[Statedef -3]
[State -3, AItOZbg]
Type = VarSet
TriggerAll= var(59)<=0 && RoundState=2
Trigger1 = Command="AI0"||Command="AI1"||Command="AI2"||Command="AI3"
Trigger2 = Command="AI4"||Command="AI5"||Command="AI6"||Command="AI7"
Trigger3 = Command="AI8"||Command="AI9"||Command="AI10"||Command="AI11"
Trigger4 = Command="AI12"||Command="AI13"||Command="AI14"||Command="AI15"
Trigger5 = Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"
Trigger6 = Command="AI20"||Command="AI21"||Command="AI22"||Command="AI23"
Trigger7 = Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"
Trigger8 = Command="AI28"||Command="AI29"||Command="AI30"||Command="AI31"
Trigger9 = Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"
Trigger10= Command="AI36"||Command="AI37"||Command="AI38"||Command="AI39"
Trigger11= Command="AI40"||Command="AI41"||Command="AI42"||Command="AI43"
Trigger12= Command="AI44"||Command="AI45"||Command="AI46"||Command="AI47"
Trigger13= Command="AI48"||Command="AI49"||Command="AI50"
Trigger14= !var(59) && NumHelper(20000)
Trigger14= Helper(20000),var(59)
;trigger15 = Palno=[2,12]
;

;AI펞N
trigger15=1;s̃Z~RƏ펞`hN


;AIx
var(59) = 2;̐1`3ɕςĂB
;sԂϗⓊς܂B
;1:\B
;2:ѓm쓮B{B
;3:100AK[hx100%Bꉞ񐄏
                                                                [State -3, AIguard]
								Type = VarSet
								Trigger1=Var(59)
;AIK[hx
var(58) =3;̐1`5ɕςĂ
;قǃK[hAA}downB
                                                                [State -3, AIguard]
								Type = VarSet
								Trigger1=1
;TAGTEAMXCb`
var(56) =0;1ON
;
;
;낢p
;
;AILqɒǉ
;RR
[State -2,Xe[g_AIp]
type = ChangeState
value = 358000
ctrl = 0
triggerall = numpartner && var(56)
triggerall = roundstate = 2
triggerall = statetype !=A && ctrl
triggerall = partner,alive && partner,stateno = 358002
triggerall = partner,sysfvar(4) = 0
;ヂ[V
triggerall = !inguarddist && life<lifemax*0.5 && partner,life>partner,lifemax*0.5
;qbg
trigger1 = p2bodydist X>100 && P2stateno=[5000,5099]
;
trigger2 = (prevstateno=810||prevstateno=1330||prevstateno=851) && (P2stateno=[5050,5270])
;
trigger3 = p2bodydist X>150
;_E
trigger4 = P2stateno=[5100,5270]


[State -2, Output]
type = DisplayToClipboard
trigger1 =1
text = "AI_Lv:%d DistX:%d DisY:%d X:%d Y:%d \n"
params = Var(59),Floor(P2bodydist X),Floor(P2bodydist Y),Floor(P2Dist X),Floor(P2Dist Y)
ignorehitpause =1
persistent = -1

[State -2, Output]
type = AppendtoClipboard
trigger1 =1
text = "r:%d t59:%d"
params = random%10,Target,Var(59)
ignorehitpause =1
persistent = -1

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(20000)
trigger1=roundstate=2 && alive && !var(59) &&ctrl&&stateno=0
Trigger1=(PrevStateNo=191)||PrevStateNo=5900
helpertype=normal
name="AI"
stateno=20000
ID=20000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(20000)
trigger1= stateno!=20000
value=20000

[State -3,^bO̐p]
Type = VarSet
triggerall = Var(59) && RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2 && EnemyNear(0),life > 0
var(57) = 0
IgnoreHitPause = 1

[State -3,^bO̐p]
Type = VarSet
triggerall = Var(59) && RoundState = 2
trigger1 = NumEnemy = 2 && EnemyNear(0),life <= 0
var(57) = 1
IgnoreHitPause = 1

[State -3,]
type=changestate
trigger1 = var(59)>1 && !var(30)
trigger1 = stateno=40;stateno=10||stateno=20||
value=0
ctrl=1

;
[State -3,helpercount1]
Type = VarSet
Trigger1 = stateno=5900
Trigger2 = stateno=[190,191]
fVar(9) = -1

;Ehn߂Ƀwp[𒲂ׂ
[State -3,helpercount]
Type = VarSet
TriggerAll = numenemy=1
Trigger1 = enemynear(var(57)),NumHelper > 0 && RoundState = 2
Trigger1 = fvar(9)=-1;  && stateno!=5900 && stateno!=[190,191]
fVar(9) = enemynear(var(57)),NumHelper

