;-| {^}bvi{^RtBOj|---------------------------------------- P
[Remap]
x = a      ;w{^͔̓ۂɉ{^Ɋ蓖ĂB
y = b      ;x{^@@@@@@@@@V
z = c      ;y{^@@@@@@@@@V
a = x      ;`{^@@@@@@@@@V
b = y      ;a{^@@@@@@@@@V
c = z      ;b{^@@@@@@@@@V
s = s      ;X^[g{^@@@@@@V
;------------------------------------------------------------------------------
; Ⴆ΁u{w{^ŏop`a{^ɕςꍇvȂA
;
; x = b
;
; ŊȒPɏoBgȂ{^gĂ{^Ɋ蓖Ă鎖\B
;------------------------------------------------------------------------------

;-| ftHgݒ |----------------------------------------------------------- Q

[Defaults]
command.time = 20
command.buffer.time = 3


[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0



[command]
name = "fwd"
command = F
time = 1

[command]
name = "back"
command = B
time = 1

[command]
name = "up"
command = U
time = 1

[command]
name = "down"
command = D
time = 1

;============================================================================== R
; R}h`p[gi̓L[ݒ肷j
;==============================================================================
;-| KEZ |-----------------------------------------------------------------

[Command]
name = "A+B+C"
command = x+y+z
time = 12

[Command]
name = "A+B+C"
command = c
time = 12

[Command]
name = "28B+C"
command = ~25$D, $U, y+z

[Command]
name = "28B+C"
command = ~25$D, $U, b

[Command]
name = "46B+C"
command = ~30$B, F, y+z

[Command]
name = "46B+C"
command = ~30$B, F, b

[Command]
name = "236B+C"
command = ~D, DF, F, y+z

[Command]
name = "236B+C"
command = ~D, DF, F, b

[Command]
name = "214B+C"
command = ~D, DB, B, y+z

[Command]
name = "214B+C"
command = ~D, DB, B, b

[Command]
name = "22B+C"
command = ~D, D, y+z
time = 15

[Command]
name = "22B+C"
command = ~D, D, b
time = 15

;------------------------------------------------------------------------------
;-| KEZ |-------------------------------------------------------------------

[Command]
name = "28A"
command = ~30$D, $U, x

[Command]
name = "28B"
command = ~30$D, $U, y

[Command]
name = "28C"
command = ~30$D, $U, z

[Command]
name = "46A"
command = ~30$B, F, x

[Command]
name = "46B"
command = ~30$B, F, y

[Command]
name = "46C"
command = ~30$B, F, z

[Command]
name = "236A"
command = ~D, DF, F, x

[Command]
name = "236B"
command = ~D, DF, F, y

[Command]
name = "236C"
command = ~D, DF, F, z

[Command]
name = "214A"
command = ~D, DB, B, x

[Command]
name = "214B"
command = ~D, DB, B, y

[Command]
name = "214C"
command = ~D, DB, B, z

[Command]
name = "22A"
command = ~D, D, x
time = 15

[Command]
name = "22B"
command = ~D, D, y
time = 15

[Command]
name = "22C"
command = ~D, D, z
time = 15

;-| L[QA |---------------------------------------------------------

[Command]
name = "FF"       ;K{R}h
command = F, F
time = 10

[Command]
name = "BB"       ;K{R}h
command = B, B
time = 10

;-|  |-----------------------------------------------------------------

[Command]
name = "recovery" ;K{R}h
command = x+y
time = 1

[Command]
name = "recovery" ;K{R}h
command = y+z
time = 1

[Command]
name = "recovery" ;K{R}h
command = x+z
time = 1

[Command]
name = "x+y"
command = x+y
time = 1

[Command]
name = "y+z"
command = y+z
time = 1

[Command]
name = "x+y+z"
command = x+y+z
time = 1

[Command]
name = "x+y"
command = a
time = 1

[Command]
name = "y+z"
command = b
time = 1

[Command]
name = "x+y+z"
command = c
time = 1

[Command]
name = "x+z"
command = x+z
time = 1

;-| L[{{^ |---------------------------------------------------------

[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| {^P |---------------------------------------------------------------

[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1


;------------------------------------------------------------------------------
;-| L[ |-----------------------------------------------------------------

[Command]
name = "holdfwd"   ;K{R}h
command = /$F
time = 1

[Command]
name = "holdback"  ;K{R}h
command = /$B
time = 1

[Command]
name = "holdup"    ;K{R}h
command = /$U
time = 1

[Command]
name = "holddown"  ;K{R}h
command = /$D
time = 1

;============================================================================== S
; Xe[gGg[p[g
;==============================================================================
[Statedef -1] ;̍s͐΂ɏȂłˁBK{ڂłB
[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(100000)
Trigger14= Helper(100000),var(59)
;trigger15 = Palno=[2,12]
;
;AIݒ

;AI펞N
trigger15=1;s̃Z~RƏ펞`hN


;AIx
var(59) = 2;̐1`2ɂĉB1:@2:܂
											[State -3, AIguard]
											Type = VarSet
											Trigger1=var(59)
;AIK[hx
var(58) = 3;̐1`5ɕςĂB5Œ
;قǃK[hAUAA}A؂ԂAxdownB

;
;낢p
;

[State -2, Nbv{[h]
type=DisplayToClipboard
trigger1=1
text="eVx%d,eVy%f,v33=%d, Body-Distance X=%d,Y=%d \n"
params=EnemyNear(var(57)),backedgebodydist,fvar(9),var(33),floor(P2BodyDist X),floor(P2BodyDist Y);numprojID(917355);

[State -2, Nbv{[hiǉpQj]
type=AppendToClipboard
trigger1=1
text="AI=%d, P2stateno=%d, v51=%d,v54=%d,v34=%d \n"
params=var(59),P2stateno,var(51),var(54),var(34);ProjContactTime(2011);enemynear(var(57)),backedgebodydist


[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(100000) && roundstate=2 && alive && var(59)=0 &&ctrl&&stateno=0
Trigger1=(PrevStateNo=191)||PrevStateNo=5900
helpertype=normal
name="AI"
stateno=100000
ID=100000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(100000) && stateno!=100000
value=100000


[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,helpercount1]
Type=VarSet
Trigger1=stateno=5900
Trigger2=stateno=[190,193]
fVar(9)=-1

;Ehn߂Ƀwp[𒲂ׂ
[State -3,helpercount]
Type = VarSet
TriggerAll = numenemy=1
Trigger1 = enemynear(var(57)),NumHelper > 0 && RoundState = 2 && ctrl
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 -3,pc@[qbgmF]
Type=Varadd
triggerall=RoundState=2
trigger1=stateno=701 && movehit=1 && (P2stateno=[5000,5050])
var(49)=1


[State -3,pc@[qbgmF]
Type=VarSet
triggerall=RoundState=2
trigger1=(P2stateno!=[5000,5050])
var(49)=0

[State -3,N[Q^]
Type=Varadd
triggerall=RoundState=2
trigger1=statetype=C||statetype=A||statetype=L||stateno=52||stateno=[9,12]
trigger2=stateno=22||(stateno=[195,196])||stateno=105||(stateno=[800,810])
trigger3=stateno=0 && time<=1
var(51)=1
ignorehitpause = 1

[State -3,N[Q^]
Type=Varset
triggerall=RoundState=2
trigger1=statetype!=C && statetype!=L && stateno!=22 && (stateno!=[195,196]) && stateno!=52 && (stateno!=[9,12]) && (stateno!=0||time>1)
trigger1=statetype!=A && stateno!=105 && (stateno!=[800,810])
var(51)=0
ignorehitpause = 1

[State -3,tNg^]
Type=Varadd
triggerall=RoundState=2
trigger1=statetype=C||statetype=A||statetype=L||stateno=52||stateno=105||stateno=[9,12]
trigger2=(stateno=[195,196])||(stateno=[800,810])||(prevstateno=400 && stateno=210)
trigger3=stateno=0 && time<=1
var(52)=1
ignorehitpause = 1


[State -3,tNg^]
Type=Varset
triggerall=RoundState=2
trigger1=statetype=S && (stateno!=[195,196]) && (prevstateno!=400||stateno!=210) && (stateno!=[800,810])
trigger1=stateno!=52 && stateno!=105 && (stateno!=[9,12]) && (stateno!=0||time>1);ifelse(stateno=0 && time<2,0,1)
var(52)=0
ignorehitpause = 1


