fvar(18))),StateNo=3100
var(3) = 3

;
;U̍
;

;
;S̍U{AIE΍
;

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = 0
var(5) = 0
IgnoreHitPause = 1

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = 0
var(5) = 1
IgnoreHitPause = 1

[State -3];^C}@
Type = varAdd
TriggerAll=IsHelper
Trigger1 = var(5)>0
var(5) = -1
IgnoreHitPause = 1

;
;L0F邩
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(6) = 0
IgnoreHitPause = 1

[State -3,72];ʏ퓊
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(6) = 30
IgnoreHitPause = 1

[State -3];ŜԚL
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Goenitz96"
var(6) = 50
IgnoreHitPause = 1

;
;L̃xXg(CZMȂ)
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(7) = 120
IgnoreHitPause = 1

[State -3,72];KH
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="cvsryu"||Enemy(floor(fvar(18))),Name="Ryu"
var(7) = 72
IgnoreHitPause = 1

[State -3,110];[I
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
var(7) = 110
IgnoreHitPause = 1

[State -3,110];C
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Kishima_kouma"
var(7) = 110
IgnoreHitPause = 1

[State -3,110];P
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Sakuya Izayoi"
var(7) = 110
IgnoreHitPause = 1

[State -3,115];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="chipp"
var(7) = 125
IgnoreHitPause = 1

[State -3,125];𗎂Ƃ EX
Type = varSet
TriggerAll=IsHelper
Trigger1 = P2Name="Akiha_Vermilion"
var(7) = 120
IgnoreHitPause = 1

[State -3,121];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="baiken"
var(7) = 121
IgnoreHitPause = 1

[State -3,124];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="justice"
var(7) = 124
IgnoreHitPause = 1

[State -3,125];C
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Nanaya_Shiki"
var(7) = 125
IgnoreHitPause = 1

[State -3,125];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
var(7) = 125
IgnoreHitPause = 1

[State -3,130];P
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
var(7) = 130
IgnoreHitPause = 1

[State -3,130];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="jam"
var(7) = 130
IgnoreHitPause = 1

[State -3,115];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="millia"
var(7) = 140
IgnoreHitPause = 1

[State -3,140];K
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="ROBO-KY1"||Enemy(floor(fvar(18))),Name="ROBO-KY"
var(7) = 140
IgnoreHitPause = 1

[State -3,144];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="testament"
var(7) = 144
IgnoreHitPause = 1

[State -3,150];C
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Kohaku"
var(7) = 150
IgnoreHitPause = 1

[State -3,153];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Ky=kiske"
var(7) = 153
IgnoreHitPause = 1

[State -3,160];p[XEB[v or }XBuu[
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Marisa Kirisame"
var(7) = 160
IgnoreHitPause = 1

[State -3,160];KtC
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="sol"
var(7) = 160
IgnoreHitPause = 1

[State -3,170];i~Xgt@Ci[
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="johnny"
var(7) = 180
IgnoreHitPause = 1

[State -3,65];AgV[A
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
var(7) = 175
IgnoreHitPause = 1

[State -3,178];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="potemkin"
var(7) = 178
IgnoreHitPause = 1

[State -3,178];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="gg_venom"
var(7) = 178
IgnoreHitPause = 1

[State -3,65];B
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Nrvnqsr_Chaos"
var(7) = 180
IgnoreHitPause = 1

[State -3,180];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="SLAYER"
var(7) = 180
IgnoreHitPause = 1

[State -3,195];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="kliff"
var(7) = 200
IgnoreHitPause = 1

[State -3,240];P
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="AXL"
var(7) = 200
IgnoreHitPause = 1

;
;ubLOorRCorV[horep
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(9) = 0
IgnoreHitPause = 1

[State -3,47];nΉubLOp
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = Enemy(floor(fvar(18))),var(20)=2||Enemy(floor(fvar(18))),var(20)=6
Trigger2 = Enemy(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger3 = Enemy(floor(fvar(18))),AutHorName="GM"
Trigger4 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger5 = Enemy(floor(fvar(18))),Name="Mai Kawasumi"
Trigger6 = Enemy(floor(fvar(18))),Name="Unknown"
Trigger7 = Enemy(floor(fvar(18))),Name="Kanna"
Trigger8 = Enemy(floor(fvar(18))),Name="Ayu Tukimiya"
Trigger9 = Enemy(floor(fvar(18))),Name="jam"
Trigger10= Enemy(floor(fvar(18))),Name="Moriya Minakata"
Trigger11= Enemy(floor(fvar(18))),Name="washizuka"
Trigger12= Enemy(floor(fvar(18))),Name="washizuka B"
Trigger13= Enemy(floor(fvar(18))),Name="Moriya Minakata"
Trigger14= Enemy(floor(fvar(18))),Name="kaede"
var(9) = 3
IgnoreHitPause = 1