;wp[wp[𒲂ׂ
[State -3,helpercount]
Type = VarSet
TriggerAll = numenemy=1
Trigger1 = enemynear(var(57)),NumHelper<fvar(9) && RoundState = 2
Trigger1 = fvar(9)>0;  && stateno!=5900 && stateno!=[190,191]
fVar(9) = enemynear(var(57)),NumHelper
;
;
;
[State -1, ]
type = ChangeState
value = 195
triggerall = statetype!=A && Var(59) && alive && P2life>0 && (ctrl||(stateno=[9,11])||(stateno=[21,22])) && prevstateno!=[195,196]
triggerall = ifelse(var(59)>1&&numenemy=1,(fvar(9)>=EnemyNear(var(57)),NumHelper && enemynear(var(57)),NumProj=0),1) && ifelse(var(56),!sysfvar(2),1)
;D
trigger1 = life>enemynear(var(57)),life && life-enemynear(var(57)),life>300*var(59) && random%10<4-var(59) && p2bodydist X>150
;J@LVႢorz
trigger2 = var(59)<3 && p2life=lifeMax && life=lifeMax && (P2BodyDist X = [96,130]) && roundno=1 && gametime%47
trigger3 = roundno>1 &&  p2life=lifeMax && life=lifeMax && (P2BodyDist X = [96,130]) && win>0 && !lose && gametime%21
;
;trigger4 = p2bodydist X>160 && ifelse(var(59)>1,!inguarddist,1) && random%10=2
;
trigger4 = var(59)<3 && (prevstateno=810||prevstateno=1330||prevstateno=851) && (P2stateno=[5050,5270]) && random%10>5+var(59)

[State -1, ]
type = ChangeState
value = 195
triggerall = statetype!=A && Var(59) && alive && P2life>0 && (ctrl||(stateno=[9,11])||(stateno=[21,22])) && ifelse(var(56),!sysfvar(2),1)
;
trigger1 = (ctrl||stateno=21) && (P2stateno=[195,199]) && random%10<3
;~ߒ
trigger2 = var(30) && var(59)<3 && random%10=[4-2*(prevstateno=[900,910]),5]
trigger2 = (p2bodydist X =[200,220])||(p2bodydist X =[150,180])||(p2bodydist X =[0,100])

[State -1, g]
type = ChangeState
value = 1200
triggerall = statetype!=A && roundstate=2 && alive && var(59) && (ctrl||(stateno=[9,11])||(stateno=[21,22])) && ifelse(var(56),!sysfvar(2),1)
triggerall = ifelse(var(59)>1&&numenemy=1,(fvar(9)>=EnemyNear(var(57)),NumHelper && enemynear(var(57)),NumProj=0),1)
;}
trigger1 = (p2bodydist X=[30,70+5*enemynear(var(57)),vel X]) && random>600+75+15*2**(6-var(58)) && enemynear(var(57)),vel X>1
;̕ӂ
trigger2 = (p2bodydist X<100) && random<100-30*var(59) && !var(30)
;ĂƂ
trigger3 = numpartner && partner,movetype=H && ifelse(numenemy=2,(enemynear(0),movetype=A && enemynear(1),movetype=A),P2movetype=A)
trigger3 = p2bodydist X>140 && gametime%200=0


[State -1, g]
type = ChangeState
value = 1200
triggerall = statetype!=A && roundstate=2 && alive && var(59) && (ctrl||(stateno=[9,11])||(stateno=[21,22])) && ifelse(var(56),!sysfvar(2),1)
;
trigger1 = (ctrl||stateno=21) && (P2stateno=[195,199]) && random%10>7
;~ߒ
trigger2 = ctrl && (p2bodydist X<75) && (random%10=[6,7+2*(prevstateno=[900,910])]) && var(30) && var(59)<3


;
;K[h
;
[State -3]
type = ChangeState
value = 120
triggerall = Alive && p2life>0 && Var(59) && InGuardDist && statetype!=L && statetype!=A && ifelse(var(56),!sysfvar(2),1) && StateNo!=[120,155]
Triggerall = (ctrl||(stateno=[21,22])||(stateno=100&&time>=3&&anim!=101)||(stateno=[9,11])) && Random<75+15*2**(var(58)-1)+1000*(var(59)>2)
;ʏK[h
Trigger1 = EnemyNear(var(57)),HitDefAttr != ,NT,ST,HT
;ѓK[h
trigger2 = (EnemyNear(var(57)),NumHelper>0) || (EnemyNear(var(57)),NumProj > 0)
;
;ړ֘A
;
;Oi
[State -1, AI]
Type = ChangeState
Value = 21
TriggerAll =Var(59) && stateno!=21 && alive && ctrl && P2statetype!=L && statetype!=A  && ifelse(var(56),!sysfvar(2),1)
;l
trigger1 = (p2bodydist X>=45) && random%10>4