[State -3,N[Q^ۑԃZbg]
Type=Varset
triggerall=RoundState=2
trigger1=var(51)>=30
var(31)=30

[State -3,N[Q^ۑԃfNg]
Type=Varadd
triggerall=RoundState=2
trigger1=var(31)>0
var(31)=-1

[State -3,tNg^ۑԃZbg]
Type=Varset
triggerall=RoundState=2
trigger1=var(52)>=30
var(32)=30

[State -3,tNg^ۑԃfNg]
Type=Varadd
triggerall=RoundState=2
trigger1=var(32)>0
var(32)=-1

[State -3,UN[QqbgmF]
Type=Varset
trigger1=RoundState=2 && numhelper(1050)
trigger1=helper(1050),movecontact && helper(1050),stateno=2001
var(33)=1

[State -3,UN[QqbgmF]
Type=Varset
triggerall=RoundState=2
trigger1=P2movetype!=H
var(33)=0

[State -3,EX6CqbgmF]
Type=Varset
trigger1=stateno=705 && movehit
var(34)=1

[State -3,EX6CqbgmF]
Type=Varset
trigger1=statetype=A && P2stateno!=[5000,5050]
trigger2=stateno=52||(stateno=[5000,5210])
var(34)=0

;҂vl
[State -3, guile]
Type=VarSet
Triggerall=var(48)=0 && alive
Trigger1=gametime%600=[0,200]
var(48)=1

[State -3, guile2]
Type=VarSet
Triggerall=var(48)=1 && alive
Trigger1=stateno=[1100,1120]
Trigger2=stateno=11 && time>180
Trigger3=gametime%600=[201,599]
var(48)=0

;
;K[h
;
[State -1, 󒆍Uh]
type = ChangeState
triggerall=Alive && p2life>0 && var(59) && InGuardDist && statetype!=L && StateNo!=[900,924]
triggerall = stateno != 610 && stateno != 620 && statetype=A && P2statetype=A && p2bodydist Y=[-50,50]
trigger1 = (Ctrl||stateno=903) && enemynear(var(57)),Hitdefattr=SCA, NA, SA && p2bodydist X=[0,75]
trigger1 = Random<75+25*2**(var(58)-1) && enemynear(var(57)),animtime<-4
trigger1 = enemynear(var(57)),time<35-5*var(58)
trigger1 = enemynear(var(57)),time=[(5-var(58))*10,20+(5-var(58))*10]
value = 920


[State -1, Uh]
type = ChangeState
triggerall=Alive && p2life>0 && var(59) && InGuardDist && statetype!=L && enemynear(var(57)),animtime<-4 && StateNo!=[900,924]
;
trigger1 = ctrl||(stateno=[9,11])||(stateno=[22,23])||stateno=903||stateno=913
trigger1 = Random<75+25*2**(var(58)-1) && statetype!=A && enemynear(var(57)),Hitdefattr=C, NA, SA
trigger1 = ifelse(var(59)=2,(p2bodydist X=[0,75]),(p2bodydist X=[0,75+10*enemynear(var(57)),vel X]))
trigger1 = enemynear(var(57)),time<35-5*var(58)
trigger1 = enemynear(var(57)),time=[(5-var(58))*10,20+(5-var(58))*10]
value = 910


[State -1, nUh]
type = ChangeState
triggerall=Alive && p2life>0 && var(59) && InGuardDist && statetype!=L && enemynear(var(57)),animtime<-4 && StateNo!=[900,924]
trigger1 = ctrl||(stateno=[9,11])||(stateno=[22,23])||stateno=903||stateno=913
trigger1 = Random<75+25*2**(var(58)-1) && statetype!=A && enemynear(var(57)),Hitdefattr=SA, NA, SA && p2bodydist X=[0,75]
trigger1 = ifelse(var(59)=2,(p2bodydist X=[0,75]),(p2bodydist X=[0,75+10*enemynear(var(57)),vel X]))
trigger1 = enemynear(var(57)),time<35-5*var(58)
trigger1 = enemynear(var(57)),time=[(5-var(58))*10,20+(5-var(58))*10]
value = 900


[State -1, ѓ󒆍Uh]
type = HitOverRide
triggerall=Alive && p2life>0 && var(59) && statetype!=L
triggerall = stateno != 610 && stateno != 620 && statetype=A
trigger1 = (Ctrl||(stateno=[923,924]))
trigger1 = Random>1000-200*var(58)
stateno = 924
time = 1
attr = SCA, AP
IgnoreHitPause = 1

[State -1, ѓUh]
type = HitOverRide
triggerall=Alive && p2life>0 && var(59) && statetype!=L && statetype!=A
trigger1 = ctrl||(stateno=[9,11])||(stateno=[22,23])||(stateno=[913,914])
trigger1 = Random>1000-200*var(58)
stateno = 914
time = 1
attr = SCA, AP
IgnoreHitPause = 1


[State -3]
type=ChangeState
value=120
triggerall=Alive && p2life>0 && var(59) && InGuardDist && statetype!=L && StateNo!=[120,155]
Triggerall=ctrl||(stateno=[9,11])||(stateno=[22,23])
;ʏK[h
Trigger1=enemynear(var(57)),HitDefAttr != ,NT,ST,HT && (random=[400,475+30*2**(var(58)-1)])
;ѓK[h
trigger2=(enemynear(var(57)),NumHelper>0) || (enemynear(var(57)),NumProj > 0)
trigger2=Random<=var(58)*50
;
;ړ֘A
;
[State -1, OWv]
Type=ChangeState
Value=37
TriggerAll=var(59) && Alive && p2life>0 && statetype!=A && (ctrl||(stateno=[22,23]))
TriggerAll=(P2stateno!=[871,872]) && ifelse(var(59)=2,P2movetype!=A,1)
;JCƂ
trigger1=random<30
trigger1=(p2bodydist X =[60,135]) && P2statetype!=L && p2stateno!=[5020,5213]
;JCƂ
trigger2=random<130 && Numhelper(1050)
trigger2=(p2bodydist X =[60,135]) && Helper(1050),p2bodydist X>-10 && P2statetype!=L && p2stateno!=[5020,5213]
;󓊂_
trigger3=P2statetype=A && enemynear(var(57)),vel X >1 && (p2bodydist Y=[-100,-160]) && (p2bodydist X=[50,150])
trigger3=P2movetype!=H && (p2stateno!=[5020,5213]) && random=[500,550+50*(var(59)=2)]
;UN[Q@肪
trigger4=(p2bodydist X =[0,135]) && var(33)
trigger4=p2bodydist Y<-120 && P2movetype=H
;߂
trigger5=(p2bodydist X=[35,60]) && (random=[474,500]) && enemynear(var(57)),backedgebodydist>30
trigger5=P2statetype!=A && P2stateno!=[5000,5213]
;N[QOi
trigger6=(prevstateno=[1000,1020]) && (p2bodydist X=[30,100]) && random<100
;ǒ[Eo
trigger7=backedgebodydist<10 && P2statetype=L
;EX6Cłグǌ
trigger8=var(50) && var(34) && gametime%2=0

[State -1, Wv]
Type=ChangeState
Value=38
TriggerAll=var(59) && Alive && p2life>0 && ifelse(var(59)=2,P2movetype!=A,1)
triggerall=statetype!=A && (ctrl||(stateno=[22,23])) && p2stateno!=[5100,5213]
;^̓z󓊂
trigger1=(p2bodydist X =[-30,30]) && random<130*var(59) && P2statetype=A && p2bodydist Y<-80 && P2stateno!=[5000,5213]
;UN[Qqbg
trigger2=var(33) && (p2bodydist X=[-20,20]) && P2statetype=A && P2movetype=H && p2bodydist Y<-120
;EX6Cqbgǌ
trigger3=var(50) && var(34) && gametime%2=1


[State -1, Wv]
Type=ChangeState
Value=39
TriggerAll=var(59) && Alive && p2life>0 && P2statetype!=L && backedgebodydist>30 && ifelse(var(59)=2,P2movetype!=A,1)
triggerall=statetype!=A && (ctrl||(stateno=[22,23])) && (P2stateno!=[871,872]) && p2stateno!=[5100,5213]
;J4B
trigger1=(p2bodydist X=[0,55]) && (random=[333,444]) && ifelse(var(59)=2,!var(33),1) && P2stateno!=[5000,5213]