[State -3,47];ubLOp
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="jam"
var(9) = 2
IgnoreHitPause = 1

;
;2iWvsor2iWvłȂq 0:󒆃Wvs@1:󒆃Wv\
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(10) = 0
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),var(9)<2
TriggerAll=Enemy(floor(fvar(18))),var(11)%10=0
Trigger1 = Enemy(floor(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2 = Enemy(floor(fvar(18))),Name="Warachia"
Trigger3 = Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4 = Enemy(floor(fvar(18))),Name="Hisui"
Trigger5 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger6 = Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
Trigger7 = Enemy(floor(fvar(18))),Name="Len"
Trigger8 = Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
Trigger9 = Enemy(floor(fvar(18))),Name="Aozaki_Aoko(CPU)"
Trigger10= Enemy(floor(fvar(18))),Name="White_Len(CPU)"
Trigger11= Enemy(floor(fvar(18))),Name="Arima_Miyako"
Trigger12= Enemy(floor(fvar(18))),Name="Nanaya_Shiki"
Trigger13= Enemy(floor(fvar(18))),Name="Tohno_Shiki"
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),var(2)/100%10>=3
Trigger1 = Enemy(floor(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2 = Enemy(floor(fvar(18))),Name="Warachia"
Trigger3 = Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4 = Enemy(floor(fvar(18))),Name="Hisui"
Trigger5 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger6 = Enemy(floor(fvar(18))),Name="Len"
Trigger7 = Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
Trigger8 = Enemy(floor(fvar(18))),Name="White_Len(CPU)"
Trigger9 = Enemy(floor(fvar(18))),Name="Arima_Miyako"
Trigger10= Enemy(floor(fvar(18))),Name="Nanaya_Shiki"
Trigger11= Enemy(floor(fvar(18))),Name="Tohno_Shiki"
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Var(2)/100%10=5
Trigger1 = Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
Trigger2 = Enemy(floor(fvar(18))),Name="Kishima_kouma"
Trigger3 = Enemy(floor(fvar(18))),Name="Aozaki_Aoko(CPU)"
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Var(2)/100%10=2
Trigger1 = Enemy(floor(fvar(18))),Name="Arima_Miyako"
Trigger1 = Enemy(floor(fvar(18))),StateNo=2350
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo=5210
Trigger1 = Enemy(floor(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2 = Enemy(floor(fvar(18))),Name="Warachia"
Trigger3 = Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4 = Enemy(floor(fvar(18))),Name="Hisui"
Trigger5 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger6 = Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
Trigger7 = Enemy(floor(fvar(18))),Name="Len"
Trigger8 = Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
Trigger9 = Enemy(floor(fvar(18))),Name="Aozaki_Aoko(CPU)"
Trigger10= Enemy(floor(fvar(18))),Name="White_Len(CPU)"
Trigger12= Enemy(floor(fvar(18))),Name="Nanaya_Shiki"
Trigger13= Enemy(floor(fvar(18))),Name="Tohno_Shiki"
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
Trigger1 = Enemy(floor(fvar(18))),StateNo=830
Trigger1 = Enemy(floor(fvar(18))),Name!="Nrvnqsr_Chaos"
Trigger1 = Enemy(floor(fvar(18))),Name!="Yumiduka_Satsuki"
Trigger1 = Enemy(floor(fvar(18))),Name!="Kohaku"
Trigger1 = Enemy(floor(fvar(18))),Name!="Red_Arcueid"
Trigger1 = Enemy(floor(fvar(18))),Name!="Akiha_Vermilion"
Trigger1 = Enemy(floor(fvar(18))),Name!="Nanaya_Shiki"
Trigger1 = Enemy(floor(fvar(18))),Name!="Tohno_Shiki"
Trigger2 = Enemy(floor(fvar(18))),Name="Warachia"
Trigger2 = Enemy(floor(fvar(18))),StateNo=111
Trigger3 = Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger3 = Enemy(floor(fvar(18))),StateNo=2300
Trigger4 = Enemy(floor(fvar(18))),Name="Hisui"
Trigger4 = Enemy(floor(fvar(18))),StateNo=2200
Trigger5 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger5 = Enemy(floor(fvar(18))),StateNo=1350
Trigger6 = Enemy(floor(fvar(18))),Name="Kohaku"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1202||Enemy(floor(fvar(18))),StateNo=2200
Trigger7 = Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
Trigger7 = Enemy(floor(fvar(18))),StateNo=1101||Enemy(floor(fvar(18))),StateNo=1151||Enemy(floor(fvar(18))),StateNo=2101||Enemy(floor(fvar(18))),StateNo=2200||Enemy(floor(fvar(18))),StateNo=1350||Enemy(floor(fvar(18))),StateNo=1360
Trigger8 = Enemy(floor(fvar(18))),Name="Arima_Miyako"
Trigger8 = Enemy(floor(fvar(18))),StateNo=111||Enemy(floor(fvar(18))),StateNo=2300
Trigger9 = Enemy(floor(fvar(18))),Name="Nanaya_Shiki"||Enemy(floor(fvar(18))),Name="Tohno_Shiki"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1310||Enemy(floor(fvar(18))),StateNo=1330
var(10) = 1
IgnoreHitPause = 1