[State -1, OWv]
Type = ChangeState
Value = 37
TriggerAll = Var(59) && Alive && P2life>0 && P2statetype!=L && P2statetype!=A && P2movetype!=A && ifelse(var(56),!sysfvar(2),1)
triggerall = statetype!=A && (ctrl||stateno=9||stateno=11||stateno=21) && !var(30) && P2stateno!=[5000,5270]
triggerall = enemynear(var(57)),Const(size.head.pos.y)<-60
;
trigger1 = (random%10=[5,5+(var(59)=1)]) && p2bodydist X=[60,120]


[State -1, j[gWv]
Type = ChangeState
Value = 38
TriggerAll = Var(59) && Alive && P2life>0 && P2statetype!=L && P2statetype!=A && P2movetype!=A && ifelse(var(56),!sysfvar(2),1)
triggerall = statetype!=A && (ctrl||stateno=9||stateno=11||stateno=21) && !var(30) && P2stateno!=[5000,5270]
;ߋ
trigger1 = (random%10=8+(var(59)=1)) && p2bodydist X=[13,60]


[State -1, Run Fwd]
type = null;ChangeState
triggerall = Var(59) && roundstate=2 && alive && statetype!=A && ctrl && ifelse(var(56),!sysfvar(2),1) && !ishelper && P2stateno!=[5050,5210]
value = 100
;l
trigger1 = p2bodydist X>150 && P2movetype!=A && ((numenemy=1&&fvar(9)>=EnemyNear(var(25)),NumHelper)&&(!enemynear(var(25)),NumProj))


[State -1, Run Back]
type = ChangeState
triggerall = Var(59) && roundstate=2 && alive && statetype!=A && ctrl && ifelse(var(56),!sysfvar(2),1) && backedgebodydist>80 && !ishelper
value = 105
;_E
trigger1 = random<200 && p2bodydist X<50 && P2statetype=L && numenemy=1

[State -1, O]];ړ85
type = ChangeState
value = 900
triggerall = Var(59) && roundstate=2 && alive && statetype!=A && (ctrl||Stateno=100||stateno=21)
triggerall = frontedgebodydist>50 && prevstateno!=900 && (stateno!=[150,159]) && ifelse(var(56),!sysfvar(2),1)
;
trigger1 = random<25+15*(2**(var(58)-1))-50*(var(59)=1) && inguarddist && p2bodydist X<45 && !var(30)
;ǒ[Eo
trigger2 = P2statetype=L && backedgebodydist<50 && !var(30)
;ڋ
trigger3 = (p2bodydist X>170) && random%10=0 && !var(30) && P2stateno!=[5000,5270]
;~ߒ
trigger4 = var(30) && random%10=[0,1+8*(var(59)=3 && p2bodydist X>100)]
;K[L
;(Power >= 1000 && !HitShakeover && Stateno = [150,152])

[State -1, ]]
type = ChangeState
value = 910
triggerall = Var(59) && roundstate=2 && alive && statetype!=A && (ctrl||Stateno=100||stateno=21) && (stateno!=[150,159]) && backedgebodydist>50 && ifelse(var(56),!sysfvar(2),1)
;
trigger1 = random<25+15*(2**(var(58)-1)) && !var(30) && inguarddist && p2bodydist X=[45-45*(prevstateno=900),120]
;~ߒ
trigger2 = var(30) && p2bodydist X<100 && var(59)<3 && random%10=2-3*(prevstateno=[900,910])

;K[L
;(Power >= 1000 && !HitShakeover && Stateno = [150,152])


;
;uEvbI~܂ꂢbIbI
;
[State -1, AJitH|X21 THE WORLD!]
type = ChangeState
value = 3500
triggerall = Statetype!=A && Power>=Ifelse(Life<=LifeMax*0.5,2000,3000) && roundstate=2 && alive && var(59) && ifelse(var(56),!sysfvar(2),1)
;~ߌʎԊO
triggerall = !Var(30) && !Var(33)
;
trigger1 = (Ctrl||Stateno=100||stateno=21) && p2bodydist X>140
;trigger1 = random%10<2+(P2stateno=[5000,5270])+(partner,movetype=A)+2*(prevstateno=1400 && (P2stateno=[5070,5210]))
;ĂƂ
trigger2 = ctrl && numpartner && partner,movetype=A && ifelse(numenemy=2,(enemynear(0),movetype=H && enemynear(1),movetype=H),P2movetype=H)
trigger2 = p2bodydist X>40 && gametime%100=0
;ĂƂ
trigger3 = ctrl && numpartner && partner,movetype=H && ifelse(numenemy=2,(enemynear(0),movetype=A && enemynear(1),movetype=A),P2movetype=A)
trigger3 = p2bodydist X>100 && gametime%100=0