;Ⴊ
[State -1, c]
Type=ChangeState
Value=9
TriggerAll=var(59) && (ctrl||(stateno=22)) && statetype!=A && statetype=S && alive && P2life>0 && stateno!=9 && !var(33)
TriggerAll=!Numhelper(1050) && !var(50)
;߂ĂII
trigger1=(p2bodydist X >=100) && (stateno!=[120,155])
trigger1= (random=[850,860+100*(p2bodydist X>190)])
;߂ĂII ǒ[
trigger2=backedgebodydist<20 && (stateno!=[120,155])
trigger2= (random=[650,800]) && P2movetype!=H && p2bodydist X>100
;K҂
trigger3=(p2bodydist X=[120,180]) && var(48)


;Ⴊ݉
[State -1, c]
type=ChangeState
triggerall=var(59) && stateno=11
trigger1=p2bodydist X<55 && var(52)<=30 && var(32)=0
trigger2=roundstate>2
trigger3=p2bodydist X<-5
value=12
ctrl=1

;Oi
[State -1, AI]
Type=ChangeState
Value=23
TriggerAll =var(59) && (stateno!=[22,23]) && statetype!=A && alive && (ctrl||(stateno=11 && time>60)) && movetype!=H
;N[Q狗l
trigger1=(p2bodydist X=[30,100]) && random>600 && Numhelper(1050)
trigger1=Helper(1050),p2bodydist X>-10
;{x_
trigger2=P2BodyDist X>=100 && power>=3000 && random>500 && !var(50)
;ȂƂȂ
trigger3=P2statetype!=L && (P2BodyDist X =[80,150]) && random=[500,520]
;Ⴊݒ ݒuɔČł܂Ă̂Đڋ
trigger4 = stateno=11 && time>80-20*var(59) && p2bodydist X>100
trigger4 = (numenemy=1&&fvar(9)<EnemyNear(var(57)),NumHelper)||(EnemyNear(var(57)),NumProj>0)
;EXN[Q狗l
trigger5=(p2bodydist X=[30,150]) && random>600 && Numhelper(1230)
trigger5=Helper(1230),p2bodydist X>-10
;EXȂƂȂ
trigger6=P2statetype!=L && P2BodyDist X>60 && random<50

;
[State -1, AI]
Type=ChangeState
Value=22
TriggerAll=var(59) && ctrl && statetype!=A && alive && P2life>0 && !Numhelper(1050) && !var(33)
TriggerAll=movetype!=H && (stateno!=[22,23])
;ߒƂ@N[Q_
trigger1=(p2bodydist X >=60) && (random=[500,600])&& power<1000 && !var(50)
;oTx
trigger2=p2bodydist X<50 && random<50*var(58) && (P2stateno=[5100,5213]) && ifelse(!var(50),power<3000,1) && (P2stateno!=[871,872]) && prevstateno!=810
trigger2=backedgebodydist>30
;NUߓUN[Q_
trigger3=(p2bodydist X =[0,60]) && !var(50) && P2statetype=L && (random=[800-75*var(59),850]) && power=[1000,3000-500*(var(59)=2)]



[State -1, tgXebv]
type=ChangeState
value=100
triggerall=var(59) && statetype!=A && alive && ctrl && p2bodydist X>40
;N[Q
trigger1=Numhelper(1050)
trigger1=Helper(1050),p2bodydist X>0 && random<200
;UN[Qqbg
trigger2=var(33)
trigger2=enemynear(var(57)),backedgebodydist>20
;EXN[Q
trigger3=Numhelper(1230) && random<200
trigger3=Helper(1230),p2bodydist X>0 && helper(1230),screenpos X=[0,360]

[State -1, obNXebv]
type = ChangeState
value = 105
triggerall=var(59) && statetype!=A && alive && (ctrl||stateno=11||(stateno=[22,23])) && backedgebodydist>30 && !var(50)
;^ĂȂƂˌȂ
trigger1=p2bodydist X>50+14*enemynear(var(57)),vel x && enemynear(var(57)),vel X>2 && random>950 && var(52)<30 && var(32)=0

;
;K
;
[State -1, ubc{x]
type=ChangeState
value=3000
triggerall=var(59) && alive && statetype!=A && power>=3000 && (p2bodydist X=[-90,90]) && !var(50)
;؂Ԃ AIK[hLV4ȏŊmAbv
trigger1 = ctrl && P2movetype=A && random<15*2**(var(58)-1)+300*(var(59)=2 && var(58)>3) && p2bodydist Y>-180
trigger1 = enemynear(var(57)),time=[(5-var(58))*10,20+(5-var(58))*10]
;2B
trigger2=stateno=410 && movehit && var(1)
trigger2=(p2bodydist X=[-55,50])||(enemynear(var(57)),backedgebodydist<20)
;C
trigger3=stateno=221 && movehit && var(1)
;n㓊
trigger4=ctrl && prevstateno=810
;󓊂
trigger5=ctrl && P2stateno=[871,872]
;U
trigger6=(stateno=903||stateno=913) && movehit && var(1)
;AtNg
trigger7=stateno=1100 && movehit && var(1)
;CtNg
trigger8=stateno=1120 && movehit && time>=7 && var(1)


[State -1, UubcN[Q]
type=ChangeState
value=2000
triggerall=var(59) && alive && statetype!=A && power>=1000 && !Numhelper(1050) && (var(51)>=30||var(31)>0) && !var(50)
;
trigger1=(Ctrl||stateno=11) && p2bodydist X>180 && random<200 && power<3000
;tNgK[htH[
trigger2=(stateno=1100||stateno=1120) && moveguarded && var(1)
;NU AIpx㏸
trigger3=ctrl && power<3000 && random<100+200*(var(59)=2) && P2statetype=L && p2bodydist X=[30,80]

[State -1, UtNgbg]
type = ChangeState
value = 2100
triggerall=var(59) && alive && statetype!=A && P2life>0 && power>=1000 && ((var(52)>=30)||(var(32)>0)) && !var(50)
;AtNg
trigger1=stateno=1100 && movehit && var(1)
;CtNg
trigger2=stateno=1120 && movehit && time>=7 && var(1)
;U
;trigger3=stateno=913 && movehit && var(1)
;
;EXK
;
[State -1, P]
type = ChangeState
value = 3100
triggerall=var(59) && alive && statetype!=A && P2life>0 && power>=2000 && var(50)
;214B
trigger1=stateno=1415 && power>=3000 && movehit && var(1)
;EXN[Q
trigger2=numhelper(1230)
trigger2=helper(1230),movehit && power>=3000 && p2bodydist X<80 && p2bodydist Y>-60 && P2stateno=[5000,5050]
;U
trigger3=(stateno=903||stateno=913) && movehit && var(1) && ifelse(P2life>200,power>=3000,1)
;EXAtNg
trigger4=stateno=1300 && ifelse(P2life>200,power>=3000,1) && movehit && var(1)
;C
trigger5=stateno=222 && ifelse(P2life>200,power>=3000,1) && movehit && var(1)
;EX5C
trigger6=ctrl && P2stateno=966 && p2bodydist X<50

[State -1, ubc{xEX]
type=ChangeState
value=3000
triggerall=var(59) && alive && statetype!=A && power>=1000 && var(50)
;P
trigger1=AnimElemTime(17)=5 && var(4)=1 && P2stateno=3102

[State -1, EXUtNgbg]
type = ChangeState
value = 2300
triggerall=var(59) && alive && statetype!=A && P2life>0 && power>=1000 && var(50) && var(1) && ifelse(P2life>200,power<1500,1)
;AtNg
trigger1=stateno=1300 && movehit
;CtNg
trigger2=stateno=1320 && movehit
;214B
trigger3 = stateno=1415 && movehit && ifelse(P2life>200,power<1500,1) && random>500
;EX5C
trigger4=ctrl && (P2stateno=[960,966]) && p2bodydist X<50