;

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = !Enemy(floor(fvar(18))),var(11)
Trigger1 = !Enemy(floor(fvar(18))),var(12)
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="EL"
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"||Enemy(floor(fvar(18))),Name="ZAPPA"||Enemy(floor(fvar(18))),Name="MAY"
Trigger1 = !Enemy(floor(fvar(18))),var(53)||Enemy(floor(fvar(18))),Name="BRIDGET"
Trigger1 = !Enemy(floor(fvar(18))),var(9)
Trigger1 = !Enemy(floor(fvar(18))),var(14)||Enemy(floor(fvar(18))),var(15)=1
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="EL"
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"
TriggerAll=Enemy(floor(fvar(18))),NumHelper(100)
TriggerAll=Enemy(floor(fvar(18))),var(30)>0
TriggerAll=ifelse(Enemy(floor(fvar(18))),var(1)!=0,Enemy(floor(fvar(18))),var(27)<2,1)
Trigger1 = Enemy(floor(fvar(18))),Ctrl
Trigger2 = Enemy(floor(fvar(18))),SysVar(3)
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(floor(fvar(18))),Name="bridget"
TriggerAll=Enemy(floor(fvar(18))),var(45)<2
TriggerAll=Enemy(floor(fvar(18))),var(35)=1
Trigger1 = Enemy(floor(fvar(18))),Ctrl
Trigger2 = Enemy(floor(fvar(18))),var(47)>1
Trigger2 = Enemy(floor(fvar(18))),StateNo=1200
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="kishio"
TriggerAll=Enemy(floor(fvar(18))),Name="judgment"
Trigger1 = Enemy(floor(fvar(18))),Ctrl
trigger1 = Enemy(floor(fvar(18))),StateNo=50
Trigger1 = Enemy(floor(fvar(18))),var(0)<1
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="QWERTY"
TriggerAll=Enemy(floor(fvar(18))),Name="Ky_and_Sol"
Trigger1 = Enemy(floor(fvar(18))),Ctrl
trigger1 = Enemy(floor(fvar(18))),StateNo=50
Trigger1 = Enemy(floor(fvar(18))),var(31)=10
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="MEKA"
TriggerAll=Enemy(floor(fvar(18))),Name="Anji Mito"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
Trigger1 = Enemy(floor(fvar(18))),var(2)=1
Trigger2 = Enemy(floor(fvar(18))),var(48)=3
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="Akutagawa"
TriggerAll=Enemy(floor(fvar(18))),Name="Ky=kiske"||Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger1 = Enemy(floor(fvar(18))),var(4)=1
Trigger1 = !Enemy(floor(fvar(18))),var(6)
Trigger1 = Enemy(floor(fvar(18))),Ctrl
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="ukege"
TriggerAll=Enemy(floor(fvar(18))),Name="ROBO-KY"||Enemy(floor(fvar(18))),Name="ROBO-KY1"||Enemy(floor(fvar(18))),Name="ROBO-KY MK-U"||Enemy(floor(fvar(18))),Name="ROBO-KY3"
Trigger1 = Enemy(floor(fvar(18))),var(11)=1
Trigger1 = Enemy(floor(fvar(18))),var(2)<2
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="@M"
TriggerAll=Enemy(floor(fvar(18))),Name="anji mito"
Trigger1 = Enemy(floor(fvar(18))),var(19)!=2
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="Amachi"
TriggerAll=Enemy(floor(fvar(18))),Name="Sol=Badguy"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
Trigger1 = Enemy(floor(fvar(18))),StateNo=50
Trigger1 = Enemy(floor(fvar(18))),var(5)=2||Enemy(floor(fvar(18))),var(5)=11
Trigger2 = Enemy(floor(fvar(18))),StateNo=5210
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="rei"
TriggerAll=Enemy(floor(fvar(18))),Name="jedah"
Trigger1 = Enemy(floor(fvar(18))),var(53)>=0
Trigger1 = Enemy(floor(fvar(18))),Ctrl||(Enemy(floor(fvar(18))),StateNo=[100,105])
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Q-Bee by M@PPY"
TriggerAll=Enemy(floor(fvar(18))),var(3)!=2
Trigger1 = Enemy(floor(fvar(18))),StateNo=50
Trigger2 = Enemy(floor(fvar(18))),StateNo=2041
var(10) = 1
IgnoreHitPause = 1