;
;K
;
[State -1, tCO{fBvXLV2]
type = ChangeState
value = 3400
triggerall = !Var(30) && !Var(33) && ifelse(var(56),!sysfvar(2),1)
triggerall = Statetype!=A && Power>=2000 && roundstate=2 && alive && var(59) && movehit
;SŃt{bR
trigger1 = Stateno=3220
;ĉɍs܂
trigger2 = Stateno=3130
trigger3 = stateno=3151
trigger4 = stateno=3120
trigger5 = stateno=3161
;΋
trigger6 = (Ctrl||Stateno=21) && P2statetype=A && p2bodydist X<60+7*enemynear(var(57)),vel X && P2stateno!=[5000,5270]
trigger6 = random<75+15*2**(var(58)-1) && enemynear(var(57)),vel X>1
;
trigger7 = (Ctrl||Stateno=21) && random>600+75+15*2**(6-var(58)) && p2bodydist X<45 && P2movetype=A && P2stateno!=[5000,5270]

[State -1, tCO{fBvX]
type = ChangeState
value = 3000
triggerall = !Var(30) && !Var(33) && ifelse(var(56),!sysfvar(2),1)
triggerall = Statetype!=A && Power>=1000+2000*(Life<=LifeMax*0.5) && roundstate=2 && alive && var(59)
;΋
trigger1 = (Ctrl||Stateno=21) && P2statetype=A && p2bodydist X<80+7*enemynear(var(57)),vel X && P2stateno!=[5000,5270]
trigger1 = random<75+15*2**(var(58)-1) && enemynear(var(57)),vel X>1 && power<2000
; P ߑPji
trigger2 = (stateno=[410,420])||(stateno=225 && time>=15)
trigger2 = movehit && p2bodydist Y<-90
;͂Ⴍ
;trigger3 = Stateno=1400 && Movehit

[State -1, Sh]
type = ChangeState
value = 3300
triggerall = !Var(30) && !Var(33) && ifelse(var(56),!sysfvar(2),1)
triggerall = Statetype!=A && Power>=1000+2000*(Life<=LifeMax*0.5) && roundstate=2 && alive && var(59) && p2bodydist Y>-60
;Ԃ
trigger1 = (Ctrl||Stateno=100||stateno=21) && (p2bodydist X=[110,200]) && random>900+30*var(59) && power<2000
trigger1 = P2stateno!=[5000,5270]
;K  P ߑPji P
trigger2 = stateno=230||(stateno=[410,420])||(stateno=225 && time>=19)||stateno=220
trigger2 = movehit
;ߍU
trigger3 = (Stateno=[1100,1150]) && movehit


[State -1, SŃt{bR]
type = ChangeState
value = 3200
triggerall = !Var(30) && !Var(33) && ifelse(var(56),!sysfvar(2),1)
triggerall = Statetype!=A && Power>=1000+2000*(Life<=LifeMax*0.5) && roundstate=2 && alive && var(59)
;ߑPi
trigger1 = stateno=225 && movehit && time>=15 && p2bodydist X<7 && P2statetype!=A
;͂Ⴍ
trigger2 = Stateno=1400 && Movehit
;ʒ[
trigger3 = stateno=240 && movehit && enemynear(var(57)),backedgebodydist<40 && p2bodydist X<50
trigger3 = enemynear(var(57)),pos Y>-50

[State -1, ĉɍs܂]
type = ChangeState
value = 3100+(var(59)>2)
triggerall = !Var(30) && !Var(33) && P2statetype!=A && P2statetype!=L && ifelse(var(56),!sysfvar(2),1)
triggerall = Statetype!=A && Power>=1000+2000*(Life<=LifeMax*0.5) && roundstate=2 && alive && var(59)
triggerall = ifelse(var(59)>1&&numenemy=1,(fvar(9)>=EnemyNear(var(57)),NumHelper && enemynear(var(57)),NumProj=0),1)
;Ԃ
trigger1 = (Ctrl||Stateno=100||stateno=21) && random<10+50*(var(59)=1)+50*(P2statetype=L) && !inguarddist

;
;
;

[State -1, Throw]
type = ChangeState
value = 800
triggerall = !Var(30) && !Var(33) && statetype!=A && roundstate=2 && P2movetype!=H && alive && var(59) && P2statetype!=A
triggerall = !(id > enemy,id && (enemy,prevstateno = 5001 || enemy,prevstateno = 5011) && enemy,time <= 1)
triggerall = ctrl && stateno!=100 && (p2bodydist X=[-15,15]) && ifelse(var(56),!sysfvar(2),1) && P2stateno!=[120,155]
trigger1 = random<80*var(59)+100*(numenemy>1)
trigger2 = var(59)>2

[State -1, Throw]
type = null;ChangeState
value = 850
triggerall = !Var(30) && !Var(33) && statetype!=A && roundstate=2 && P2movetype!=H && alive && var(59) && P2statetype!=A
triggerall = !(id > enemy,id && (enemy,prevstateno = 5001 || enemy,prevstateno = 5011) && enemy,time <= 1)
triggerall = ctrl && stateno!=100 && (p2bodydist X=[-15,15]) && P2stateno!=[120,155]
trigger1 = random=[120,120+20*var(59)]
trigger2 = var(59)>2