[State -1, EXU214]
type = ChangeState
value = 2400
triggerall=!var(59) && alive && statetype!=A && P2life>0 && power>=1000 && var(50)
;Ԃ
trigger1 = (ctrl||(stateno=[22,23])||stateno=11) && random<2*(var(59)=1) && power<2500 && P2statetype!=L && P2statetype!=A
;214B
trigger2 = stateno=1415 && movehit && ifelse(P2life>200,power<1500,1) && var(1) && random<500
;EXN[Q
trigger3=power<3000 && numhelper(1230) && random<100+900*(var(59)=2) && p2bodydist Y>-60 && P2stateno=[5000,5050]
trigger3=helper(1230),movehit && p2bodydist X<80
;EX5C
trigger4=ctrl && (P2stateno=[960,966]) && p2bodydist X>50 && frontedgebodydist>100 && prevstateno!=1160

[State -1, EXUN[Q]
type = ChangeState
value = 2200
triggerall=var(59) && alive && statetype!=A && P2life>0 && power>=1000 && var(50) && P2statetype!=L && P2statetype!=A
;Ԃ
trigger1 = (ctrl||(stateno=[22,23])||stateno=11) && random>997 && var(59)=1 && power<2500 && p2bodydist X>120

;
;KE
;
[State -1, AubcN[Q]
type = ChangeState
value = 1000
triggerall=var(59) && alive && P2life>0 && !Numhelper(1050) && (var(51)>=30||var(31)>0) && (P2stateno!=[871,872]) && !var(50)
triggerall=!var(33) && statetype!=A
;P
trigger1 = (ctrl||(stateno=[22,23])||stateno=11) && P2statetype!=A && random<100*var(59)
trigger1 = p2bodydist X>50 && (EnemyNear(var(57)),Const(size.mid.pos.y)>-60||P2statetype=C||(P2statetype=L))
;2B AI6CȂ
trigger2 = stateno=410 && moveguarded && random<500+500*(var(59)=2)
trigger2 = var(1) && enemynear(var(57)),backedgebodydist>20
;>2C̋NU
trigger3 = prevstateno=420 && p2bodydist X>100 && random<200*var(59) && P2stateno=[5020,5120]


[State -1, BubcN[Q]
type = null;ChangeState
value = 1010
triggerall=var(59) && alive && statetype!=A && !Numhelper(1050) && (var(51)>=30||var(31)>0) && !var(33) && !var(50)
triggerall=P2life>0 && EnemyNear(var(57)),Const(size.mid.pos.y)<=-30 && (P2stateno!=[871,872])
;P
trigger1 = (ctrl||stateno=22||stateno=11) && p2bodydist X>150 && random>900-300*numpartner
trigger1 = ifelse(numenemy=1,fvar(9)>=EnemyNear(var(57)),NumHelper,1) && (!EnemyNear(var(57)),NumProj)
trigger1 = p2bodydist Y>-80
;2B
trigger2 = stateno=410 && ifelse(var(59)>1,moveguarded,movecontact) && var(1) && enemynear(var(57)),backedgebodydist>20 && Palno!=12


[State -1, CubcN[Q]
type = ChangeState
value = 1020
triggerall=var(59) && alive && statetype!=A && P2statetype!=L && P2life>0 && !var(33) && !var(50)
triggerall=(ctrl||(stateno=[22,23])||stateno=11) && !Numhelper(1050) && (var(51)>=30||var(31)>0) && (P2stateno!=[871,872])
;P@肪ł
trigger1 = random<100*var(59) && p2bodydist X>50 && P2statetype!=C && P2movetype!=H && P2stateno!=[5050,5210]
trigger1 = ifelse(numenemy=1,fvar(9)>=EnemyNear(var(57)),NumHelper,1) && (!EnemyNear(var(57)),NumProj)
trigger1 = p2bodydist Y>-130 && EnemyNear(var(57)),Const(size.mid.pos.y)<=-60
;
trigger2 = p2bodydist X>50 && p2bodydist Y>-130 && P2statetype=A && P2statetype!=L && P2stateno!=[5050,5210]


[State -1, AtNgbg]
type = ChangeState
value = 1100
triggerall=var(59) && alive && statetype!=A && P2life>0 && (var(52)>=30||var(32)>0) && !var(50)
; AI̓K[hLV4ȏŊmAbv
trigger1=(ctrl||stateno=11) && p2bodydist X<60+10*(random<100 && var(59)=1)+7*enemynear(var(57)),vel X && ifelse(var(59)=2,P2movetype=A,1)
trigger1=random<15*2**(var(58)-1)+200*(var(59)=2 && var(58)>3) && enemynear(var(57)),vel X>=0 && P2movetype!=H && P2stateno!=[5000,5270]
trigger1 = enemynear(var(57)),time=[(5-var(58))*10,20+(5-var(58))*10]
;U
trigger2=(stateno=903||stateno=913) && movehit && var(1) && power>=1000


[State -1, CtNgbg]
type = ChangeState
value = 1120
triggerall=var(59) && alive && statetype!=A && P2life>0 && (var(52)>=30||var(32)>0) && !var(50)
;U
trigger1=(stateno=903||stateno=913) && movehit && var(1) && power<1000
;2B
trigger2 = stateno=410 && movehit && random>500 && var(1) && p2bodydist X<65 && P2stateno!=5081; && !var(52) && !var(53) && !var(54)
;2A@2BȂƂ
trigger3 = stateno=400 && movecontact && p2bodydist X<100 && enemynear(var(57)),pos Y<-45 && var(1)
;B
trigger4 = stateno=210 && movehit && var(1) && p2bodydist X<65
;
;EXKE
;
[State -1, EXAubcN[Q]
type = ChangeState
value = 1200
triggerall=var(59) && alive && P2life>0 && !Numhelper(1230) && (P2stateno!=[871,872]) && var(50)
triggerall=!var(33) && statetype!=A
;P
trigger1 = (ctrl||(stateno=[22,23])||stateno=11) && P2statetype!=A && random<25*var(59)-20*var(59)*(stateno=23)+20*(P2statetype=L) && p2bodydist X>50
;BA2BACK[htH[ AI6CȂ
trigger2 = (stateno=410||stateno=210||stateno=222) && moveguarded && random<100+900*(var(59)=2) && var(1)
;2C̋NU
trigger3 = (ctrl||(stateno=[22,23])||(stateno=[9,12])) && prevstateno=420 && p2bodydist X>100 && random<200*var(59) && P2stateno=[5020,5120]
;EX5C
trigger4=ctrl && P2stateno=966 && p2bodydist X>50 && frontedgebodydist>100

[State -1, EXCubcN[Q]
type = null;ChangeState
value = 1220
triggerall=var(59) && alive && statetype!=A && P2statetype!=L && P2life>0 && !var(33) && var(50)
triggerall=(ctrl||(stateno=[22,23])||stateno=11) && !Numhelper(1230) && (P2stateno!=[871,872])
;P@肪ł
trigger1 = random<100*var(59) && p2bodydist X>50 && P2statetype!=C && P2movetype!=H && P2stateno!=[5050,5210]
trigger1 = ifelse(numenemy=1,fvar(9)>=EnemyNear(var(57)),NumHelper,1) && (!EnemyNear(var(57)),NumProj)
trigger1 = p2bodydist Y>-130 && EnemyNear(var(57)),Const(size.mid.pos.y)<=-60
;
trigger2 = p2bodydist X>50 && p2bodydist Y>-130 && P2statetype=A && P2statetype!=L && P2stateno!=[5050,5210]

[State -1, EXAubcN[Q]
type = ChangeState
value = 1250
triggerall=var(59) && alive && P2life>0 && !Numhelper(1230) && (P2stateno!=[871,872]) && var(50)
triggerall=!var(33) && statetype=A
;P
trigger1 = ctrl && random<100*var(59) && p2bodydist X>100 && p2bodydist Y=[-50,50]
;JB
trigger2 = stateno=610 && moveguarded && random<100+500*(var(59)=2) && var(1)
;U
trigger3 = stateno=923 && movehit && var(1)