;
;
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(11) = 0
IgnoreHitPause = 1

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Bulleta SXP"
Trigger1 = Enemy(floor(fvar(18))),StateNo=[1100,1102]
var(11) = 75-Enemy(floor(fvar(18))),Time

;
;G
;

[State -3];Zbg
Type = varSet
TriggerAll=IsHelper
Trigger1 = var(20)<0
var(20) = 0
IgnoreHitPause = 1

;
;^C}[

[State -3];^C}[
Type = varAdd
TriggerAll=IsHelper
Trigger1 = var(20)>0
var(20) = -1
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = P2MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=[150,155]
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger2 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger2 = Enemy(floor(fvar(18))),NumHelper(10000+ID)
Trigger2 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
var(20) = 6
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = P2MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=[150,155]
Trigger1 = Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
var(20) = 10
IgnoreHitPause = 1

;
;Zbg

[State -3];\@K
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = Enemy(floor(fvar(18))),StateNo=215
Trigger1 = Enemy(floor(fvar(18))),Time<21
var(20) = 21-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];~@K
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="baiken"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=215
Trigger1 = Enemy(floor(fvar(18))),Time<12
var(20) = 12-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];GfB@_ht@O
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="eddie"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1300
Trigger1 = Enemy(floor(fvar(18))),Time<8
var(20) = 8-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];\@t@tj[
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="sol"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1710
Trigger1 = Enemy(floor(fvar(18))),Time<19
var(20) = 19-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

;
;Nオ莞ԑ
;

[State -3];
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = !var(21)
Trigger1 = Enemy(floor(fvar(18))),Anim=[5120,5121]
Trigger1 = Enemy(floor(fvar(18))),AnimElem=1,=1
var(21) = -Enemy(floor(fvar(18))),AnimTime
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="SLAYER"||Enemy(floor(fvar(18))),Name="justice"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 19
IgnoreHitPause = 1

[State -3];20
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="chipp"||Enemy(floor(fvar(18))),Name="baiken"||Enemy(floor(fvar(18))),Name="ky"||Enemy(floor(fvar(18))),Name="kliff"||Enemy(floor(fvar(18))),Name="sol"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger2 = Enemy(floor(fvar(18))),Name="ZAPPA"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="EL"
Trigger3 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger3 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
var(21) = 20
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="eddie"||Enemy(floor(fvar(18))),Name="may"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger2 = Enemy(floor(fvar(18))),Name="MAY"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="EL"
var(21) = 21
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="bridget"||Enemy(floor(fvar(18))),Name="millia"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger2 = Enemy(floor(fvar(18))),Name="BRIDGET"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="EL"
Trigger3 = Enemy(floor(fvar(18))),Name="Ky=kiske"
Trigger3 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
var(21) = 22
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="I-NO"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 23
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="johnny"||Enemy(floor(fvar(18))),Name="AXL"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 24
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="jam"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 27
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="faust"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 28
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="jam"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 27
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="Anji Mito"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="MEKA"
var(21) = 34
IgnoreHitPause = 1

;

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Nachel"
Trigger2 = Enemy(floor(fvar(18))),Name="HAKUREI"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="Nachel_Arrange_By_RockMARISA"
var(21) = 31
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="Marisa Kirisame"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Toma"
var(21) = 45
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="Maxime"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Ryanide"
var(21) = 5
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="jedah"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="rei"||Enemy(floor(fvar(18))),AutHorName="Deuce"
var(21) = 19
IgnoreHitPause = 1