[State -1, R}]
type = ChangeState
value = 1300
triggerall = !Var(30) && !Var(33) && statetype!=A && roundstate=2 && alive && var(59) && P2statetype!=L && P2statetype!=A
triggerall = !(id > enemy,id && (enemy,prevstateno = 5001 || enemy,prevstateno = 5011) && enemy,time <= 1)
triggerall = ctrl && stateno!=100 && (p2bodydist X=[-2,60]) && ifelse(var(56),!sysfvar(2),1) && P2stateno!=[120,155]
; P ߑPji
trigger1 = (stateno=410)||(stateno=225 && time>=19)
trigger1 = movehit && random%10>7
;ʂ
trigger2 = random=[260,260+40*var(59)+100*(numenemy>1)]
trigger3 = var(59)>2

;
;KE
;
[State -1, eCr]
type = ChangeState
value = 1400
triggerall = statetype!=A && roundstate=2 && alive && var(59) && ifelse(var(56),!sysfvar(2),1) && P2stateno!=[5000,5270]
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X>=150) && random%10>9-var(59)-(Power>=Ifelse(Life<=LifeMax*0.5,2000,3000))+(stateno=21) && !var(30)


[State -1, SԂԂ]
type = ChangeState
value = 1000
triggerall = statetype!=A && roundstate=2 && alive && var(59) && ifelse(var(56),!sysfvar(2),1)
;~ߒ
trigger1 = (Ctrl||Stateno=100||stateno=21) && var(30) && random>950-950*(var(59)>2)-800*(life<200 && lose>0) && p2bodydist X<100; && enemynear(var(57)),Const(size.head.pos.y)<-60
;@PK
trigger2 = (stateno=[410,430]) && movecontact && random%10<3
;΋
trigger3 = (Ctrl||Stateno=100||stateno=21) && random<25+15*2**(var(58)-1) && P2statetype=A
trigger3 = enemynear(var(57)),vel X>1||p2bodydist X=[-50,50]
;̕ӂ
trigger4 = (Ctrl||Stateno=100||stateno=21) && random<25*var(59) && !var(30) && p2bodydist X=[100,200]
trigger4 = ifelse(var(59)>1&&numenemy=1,(fvar(9)>=EnemyNear(var(57)),NumHelper && enemynear(var(57)),NumProj=0),1)
;
;ʏ
;

[State -1, wbhXCfBO]
type = ChangeState
value = 300
triggerall = statetype!=A && roundstate=2 && alive && var(59) && P2statetype!=A && ifelse(var(56),!sysfvar(2),1)
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X=[100,170]) && P2statetype!=L && random%10=1
; P K
trigger2 = ((stateno=[410,420])||stateno=230) && movehit && random%10=[3,5]
;~ߒ
trigger3 = ctrl && var(30) && random%10>7 && p2bodydist X>100

[State -1, P];
type = ChangeState
value = 220
triggerall = statetype!=A && roundstate=2 && alive && var(59)=1 && P2statetype!=L && P2statetype!=A && !var(30)
triggerall = enemynear(var(57)),Const(size.head.pos.y)<-60 && ifelse(var(59)>1,!inguarddist,1) && ifelse(var(56),!sysfvar(2),1)
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X=[80,130]) && random%10=[6,7]

[State -1, ];20f
type = ChangeState
value = 240
triggerall = statetype!=A && roundstate=2 && alive && var(59) && P2statetype!=L && P2statetype!=A && !var(30) && ifelse(var(59)>1,!inguarddist,1) && ifelse(var(56),!sysfvar(2),1)
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X=[60,90]) && random%10=[3,5]

[State -1, K];8f
type = ChangeState
value = 230
triggerall = statetype!=A && roundstate=2 && alive && var(59) && p2bodydist X>24 && P2statetype!=L && P2statetype!=A && !var(30) && ifelse(var(56),!sysfvar(2),1)
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X=[60,110-10*(var(59)>1)]) && random%10<1+var(59) && ifelse(var(59)>1,!inguarddist,1)

[State -1, ߑP];15f
type = ChangeState
value = 225
triggerall = statetype!=A && roundstate=2 && alive && var(59) && abs(p2bodydist X)<12 && P2statetype!=L && P2statetype!=A && !var(30) && ifelse(var(56),!sysfvar(2),1)
triggerall = ifelse(var(59)>1,!inguarddist,1)
;P
trigger1 = ctrl && random%10>7-var(59)


[State -1, ႪݑP];6f
type = ChangeState
value = 420
triggerall = statetype!=A && roundstate=2 && alive && var(59) && P2statetype!=L && !var(30) && ifelse(var(59)>1,!inguarddist,1) && ifelse(var(56),!sysfvar(2),1)
;P
trigger1 = ctrl && (p2bodydist X=[-2,30]) && random%10<2+var(59)
;΋
trigger2 = ctrl && (p2bodydist X=[-2,45+8*enemynear(var(57)),vel X]) && random<75+15*2**(var(58)-1) && enemynear(var(57)),vel X>1