[State -1, EXAtNgbg]
type = ChangeState
value = 1300
triggerall=var(59) && alive && statetype!=A && P2life>0 && var(50)
; AI̓K[hLV4ȏŊmAbv
trigger1=(ctrl||stateno=11||(stateno=[22,23])) && p2bodydist X<60 && ifelse(var(59)=2,P2movetype=A,1) && P2stateno!=[5000,5270]
trigger1=random<15*2**(var(58)-1)+200*(var(59)=2 && var(58)>3 && !var(50))
trigger1=(p2bodydist X=[0,70+7*enemynear(var(57)),vel X*(var(59)=1)]) && enemynear(var(57)),vel X>=0 && P2movetype!=H
trigger1 = enemynear(var(57)),time=[(5-var(58))*10,20+(5-var(58))*10]
;}
;trigger2=(ctrl||stateno=11||(stateno=[22,23])) && (p2bodydist X=[40,70+7*enemynear(var(57)),vel X]) && P2statetype=A
;trigger2=enemynear(var(57)),vel X>2 && random>600+75+15*2**(6-var(58))+150*(var(59)=1) && P2movetype!=H

[State -1, EXCtNgbg]
type = ChangeState
value = 1320
triggerall=var(59) && alive && statetype!=A && P2life>0 && var(50)
;4C 肪
trigger1=stateno=711 && movehit && var(1) && ((power=[1000,1500])||power>=3000) && P2statetype=A
;EX5C
trigger2=ctrl && (P2stateno=[960,966]) && p2bodydist X<50

[State -1, 214B]
type = ChangeState
value = 1400
triggerall=var(59) && alive && statetype!=A && P2life>0 && var(50)
;4C Q[W
trigger1=stateno=711 && movehit && var(1) && ((power=[1000,1500])||power>=3000) && P2statetype!=A

[State -1, 214C]
type = ChangeState
value = 1400
triggerall=var(59) && alive && statetype!=A && P2life>0 && var(50)
;4C
trigger1=stateno=711 && movehit && var(1) && ((power=[1500,2999])||power<1000)
;Ԃ
trigger2 = (ctrl||(stateno=[22,23])||stateno=11) && random>994 && var(59)=1 && P2statetype!=L && P2statetype!=A && p2bodydist X<200
;
;
;
[State -1, n㓊]
type = ChangeState
value = 800
triggerall=var(59) && alive && statetype!=A && abs(p2bodydist X)<23 && P2movetype!=H && P2statetype!=A
triggerall=(ctrl||(stateno=[22,23])) && P2life>0 && (P2stateno!=[5000,5213]) && P2statetype!=L
;ʂ
trigger1=random>900-200*(var(59)=2)-300*(power>=3000) && ifelse(var(59)=2,P2movetype!=A,1)
;UN[Q
trigger2=NumHelper(1050)
trigger2=Helper(1050),stateno=2001 && Helper(1050),rootdist X>0 && !var(33) && random<100*var(59)


[State -3,荞ݓ]
Type=VarSet
Trigger1=var(59) && stateno=800 && time<=1 && backedgebodydist<90
var(2)=-1

[State -3,荞ݓ]
Type=VarSet
Trigger1=stateno=810
var(2)=0

[State -1, 󒆓]
type = ChangeState
value = 850
trigger1=var(59) && alive && statetype=A && ctrl && P2movetype!=H && enemynear(var(57)),pos Y<-30
trigger1=(p2bodydist X=[0,45]) && P2life>0 && P2statetype=A && p2bodydist Y=[-80,80]
;ʂ
trigger1=random>970-200*(var(59)=2)-300*(power>=3000 && !var(50))
;
;ʏ
;
[State -1, C]
type=ChangeState
value=221
trigger1=var(59) && alive && statetype!=A && p2bodydist X<25 && P2life>0 && P2statetype!=L && !var(50)
;P 炢Ȃm㏸
trigger1 = Ctrl && p2bodydist Y>-100 && random<=333+555*(var(59)=2)*(P2stateno=[5000,5050])-222*((var(59)=1)||(var(59)=2 && inguarddist))

[State -1, EXC]
type=ChangeState
value=222
trigger1=var(59) && alive && statetype!=A && p2bodydist X<25 && P2life>0 && P2statetype!=L && var(50) && P2stateno!=[871,872]
;P 炢Ȃm㏸
trigger1 = Ctrl && p2bodydist Y>-70 && random<=333+777*(P2stateno=[5000,5050])-222*((var(59)=1)||(var(59)=2 && inguarddist))


[State -1, 2A]
type=ChangeState
value=400
triggerall=alive && statetype!=A && P2life>0 && p2bodydist X<40 && (P2stateno!=[871,872]) && var(59) && prevstateno!=702
;A
trigger1=stateno=400 && movecontact && var(1) && p2bodydist X<30 && random>500+300*(var(59)=1)
trigger1=p2bodydist Y>-60+30*((enemynear(var(57)),backedgebodydist<20)||(enemynear(var(57)),frontedgebodydist<20)); enemynear(var(57)),const(movement.yaccel)
;P AI\ꗦၕD CDC
trigger2=(ctrl||(stateno=[22,23])||(stateno=[9,11])) && p2bodydist x<=45 && enemynear(var(57)),pos Y>-60 && P2stateno!=[5100,5213]
trigger2=random=[666+111*((var(59)=1)||(var(59)=2 && inguarddist))+111*(p2bodydist X<25),900-200*(var(59)=2)]
trigger2=ifelse(P2statetype=A,(P2stateno=[5020,5050]),1) && (P2stateno!=[871,872])

[State -1, B]
type=ChangeState
value=211
trigger1=var(59) && alive && statetype!=A && p2bodydist x<=25 && P2life>0
trigger1=stateno=400 && movecontact && var(1) && random<300


[State -1, B]
type=ChangeState
value=210
triggerall=var(59) && alive && statetype!=A && p2bodydist X>25 && P2life>0 && P2statetype!=L && (P2stateno!=[871,872])
;2A
trigger1=stateno=400 && movecontact && p2bodydist X>40 && var(1) && p2bodydist Y<-30
;
trigger2 = Ctrl && P2statetype!=A && (p2bodydist X=[40,80]) && random=[400+150*(var(59)=1),600]
;U
trigger3 = Ctrl && (prevstateno=903||prevstateno=913) && P2stateno=5050 && p2bodydist Y>-70


[State -1, C]
type=ChangeState
value=220
triggerall=var(59) && Ctrl && alive && statetype!=A && p2bodydist X>25 && P2life>0 && P2statetype!=L && P2stateno!=[871,872]
;΋
trigger1 = P2statetype=A && (p2bodydist X=[40,80+8*enemynear(var(57)),vel X]) && (p2bodydist Y=[-50,-100]) && random=[400,500+100*var(58)]
;󒆂̑ǌ@UƂ
trigger2 = (p2bodydist Y=[-120,-60]) && (p2bodydist X=[25,80]) && (P2stateno=[5020,5050])


[State -1, B]
type=ChangeState
value=410
triggerall=var(59) && alive && statetype!=A && P2life>0 && prevstateno!=410 && p2bodydist X=[-2,85]
;pc@[qbg 
trigger1=Ctrl && var(49) && enemynear(var(57)),backedgebodydist>10 && p2bodydist Y>-40
;2A
trigger2=stateno=400 && movecontact && p2bodydist X>20-30*(enemynear(var(57)),backedgebodydist<10) && p2bodydist X=[-2,75]
trigger2=enemynear(var(57)),pos Y>-45 && var(1) && random=[300,600]
;P 1̂
trigger3=(Ctrl||stateno=11||stateno=23) && var(59)=1 && P2statetype!=A && p2bodydist X>0 && (P2stateno!=[5000,5213]) && random=[300+50*(var(59)=1),400]


[State -1, C]
type=ChangeState
value=420
trigger1=var(59) && alive && statetype!=A && P2life>0 && !var(50)
;
trigger1=power<3000 && ctrl && ((prevstateno=810)||(P2stateno=[871,872]))

[State -1, EXC]
type=ChangeState
value=425;
trigger1=var(59) && alive && statetype!=A && var(50) && ctrl && ((prevstateno=810)||(P2stateno=[871,872]))


[State -1, pc@[t@EXg]
type=ChangeState
value=700
triggerall=alive && statetype!=A && P2life>0 && P2statetype!=L && var(59) && !var(50)
;B
trigger1=stateno=210 && movehit && var(1) && random<500
;P 1̂
trigger2 = Ctrl && var(59)=1 && (p2bodydist X=[40,90+10*(random<100 && var(59)=1)]) && (random=[200,300]) && ifelse((P2stateno=[5020,5050]),p2bodydist Y<-30,1)
trigger2 = numenemy=1&&fvar(9)>=EnemyNear(var(57)),NumHelper && (!EnemyNear(var(57)),NumProj) && !var(49) && backedgebodydist>50
;2B 1̂
trigger3=stateno=410 && var(59)=1 && moveguarded && var(1) && p2bodydist X<90 && random>500
;C
trigger4=stateno=221 && movecontact && var(1) && random<500; && ifelse((P2stateno=[5020,5050]),p2bodydist Y<-30,1) && backedgebodydist>50
;5U
trigger5=ctrl && prevstateno=903 && P2stateno=[5000,5050]
;B
trigger6=stateno=211 && movehit && var(1)