;
;펞A[}[L΍
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(30) = 0
IgnoreHitPause = 1

[State -3];ʲ߰ϰx
Type = Varset
TriggerAll=IsHelper
Trigger1 = P2Name="Giant_Mech-HISUI"
Trigger2 = P2Name="CheetahMen"
Trigger3 = P2Name="LEOPALDON_GGI"
Trigger4 = P2Name="Mega_weapon"
Trigger5 = P2Name="G-akiha"
Trigger6 = P2Name="Apocalypse"
Trigger7 = P2Name="Abyss"
var(30) = 1
IgnoreHitPause = 1

;
;H炢LZ֘A
;

[State -3];TCN΍
Type = varSet
Trigger1 = IsHelper
var(50) = 0
IgnoreHitPause = 1

[State -3];TCN΍
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),fvar(33)>=1.5
Trigger2 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
Trigger2 = Enemy(floor(fvar(18))),fvar(30)>=15000
Trigger3 = Enemy(floor(fvar(18))),AutHorName="EL"
Trigger3 = Enemy(floor(fvar(18))),fvar(10)>=15000
var(50) = 1
IgnoreHitPause = 1

[State -3];TLXp΍
Type = varSet
Trigger1 = IsHelper
var(51) = 0
IgnoreHitPause = 1

[State -3];TLXp΍
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger1 = Enemy(floor(fvar(18))),Var(13)||Enemy(floor(fvar(18))),Var(14)
var(51) = 1
IgnoreHitPause = 1

;
;炢̕΂
;
[State -3];
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = 1
fvar(0) = 0
IgnoreHitPause = 1

[State -3];ɔ΂
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="johnny"
Trigger2 = Enemy(floor(fvar(18))),Name="Maxime"
Trigger3 = Enemy(floor(fvar(18))),Name="kirby"
fvar(0) = 1
IgnoreHitPause = 1
;ӊOƂ܂

[State -3];ɔ΂
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="TOKI"
fvar(0) = 2
IgnoreHitPause = 1

[State -3];
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="AXL"
Trigger2 = Enemy(floor(fvar(18))),Name="potemkin"
Trigger3 = Enemy(floor(fvar(18))),Name="testament"
Trigger4 = Enemy(floor(fvar(18))),Name="Alex"
fvar(0) = 3
IgnoreHitPause = 1

;
;AIFwdWalk@O
;
[Statedef 21]
Type = S
PhySics = S
SprPriority = 0
Ctrl = 0

[State 20]
Type = PowerAdd
Trigger1 = P2Dist X>0
value = ceil(2*fvar(37))

[State 20]
Type = VelSet
Trigger1 = 1
x = ifelse(PalNo=11,19,const(velocity.walk.fwd.x))

[State 20]
Type = ChangeAnim
Trigger1 = Anim!=20
Trigger1 = !Time
value = 20

[State 20]
Type = PlaySnd
Trigger1 = AnimElemTime(3)=1
value = 20,0

[State -1,Ctrl];Up
Type = ChangeState
Trigger1 = P2Dist X<0
value = 0
Ctrl = 1

;
;AIBackWalk AIp
;
[Statedef 22]
Type = S
PhySics = S
SprPriority = 0
Ctrl = 0

[State 20]
Type = VelSet
Trigger1 = 1
x = ifelse(PalNo=11,-16,const(velocity.walk.back.x))

[State 20]
Type = ChangeAnim
Trigger1 = Anim!=21
Trigger1 = !Time
value = 21

[State 20]
Type = PlaySnd
Trigger1 = AnimElemTime(3)=1
value = 20,0

[State -1,Ctrl];Up
Type = ChangeState
Trigger1 = P2Dist X<0
value = 0
Ctrl = 1

;
;AI Jump Start AIpެ߃Xe[g
;
[Statedef 30]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State -2]
Type = turn
TriggerAll=P2Dist X<-1
Trigger1 = PrevStateNo=12
IgnoreHitPause = 1
Persistent = 0

[State 40,1]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1 = var(59)<=0
Trigger1 = !fvar(39)

[State 36]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 36]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[56,80]
sysvar(1) = 1

[State 36]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[-80,-55]
sysvar(1) = -1