[State -1, ];8f
type = ChangeState
value = 410
triggerall = statetype!=A && roundstate=2 && alive && var(59) && P2statetype!=L && P2statetype!=A && !var(30) && ifelse(var(59)>1,!inguarddist,1) && ifelse(var(56),!sysfvar(2),1)
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X=[12,50]) && random%10<2+var(59)


[State -1, ႪݑK];1st10f 2nd14f
type = ChangeState
value = 430
triggerall = statetype!=A && roundstate=2 && alive && var(59) && P2statetype!=L && P2statetype!=A && !var(30) && ifelse(var(59)>1,!inguarddist,1) && ifelse(var(56),!sysfvar(2),1)
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X=[12,60]) && random%10>7-var(59)

[State -1, ZJP];7f
type = ChangeState
value = 625
triggerall = statetype=A && roundstate=2 && alive && var(59) && P2statetype!=L && ifelse(var(56),!sysfvar(2),1) && vel Y!=15
;P
trigger1 = ctrl && (p2bodydist X=[0,90])&& (p2bodydist Y=[-30,60]) && random%10>7-var(59) && vel Y>0;

[State -1, ZJK];7f
type = ChangeState
value = 615
triggerall = statetype=A && roundstate=2 && alive && var(59) && P2statetype!=L && ifelse(var(56),!sysfvar(2),1) && vel Y!=15
;P
trigger1 = ctrl && (p2bodydist X=[-10,30])&& (p2bodydist Y=[-50,50]) && random%10>7-var(59)


;
;AINwp[
;
[Statedef 20000]
;anim=20000;Ȃɂ\Ȃ҂łǓȂĂSRȂ
ctrl=0

[State 20000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

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

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

[State 20000,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1
;
;ǉRXe[g
;
; Walk
[Statedef 21]
type    = S
physics = S
sprpriority = 0
ctrl=0

[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)
y = 0

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


[State -1, AI]
Type = ChangeState
TriggerAll = Var(59)
TriggerAll = stateno=21
trigger1 = p2bodydist X<45
trigger2 = roundstate>2
;trigger3 = random%20=2
;trigger2 = (p2bodydist X =[210,260]) && frontedgebodydist>30 && random<500
Value = 0
ctrl = 1
IgnoreHitPause = 1


;AIpWv
[Statedef 37];Oެ
type = S
physics = S
anim = 40
velset = 0, 0
ctrl = 0
facep2 = 1

[State 40, 0]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 40, 1]
type = VarSet
triggerall = var(59)
trigger1 = var(3) != 2
var(3) = 1

[State 40, 0]
type = turn
triggerall = time = 0
trigger1 = P2dist X < 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,NT
time = 1

[State 40, 5]
type = AfterImage
trigger1 = time = 0
time = 1
length = 1

[State 40, 4]
type = VelSet
Trigger1 = Var(59)
trigger1 = AnimTime = 0
;SđOWvɂȂ΂
x = const(velocity.jump.fwd.x)
y = const(velocity.jump.y)

[State 40]
type = ChangeState
Trigger1 = Var(59)
trigger1 = AnimTime = 0
value = 41;Oެ߂
ctrl = 1


[Statedef 38];Nެ
type = S
physics = S
anim = 40
velset = 0, 0
ctrl = 0
facep2 = 1

[State 40, 0]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 40, 0]
type = turn
triggerall = time = 0
trigger1 = P2dist X < 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,NT
time = 1

[State 40, 5]
type = AfterImage
trigger1 = time = 0
time = 1
length = 1

[State 40, 4]
type = VelSet
Trigger1 = Var(59)
trigger1 = AnimTime = 0
;SđOWvɂȂ΂
x = const(velocity.jump.neu.x)
y = const(velocity.jump.y)

[State 40]
type = ChangeState
Trigger1 = Var(59)
trigger1 = AnimTime = 0
value = 41;Oެ߂
ctrl = 1
;===================================================================
;ヂ[V
;===================================================================
[Statedef 358000]
type = S
ctrl = 0
velset = 0,0

;RR
;ヂ[VƑ䎌
;10Fȏ͊mۂĉBƑҋ@܂ł̂łقǂقǂ
[state 358000,AnimύX]
type = changeanim
trigger1 = time = 0
value = 1210;			[V

[State 358000, {CX]
type = PlaySnd
trigger1 = time = 1
value = 1200,5;			䎌


[State 358000,JɒǂȂ悤]
type = ScreenBound
trigger1 = partner,stateno = 358003
value = 0
movecamera = 0,0

[state 8000];ҋ@
type = varset
trigger1 = partner,stateno = 358003
sysfvar(4) = 60
ignorehitpause = 1

[state 8000,2];㐬
type = varset
trigger1 = partner,stateno = 358003
sysfvar(3) = 1
ignorehitpause = 1