[State -1, pc@[VbN4C]
type = ChangeState
value = 710
triggerall=var(59) && alive && statetype!=A && P2life>0 && !var(50)&& var(1)
;B
trigger1=stateno=210 && movecontact && P2statetype=A && ifelse(P2stateno=5050,enemynear(var(57)),pos Y>-20,1) 
;2B
trigger2=stateno=410 && movecontact && var(52)<30 && ifelse(movehit,P2statetype=A,1) && random<500
trigger2=enemynear(var(57)),backedgebodydist>20
;C
trigger3=stateno=221 && moveguarded && random>500
;2B
trigger4 = stateno=410 && movehit && random>500 && p2bodydist X>=65 && var(59)=1


[State -1, EX6C]
type=ChangeState
value=705
triggerall=alive && statetype!=A && P2life>0 && P2statetype!=L && var(59) && var(50) && var(1) && movehit
;C
trigger1=stateno=222 && random<700 && P2statetype!=A
;B
trigger2=stateno=211 && random<500

[State -1, EXpc@[VbN4C]
type = ChangeState
value = 711
triggerall=alive && statetype!=A && P2life>0 && var(50) && var(59)
;B
trigger1=stateno=210 && movehit && var(1)
;2B
trigger2=stateno=410 && movehit && var(1)
;C
trigger3=stateno=222 && random>700 && movehit && var(1)
;U
trigger4=(ctrl||(stateno=[22,23])||(stateno=[9,12])) && prevstateno=903
;U
trigger5=stateno=913 && time=41

[State -1, A]
type = ChangeState
value = 600
triggerall=var(59) && alive && statetype=A && P2life>0 && P2statetype!=L
;΋ AIpx㏸
trigger1 = Ctrl && (p2bodydist X=[-20,25]) && p2bodydist Y=[-20,50]
trigger1 = P2statetype=A && random<50*var(58)+200*(var(59)=2)
;JCłȂ
trigger2 = Ctrl && (p2bodydist X=[-2,25]) && vel Y>=-0.5 && random>0+900*(var(59)=1) && P2statetype!=A && pos Y>-70 && p2bodydist Y=[-20,60]
;߂
trigger3 = ctrl && random<100+500*(var(59)=2) && (p2bodydist X=[-35,0]) && P2statetype!=A && vel Y>0
trigger3 = p2bodydist Y<-EnemyNear(var(57)),Const(size.mid.pos.y)-0.5*EnemyNear(var(57)),Const(size.mid.pos.y)
;EX6Cǌ
trigger4 = ctrl && var(34) && var(50) && p2bodydist Y=[-80,50]; && vel Y<=0
;ǒ[5J
trigger5=prevstateno=38 && ctrl && enemynear(var(57)),backedgebodydist<=30 && (p2bodydist X=[-20,25])

[State -1, B]
type = ChangeState
value = 610
triggerall=var(59) && alive && statetype=A && P2life>0
;JA
trigger1 = P2statetype=A && stateno=600 && movecontact

[State -1, q[vVEo]
type = ChangeState
value = 720
triggerall=var(59) && alive && statetype=A && P2life>0 && !var(50)
;P@
trigger1 = Ctrl && prevstateno=39 && (p2bodydist Y=[-60,60]) && p2bodydist X=[0,60]
;R{
trigger2 = var(1) && stateno=610 && movecontact

[State -1, WvC-EX-]
type = ChangeState
value = 625
triggerall=var(59) && alive && statetype=A && P2life>0 && var(50)
;5J
trigger1=prevstateno=38 && !vel X && ctrl && enemynear(var(57)),backedgebodydist>30 && P2stateno=5050
;ǒ[5J
trigger2=ctrl && stateno=600 && enemynear(var(57)),backedgebodydist<=30


[State -1, C]
type = ChangeState
value = 620
trigger1=var(59) && alive && statetype=A && P2life>0 && !var(50)
trigger1 = Ctrl && vel Y>0 && prevstateno=37 && random<200-100*(var(59)=1) && p2bodydist X=[20,100]
trigger1 = p2bodydist Y<-EnemyNear(var(57)),Const(size.mid.pos.y)+70
trigger1 = pos Y<-70

[State -1, EXC]
type = ChangeState
value = 620
trigger1=var(59) && alive && statetype=A && P2life>0 && var(50)
trigger1 = Ctrl && vel Y>0 && prevstateno=37 && random<200-100*(var(59)=1) && p2bodydist X=[-2,100]
trigger1 = p2bodydist Y<-EnemyNear(var(57)),Const(size.mid.pos.y)+50; && pos Y<-80

[State -1, ~[lFt@[]
type = ChangeState
value = 730
trigger1=var(59) && alive && statetype=A && P2life>0 && var(50) && var(1) && stateno=610 && movehit


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

[State -1, ŏIU]
type = ChangeState
value = 3000
triggerall = power >= 3000
triggerall = !var(59) && command = "A+B+C"
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 211) || (stateno = 221) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1100,1120])

[State -1, U]
type = ChangeState
value = 2000
triggerall = power >= 1000
triggerall = !var(59) && command = "46B+C"
triggerall = var(50) = 0
triggerall = NumHelper(2050) < 3
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 211) || (stateno = 221) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1100,1120])

[State -1, U]
type = ChangeState
value = 2000
triggerall = power >= 1000
triggerall = !var(59) && command = "holdfwd"
triggerall = command != "holddown"
triggerall = !var(59) && command = "y+z"
triggerall = var(44) >= 1
triggerall = var(50) = 0
triggerall = NumHelper(2050) < 3
triggerall = statetype != A
trigger1 = var(1) = 1
trigger1 = (stateno = [1000,1020]) || (stateno = [1100,1120])
ignorehitpause = 1

[State -1, U]
type = ChangeState
value = 2100
triggerall = power >= 1000
triggerall = !var(59) && command = "28B+C"
triggerall = statetype != A
triggerall = var(50) = 0
trigger1 = ctrl || stateno = 40
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 211) || (stateno = 221) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1100,1120])

[State -1, U]
type = ChangeState
value = 2100
triggerall = power >= 1000
triggerall = !var(59) && command = "holdup"
triggerall = !var(59) && command = "y+z"
triggerall = var(45) >= 1
triggerall = var(50) = 0
triggerall = statetype != A
trigger1 = var(1) = 1
trigger1 = (stateno = [1000,1020]) || (stateno = [1100,1120])
ignorehitpause = 1

;==============================================================================
; KEZ-EX
;==============================================================================

[State -1, U]
type = ChangeState
value = 3100
triggerall = power >= 2000
triggerall = !var(59) && command = "A+B+C"
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913) || (stateno = [1200,1220]) || (stateno = [1300,1320]) || (stateno = [1400,1430])

[State -1, ŏIU]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = stateno = 3100
trigger1 = AnimElemTime(17) = 5
trigger1 = var(4) = 1

[State -1, U]
type = ChangeState
value = 2200
triggerall = power >= 1000
triggerall = !var(59) && command = "236B+C"
triggerall = var(50) = 1
triggerall = NumHelper(1050) < 8
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913) || (stateno = [1200,1220]) || (stateno = [1300,1320]) || (stateno = [1400,1430])

[State -1, U]
type = ChangeState
value = 2250
triggerall = power >= 1000
triggerall = !var(59) && command = "236B+C"
triggerall = var(50) = 1
triggerall = NumHelper(1050) < 8
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [600,610]) || (stateno = 923) || (stateno = [1250,1270]) || (stateno = [1300,1325]) || (stateno = [1400,1430])

[State -1, U]
type = ChangeState
value = 2400
triggerall = power >= 1000
triggerall = !var(59) && command = "214B+C"
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913) || (stateno = [1200,1220]) || (stateno = [1300,1320]) || (stateno = [1400,1430])