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40,4];qbg|[YɃWvŃ_bV
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 40,4];qbg|[YɃWvŃ_bVp
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 40,4]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = var(12)=0
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=1
x = 7.5

[State 40,4]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = var(12)=0
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
x = -7.5

[State 50,2]
Type = VarSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 40,4]
Type = VarSet
Trigger1 = !AnimTime
var(16) = 0
Persistent = 0
IgnoreHitPause = 1

[State 40,6]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;AI Jump Start@AI󒆒ipWvXe[g@obg[
;
[Statedef 36]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 36]
Type = turn
TriggerAll=P2Dist X<-1
Trigger1 = PrevStateNo=12
IgnoreHitPause = 1
Persistent = 0

[State 36]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 36];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<1
Trigger1=!fvar(39)

[State 36]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 36]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 1

[State 36]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 36]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 36]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 36]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 36]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 36]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 36]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=1
x = 7.5

[State 36]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
x = -7.5

[State 36]
Type = VarSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 36]
Type = VarSet
Trigger1 = !AnimTime
var(16) = 0
Persistent = 0
IgnoreHitPause = 1

[State 36]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;AI Jump Start@AIobN_bVpWvXe[g
;
[Statedef 37]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 37]
Type = turn
TriggerAll=P2Dist X<-1
Trigger1 = PrevStateNo=12
IgnoreHitPause = 1
Persistent = 0

[State 37]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 37];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<1
Trigger1=!fvar(39)

[State 37]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 37]
Type = VarSet
Trigger1 = 1
sysvar(1) = -1

[State 37]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 37]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 37]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 37]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 37]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 37]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 37]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=1
x = 7.5

[State 37]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
x = -7.5

[State 37]
Type = VarSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 37]
Type = VarSet
Trigger1 = !AnimTime
var(16) = 0
Persistent = 0
IgnoreHitPause = 1

[State 37]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;AI Jump Start@AI_bVpWvXe[g
;
[Statedef 38]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 38]
Type = turn
TriggerAll=P2Dist X<-1
Trigger1 = PrevStateNo=12
IgnoreHitPause = 1
Persistent = 0

[State 38]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 38];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1=var(59)<1
Trigger1=!fvar(39)

[State 38]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 38]
Type = VarSet
TriggerAll=!Time
Trigger1 = 1
sysvar(1) = 1

[State 38]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 38]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 38]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 38];qbg|[YɃWvŃ_bV
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 38];qbg|[YɃWvŃ_bVp
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 38]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 38]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=1
x = 7.5

[State 38]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
x = -7.5

[State 38]
Type = VarSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 38]
Type = VarSet
Trigger1 = !AnimTime
var(16) = 0
Persistent = 0
IgnoreHitPause = 1

[State 38]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;AI Jump Start AIpެ߃Xe[g
;
[Statedef 39]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State -2]
Type = turn
TriggerAll=P2Dist X<-1
Trigger1 = PrevStateNo=12
IgnoreHitPause = 1
Persistent = 0

[State 40,1]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State -1];ڲ԰͐Kެ߂
Type = ChangeState
value = 40
Trigger1 = var(59)<=0
Trigger1 = !fvar(39)

[State 40,1]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 40]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H
Trigger2 = P2BodyDist X>100
Trigger2 = Random<333
sysvar(1) = 1

[State 40]
Type = VarSet
TriggerAll=AnimTime=0
Trigger1 = P2MoveType!=H
Trigger1 = P2BodyDist X<180
Trigger1 = Random<500
sysvar(1) = -1

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40,4];qbg|[YɃWvŃ_bV
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 40,4];qbg|[YɃWvŃ_bVp
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,221])||PrevStateNo=420||PrevStateNo=430
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)

[State 40,4]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 40,4]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = var(12)=0
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=1
x = 7.5

[State 40,4]
Type = velAdd
Trigger1 = PalNo=11
Trigger1 = var(12)=0
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
x = -7.5

[State 50,2]
Type = VarSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 40,4]
Type = VarSet
Trigger1 = !AnimTime
var(16) = 0
Persistent = 0
IgnoreHitPause = 1

[State 40,6]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;MkXp
;
[Statedef 1049]
Type = U
MoveType= U
Ctrl = 0

[State 1049]
Type = ChangeState
Trigger1 = !IsHelper
value = 1000

;
;RC`LbNp
;
[Statedef 1499]
Type = U
MoveType= U
Ctrl = 0

[State 1499]
Type = ChangeState
Trigger1 = !IsHelper
value = 1500