[state 8000,2];㐬㖳G
type = nothitby
trigger1 = partner,stateno = 358003 || time > 10
value = SCA
time = 999

[state 358000,o폜]
type = playerpush
trigger1 = partner,stateno = 358003
value = 0

[State 358000,WvXe[g]
type = Changestate
trigger1 = animtime = 0 || time > 30
value = 358001

;===================================================================
;ރWv
;===================================================================
[Statedef 358001]
type = S
ctrl = 0
anim = 40

;RR
;Wv̎w
[State 358000, Wv]
type = PlaySnd
trigger1 = anim = 40 && animtime = 0
value = 40,1
persistent = 0

[State 358001,JɒǂȂ悤]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 358001,Wv]
type = ChangeAnim
trigger1 = anim = 40 && animtime = 0
value = 43

[State 358001,Wvx]
type = VelSet
trigger1 = anim = 43
x = -15
Y = -5

[state 8001,5];̑ҋ@
type = varset
trigger1 = time = 0
trigger1 = partner,sysfvar(3) = -2
sysfvar(4) = 60*5

[state 8001,5];fBCh̑ҋ@
type = varset
trigger1 = time = 0
trigger1 = partner,sysfvar(3) < -2
sysfvar(4) = 60*2;

[State 358001,ҋ@Xe[gɈڍs]
type = ChangeState
trigger1 = backEdgeDist <= -40
value = 358002

;===================================================================
;ҋ@
;===================================================================
[Statedef 358002]
type = A
ctrl = 0
anim = 0
movetype= I
physics = S

[state 8000];Attack
type = removeexplod
trigger1 = 1
ID = 358002

[state 8001];AVXgIZbg
type = varset
trigger1 = sysfvar(3) != 0
sysfvar(3) = 0

[state 8002];ҋ@0
type = varset
trigger1 = sysfvar(4) < 0
sysfvar(4) = 0

[state 8002];ҋ@ԃJEg_E
type = varadd
trigger1 = sysfvar(4) > 0
sysfvar(4) = -1

[State 358002,JɒǂȂ悤]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 358002,]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state 358002,G]
type = NotHitBy
trigger1 = 1
value = SCA

[state 358002,o폜]
type = playerpush
trigger1 = 1
value = 0

[State 358002, ]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100, 100, 100

[State -358002,ҋ@Ct]
type = LifeAdd
trigger1 = sysfvar(4) = 0
value = 1
;̈s̓RgAEg܂߂ĈؕύXȂłB
persistent = 3;;


[State 358002,킹]
type = Turn
trigger1 = numpartner
trigger1 = facing != partner,facing

[State 358002,Ɉړ]
type = PosSet
trigger1 = 1
x = -10000*(facing)
y = 0
ignorehitpause = 1
persistent = 1


[State 358002,ʏ헐]
type = ChangeState
triggerall = numpartner
trigger1 = partner,stateno = 358000 && partner,time >= 10;	ރ[V
trigger2 = partner,alive = 0;								S
trigger3 = win || losetime || DrawGame;						EhI
trigger4 = ID < partner,ID && partner,stateno = 358002;		ҋ@Xe[g
value = 358003


[state 905900,AssistOK\]
type = Explod
trigger1 = !numexplod(358001) && !numexplod(358002)
trigger1 = sysfvar(4) = 0
anim = F3580
pos =  ifelse(teamside=1,80,173), 38
postype = left
facing = ifelse(teamside=1,1,1)
bindtime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
scale = .5, .5
ontop = 1
removetime = 1
ID = 358000

[state 905900,c莞ԉ]
type = Explod
trigger1 = !numexplod(358001) && !numexplod(358002)
trigger1 = sysfvar(4) > 0
anim = F3583
pos =  ifelse(teamside=1,139-ceil(sysfvar(4)*0.25),180), 45
postype = left
facing = ifelse(teamside=1,1,1)
bindtime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
scale = sysfvar(4)*0.25, .25
ontop = 1
removetime = 1
ID = 358003

[state 905900,c莞ԉ_1P̌h]
type = Explod
trigger1 = !numexplod(358001) && !numexplod(358002)
trigger1 = sysfvar(4) > 0 && teamside=1
anim = F3583
pos =  138, 45
postype = left
facing = ifelse(teamside=1,1,1)
bindtime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
scale = 2, .25
ontop = 1
removetime = 1
ID = 358003

;==================
[state 8002,3];
type = varset
sysfvar(3) = -2
triggerall = numpartner
triggerall = partner,alive && partner,stateno < 358000
triggerall = partner,ctrl && power >= 500 || power >= 1000
triggerall = sysfvar(4) <= 0
;B펞Xe[gւAILqƓOKł;RR
trigger1 = partner,command = "z" && partner,command = "holdback" &&!var(59)
;炢
;trigger2 = power>=1000 && power<3000 && (partner,p2bodydist X=[-20,60])
;trigger2 = partner,life<300 && P2movetype!=A && partner,stateno=[5000,5050]