[State -1, U]
type = ChangeState
value = 2300
triggerall = power >= 1000
triggerall = !var(59) && command = "22B+C"
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913) || (stateno = [1200,1220]) || (stateno = [1300,1320]) || (stateno = [1400,1430])

;------------------------------------------------------------------------------
;KEZ
;------------------------------------------------------------------------------

[State -1, 46A]
type = ChangeState
triggerall = !var(59) && command = "46A"
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 211) || (stateno = 221) || (stateno = 903) || (stateno = 913)
value = 1000

[State -1, 46B]
type = ChangeState
triggerall = !var(59) && command = "46B"
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 211) || (stateno = 221) || (stateno = 903) || (stateno = 913)
value = 1010

[State -1, 46C]
type = ChangeState
triggerall = !var(59) && command = "46C"
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 211) || (stateno = 221) || (stateno = 903) || (stateno = 913)
value = 1020

[State -1, 28A]
type = ChangeState
triggerall = statetype != A
triggerall = !var(59) && command = "28A"
triggerall = var(50) = 0
trigger1 = ctrl || stateno = 40
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1100

[State -1, 28B]
type = ChangeState
triggerall = statetype != A
triggerall = !var(59) && command = "28B"
triggerall = var(50) = 0
trigger1 = ctrl || stateno = 40
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1110

[State -1, 28C]
type = ChangeState
triggerall = statetype != A
triggerall = !var(59) && command = "28C"
triggerall = var(50) = 0
trigger1 = ctrl || stateno = 40
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1120

;------------------------------------------------------------------------------
;KEZ-EX
;------------------------------------------------------------------------------

[State -1, 236A]
type = ChangeState
triggerall = !var(59) && command = "236A"
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913)
value = 1200

[State -1, 236B]
type = ChangeState
triggerall = !var(59) && command = "236B"
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913)
value = 1210

[State -1, 236C]
type = ChangeState
triggerall = !var(59) && command = "236C"
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913)
value = 1220

[State -1, 236A-Air]
type = ChangeState
triggerall = !var(59) && command = "236A"
triggerall = var(50) = 1
triggerall = statetype = A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [600,610]) || (stateno = 923)
value = 1250

[State -1, 236B-Air]
type = ChangeState
triggerall = !var(59) && command = "236B"
triggerall = var(50) = 1
triggerall = statetype = A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [600,610]) || (stateno = 923)
value = 1260

[State -1, 236C-Air]
type = ChangeState
triggerall = !var(59) && command = "236C"
triggerall = var(50) = 1
triggerall = statetype = A
triggerall = var(5) = 0
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [600,610]) || (stateno = 923)
value = 1270

[State -1, 214]
type = ChangeState
triggerall = !var(59) && command = "214A" || command = "214B" || command = "214C"
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913)
value = 1400

[State -1, 22A]
type = ChangeState
triggerall = statetype != A
triggerall = !var(59) && command = "22A"
triggerall = var(50) = 1
trigger1 = ctrl || stateno = 40
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913)
value = 1300

[State -1, 22B]
type = ChangeState
triggerall = statetype != A
triggerall = !var(59) && command = "22B"
triggerall = var(50) = 1
trigger1 = ctrl || stateno = 40
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913)
value = 1310

[State -1, 22C]
type = ChangeState
triggerall = statetype != A
triggerall = !var(59) && command = "22C"
triggerall = var(50) = 1
trigger1 = ctrl || stateno = 40
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = 222) || (stateno = 711) || (stateno = 903) || (stateno = 913)
value = 1320

;==============================================================================
; ړ֘A
;==============================================================================

[State -1, Xebv]
type = ChangeState
value = 100
trigger1 = !var(59) && command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, obNXebv]
type = ChangeState
value = 105
trigger1 = !var(59) && command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, n()g]
type = ChangeState
value = 5201
triggerall = !var(59) && Alive
triggerall = stateno = 5050 || stateno = 5071
triggerall = (Vel y > 0) && (Pos y >= 10)
triggerall = var(19) = 0
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"

[State -1, n()g]
type = ChangeState
value = 5201
triggerall = !var(59) && Alive
triggerall = stateno = 5100
triggerall = Pos y >= 0
triggerall = var(19) = 0
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"

;==============================================================================
; Z
;==============================================================================

[State -1, 󒆍Uh]
type = ChangeState
triggerall = !var(59) && (command = "y+z")
triggerall = (StateType = A)
trigger1 = Ctrl
value = 920

[State -1, Uh]
type = ChangeState
triggerall = !var(59) && (command = "y+z")
triggerall = (command = "holddown")
triggerall = (StateType != A)
triggerall = (StateType = C)
trigger1 = Ctrl
trigger2 = Var(53) != 0
trigger2 = stateno = [150,153]
trigger2 = power >= 1000
value = 910

[State -1, nUh]
type = ChangeState
triggerall = !var(59) && (command = "y+z")
triggerall = (command != "holddown")
triggerall = (StateType != A)
triggerall = (StateType = S)
trigger1 = Ctrl
trigger2 = Var(53) != 0
trigger2 = stateno = [150,153]
trigger2 = power >= 1000
value = 900

[State -1, ];n㓊
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = !var(59) && command = "x+y"

[State -1, ];󒆓
type = ChangeState
value = 850
triggerall = statetype = A
triggerall = ctrl
trigger1 = !var(59) && command = "x+y"

[State -1, pc@[t@EXg,t[K[t@EXg]
type = ChangeState
value = ifelse(var(50)>0,705,700)
triggerall = !var(59) && command = "z"
triggerall = !var(59) && command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = [221,222])

[State -1, q[vVEo]
type = ChangeState
value = 720
triggerall = !var(59) && command = "y"
triggerall = !var(59) && command = "holdfwd" || command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [600,610])

[State -1, ~[lFt@[]
type = ChangeState
value = 730
triggerall = !var(59) && command = "z"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
triggerall = !var(59) && command = "holddown"
triggerall = var(50) = 1
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [600,610])

[State -1, Œ]
type = ChangeState
value = 196
triggerall = !var(59) && command = "x+z"
trigger1 = statetype != A
trigger1 = ctrl

;==============================================================================
; ʏZ
;==============================================================================

[State -1, A]
type = ChangeState
value = 200
triggerall = !var(59) && command = "x"
triggerall = command != "holddown"
;triggerall = var(50) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 200) || (stateno = 400)
trigger3 = stateno = 200 || stateno = 400
trigger3 = AnimElemTime(3) >= 0
trigger3 = Var(1) = 0

[State -1, ႪA]
type = ChangeState
value = 400
triggerall = !var(59) && command = "x"
triggerall = !var(59) && command = "holddown"
;triggerall = var(50) = 0
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 200) || (stateno = 400)
trigger3 = stateno = 200 || stateno = 400
trigger3 = AnimElemTime(3) >= 0
trigger3 = Var(1) = 0

[State -1, B]
type = ChangeState
value = 210
triggerall = !var(59) && command = "y"
triggerall = command != "holddown"
;triggerall = var(50) = 0
triggerall = p2bodydist x >= 25
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 200) || (stateno = 400)

[State -1, ߋB]
type = ChangeState
value = 211
triggerall = !var(59) && command = "y"
triggerall = command != "holddown"
;triggerall = var(50) = 0
triggerall = p2bodydist x < 25
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 200) || (stateno = 400)

[State -1, ႪB]
type = ChangeState
value = 410
triggerall = !var(59) && command = "y"
triggerall = !var(59) && command = "holddown"
;triggerall = var(50) = 0
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 200) || (stateno = 400)

[State -1, ߋC]
type = ChangeState
value = ifelse(var(50)>0,222,221)
triggerall = !var(59) && command = "z"
triggerall = command != "holddown"
;triggerall = var(50) = 0
triggerall = p2bodydist x < 25
trigger1 = statetype = S
trigger1 = ctrl

[State -1, pc@[VbN]
type = ChangeState
value = ifelse(var(50)>0,711,710)
triggerall = !var(59) && command = "z"
triggerall = !var(59) && command = "holdback"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,211]) || (stateno = [400,410]) || (stateno = [221,222])

[State -1, C]
type = ChangeState
value = 220
triggerall = !var(59) && command = "z"
triggerall = command != "holddown"
;triggerall = var(50) = 0
triggerall = p2bodydist x >= 25
trigger1 = statetype = S
trigger1 = ctrl