[state 8003];ē˓F
type = varset
trigger1 = sysfvar(3) = -2
sysfvar(4) = 60*5

[State 358002,]
type = ChangeState
triggerall = numpartner
trigger1 = partner,alive
trigger1 = sysfvar(3) = -2
value = 358003

;===AVXgw===============;RR

;---fBChw-------
[state 8002,1]
type = varset
triggerall = numpartner
triggerall = partner,alive && partner,movetype != H;
triggerall = sysfvar(4) <= 0
;ɈڍsXe[gԍ(-tĉ)
sysfvar(3) = -3300;Sh
;B펞Xe[gւAILqƓOKł
trigger1 = partner,HitDefAttr = SCA, HA, HT, HP
trigger1 = power >= 1500
trigger1 = P2stateno=[5000,5050]


;---AVXgUA-------
[state 8002,1]
type = varset
triggerall = numpartner
triggerall = partner,alive
triggerall = sysfvar(4) <= 0
triggerall = partner,movetype != H;
;ɈڍsXe[gԍ
sysfvar(3) = 1400;͂Ⴍ
;B펞Xe[gւAILqƓOKł
trigger1 = (partner,p2bodydist X>160) && random%10<3-3*(partner,life<partner,lifemax*0.5) && P2statetype!=A
trigger2 = partner,command = "c" && !var(59)

[state 8003];ē˓F
type = varset
triggerall = partner,movetype != H;
trigger1 = sysfvar(3) = 1400;̃Xe[gԍƂ킹
sysfvar(4) = 60*2.5;I(s܂)ɍēx\ɂȂ܂łF
;-----------------------

;---AVXgUB-------
[state 8002,1]
type = varset
triggerall = numpartner
triggerall = partner,alive
triggerall = sysfvar(4) <= 0
triggerall = partner,movetype != H;
;ɈڍsXe[gԍ
sysfvar(3) = 1000;SԂԂ
;B펞Xe[gւAILqƓOKł
trigger1 = (partner,p2bodydist X=[0,100]) && random%10<3-3*(partner,life<partner,lifemax*0.5) && (P2stateno=[5000,5050]) && life>300
trigger2 = partner,command = "c" && !var(59)

[state 8003];ē˓F
type = varset
triggerall = partner,movetype != H;
trigger1 = sysfvar(3) = 1000
sysfvar(4) = 60*2.5;I(s܂)ɍēx\ɂȂ܂łF
;-----------------------

[State 358002,]
type = ChangeState
triggerall = numpartner
trigger1 = partner,alive
trigger1 = partner,movetype != H
trigger1 = sysfvar(3) != 0
value = 358004


;===================================================================
;ʏ˓
;===================================================================
[Statedef 358003]
type = A
ctrl = 1
physics = A
anim = 42

[State 358003,˓ʒu]
type = PosSet
trigger1 = time = 0
x = -170*(facing)
y = -140

[state 8003,2];ɂQ[W
type = poweradd
trigger1 = sysfvar(3) = -2
trigger1 = time = 0
value = -500-500*(partner,ctrl=0)

[state 905900,Change\]
type = Explod
trigger1 = time = 1
anim = F3581
pos =  ifelse(teamside=1,88,173), 40
postype = left
facing = ifelse(teamside=1,1,1)
bindtime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
scale = .5, .5
ontop = 1
removetime = 30
ID = 358001

[State 358003,˓]
type = VelSet
trigger1 = anim = 42;time >=0
x = 6
Y = 15


;===================================================================
;AVXg˓
;===================================================================
[Statedef 358004]
type = A
ctrl = 0
physics = N
anim = 42

[state 8004];fBCh̃Q[W]
type = poweradd
trigger1 = time = 0
trigger1 = sysfvar(3) < -1
value = -500

[state 905900,AssistAttack\]
type = Explod
trigger1 = time = 0
anim = F3582
pos =  ifelse(teamside=1,55,173), 40
postype = left
facing = ifelse(teamside=1,1,1)
bindtime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
scale = .5, .5
ontop = 1
removetime = -1
ID = 358002

;RR
;sɂĈʒuƑxǂ
[State 358003,˓ʒu]
type = PosSet
trigger1 = time = 0
x = partner,pos x
y = -140

[State 358003,˓]
type = VelSet
trigger1 = anim = 42;time >=0
x = 3
Y = 15;0


[State 358003,nAj]
type = changeanim
trigger1 = pos y >= 0
value = 47
persistent = 0


[State 358003,nVel]
type = velset
trigger1 = pos y >= 0
x = 0
y = 0

[State 358003,nPos]
type = posset
trigger1 = pos y >= 0
y = 0

[State 358003,sfv30ɂȂ];
type = ctrlset
trigger1 = sysfvar(3) = 0
value = 1

[State 358003,UXe[g];
type = changestate
trigger1 = anim = 47 && animtime = 0
value = floor(abs(sysfvar(3)))

;===================================================================