[State -1, ႪC]
type = ChangeState
value = ifelse(var(50)>0,425,420)
triggerall = !var(59) && command = "z"
triggerall = !var(59) && command = "holddown"
;triggerall = var(50) = 0
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = var(50) = 1
trigger2 = (stateno = 210) || (stateno = 211) || (stateno = 410)

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

[State -1, ]
type = ChangeState
value = 195
triggerall = !var(59) && command = "start"
trigger1 = statetype != A
trigger1 = ctrl

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

[State -1, WvA]
type = ChangeState
value = 600
triggerall = !var(59) && command = "x"
;triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = ctrl

[State -1, WvB]
type = ChangeState
value = 610
triggerall = !var(59) && command = "y"
;triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = stateno = 600

[State -1, WvC]
type = ChangeState
value = 620
triggerall = !var(59) && command = "z"
triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = ctrl

[State -1, WvC-EX-]
type = ChangeState
value = 625
triggerall = !var(59) && command = "z"
triggerall = Vel X = 0
triggerall = var(50) = 1
triggerall = statetype = A
trigger1 = ctrl

[State -1, ΂߃WvC-EX-]
type = ChangeState
value = 620
triggerall = !var(59) && command = "z"
triggerall = Vel X != 0
triggerall = var(50) = 1
triggerall = statetype = A
trigger1 = ctrl

;
;AINwp[
;
[Statedef 100000]
;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

;
;AIpcommon
;
;AIpႪ
[Statedef 9]
type   =C
physics=C
anim=10
ctrl=0

[State 10]
type=VelMul
trigger1=Time=0 && var(59)
x=.75

[State 10]
type=ChangeState
trigger1=AnimTime=0 && var(59)
value=11



; AIp
[Statedef 23]
type   =S
physics=S
sprpriority=0
ctrl=0

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

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

[State -1, AI]
Type=ChangeState
TriggerAll=var(59)
TriggerAll=stateno=23
trigger1=p2bodydist X<30
Value=0
Ctrl=1
IgnoreHitPause=1

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

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

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

[State -1, AI]
Type=ChangeState
TriggerAll=var(59)
trigger1=roundstate=3
trigger2=p2bodydist X <=-2

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, 4]
type=VelSet
trigger1=AnimTime=0
;SđOWvɂȂ΂
x=const(velocity.jump.fwd.x)
y=const(velocity.jump.y)

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

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

[State 40, 5]
type=VelSet
trigger1=AnimTime=0
x=const(velocity.jump.neu.x)
y=Const(velocity.jump.y)

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

[Statedef 39];ެ
type=S
physics=S
anim=40
velset=0, 0
ctrl=0
facep2=1


[State 40, 4]
type=VelSet
trigger1=AnimTime=0
;SČWvɂȂ΂
x=const(velocity.jump.back.x)
y=const(velocity.jump.y)

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


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

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

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

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

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

[State 120, Hi to Lo]
type=StateTypeSet
TriggerAll=Statetype=S
Trigger1=!var(59) && command="holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType!=A
Trigger2=(Random <= var(58)*50||var(59)>2)
statetype=C
physics=C

[State 120, Lo to Hi]
type=StateTypeSet
TriggerAll=Statetype=C
Trigger1=!var(59) && command="holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
Trigger3=var(59) && Random<=var(58)*50+1000*(var(59)>2)
statetype=S
physics=S

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

[State 120, Stop Guarding]
type=ChangeState
Trigger1=!var(59) && command != "holdback"
trigger2=!inguarddist
Trigger3=var(59) && P2BodyDist X<0 && Random<=(5-var(58))*40
value=140

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

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

[State 130, Hi to Lo]
type=ChangeState
TriggerAll=Statetype=S
Trigger1=!var(59)
Trigger1=command="holddown"
Trigger2=var(59)
trigger2=enemynear(var(57)),StateType!=A
Trigger2=(Random <= var(58)*50||var(59)>2)
value=131

[State 130, Stop Guarding]
type=ChangeState
Trigger1=!var(59) && command != "holdback"
trigger2=!inguarddist
Trigger3=var(59) && P2BodyDist X<0 && Random<=(5-var(58))*40
value=140

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

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

[State 131, Lo to Hi]
type=ChangeState
TriggerAll=Statetype=C
Trigger1=!var(59) && command != "holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
Trigger3=var(59) && Random<=var(58)*50+1000*(var(59)>2)
value=130


[State 131, Stop Guarding]
type=ChangeState
Trigger1=!var(59) && command != "holdback"
trigger2=!inguarddist
Trigger3=var(59) && P2BodyDist X<0 && Random<=(5-var(58))*40
value=140

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

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

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

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

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

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

[State 132, 6]
type=ChangeState
triggerall=inguarddist
triggerall=sysvar(0)
Trigger1=!var(59) && command="holdback"
Trigger2=var(59) && Random <= var(58)*200
value=130

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

[State 132, Stop Guarding]
type=ChangeState
Trigger1=!var(59) && command != "holdback"
trigger2=!inguarddist
Trigger3=var(59) && P2BodyDist X<0 && Random<=(5-var(58))*40
value=140

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

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

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

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

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

[State 140, Hi to Lo]
type=StateTypeSet
TriggerAll=Statetype=S
Trigger1=!var(59) && command="holddown"
Trigger2=var(59)
trigger2=enemynear(var(57)),StateType!=A
Trigger2=Random <= var(58)*50||var(59)>2
statetype=C
physics=C

[State 140, Lo to Hi]
type=StateTypeSet
TriggerAll=Statetype=C
Trigger1=!var(59) && command != "holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
Trigger3=var(59) && Random<=var(58)*50+1000*(var(59)>2)
statetype=S
physics=S


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


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

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 153, Hi to Lo]
type=StateTypeSet
TriggerAll=Statetype=S
Trigger1=!var(59)
Trigger1=command="holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType!=A
Trigger2=Random <= var(58)*50||var(59)>2
statetype=C
physics=C

[State 153, Lo to Hi]
type=StateTypeSet
TriggerAll=Statetype=C
Trigger1=!var(59)
Trigger1=command != "holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
Trigger3=var(59) && Random<=var(58)*50+1000*(var(59)>2)
statetype=S
physics=S

[State 150, Rg[̐U] ;ĝsBĂȂ
type=ForceFeedback
trigger1=time=0
waveform=square
time=3

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

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

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

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

[State 151, Hi to Lo]
type=StateTypeSet
TriggerAll=Statetype=S
Trigger1=!var(59)
Trigger1=command="holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType!=A
Trigger2=Random <= var(58)*50||var(59)>2
statetype=C
physics=C

[State 151, Lo to Hi]
type=StateTypeSet
TriggerAll=Statetype=C
Trigger1=!var(59)
Trigger1=command != "holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
Trigger3=var(59) && Random<=var(58)*50+1000*(var(59)>2)
statetype=S
physics=S

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

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

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

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")


[State 153, Hi to Lo]
type=StateTypeSet
TriggerAll=Statetype=S
Trigger1=!var(59)
Trigger1=command="holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType!=A
Trigger2=Random <= var(58)*50||var(59)>2
statetype=C
physics=C

[State 153, Lo to Hi]
type=StateTypeSet
TriggerAll=Statetype=C
Trigger1=!var(59)
Trigger1=command != "holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
Trigger3=var(59) && Random<=var(58)*50+1000*(var(59)>2)
statetype=S
physics=S

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

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

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

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

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

[State 153, Hi to Lo]
type=StateTypeSet
TriggerAll=Statetype=S
Trigger1=!var(59)
Trigger1=command="holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType!=A
Trigger2=Random <= var(58)*50||var(59)>2
statetype=C
physics=C

[State 153, Lo to Hi]
type=StateTypeSet
TriggerAll=Statetype=C
Trigger1=!var(59)
Trigger1=command != "holddown"
Trigger2=var(59)
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
Trigger3=var(59) && Random<=var(58)*50+1000*(var(59)>2)
statetype=S
physics=S

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

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

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

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

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type   =A
movetype= H
physics=N
anim=152

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

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

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

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

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

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

[State 155, 6]
type=ChangeState
trigger1=sysvar(0)
trigger1=command="holdback"
trigger1=inguarddist
value=130

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