[Statedef -3]
[State -3, AItOZbg]
Type = VarSet
TriggerAll=var(59)<=0 && RoundState=2
Trigger1=Command="AI0"||Command="AI1"||Command="AI2"||Command="AI3"||Command="AI4"||Command="AI5"||Command="AI6"||Command="AI7"||Command="AI8"||Command="AI9"||Command="AI10"
Trigger2=Command="AI11"||Command="AI12"||Command="AI13"||Command="AI14"||Command="AI15"||Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"||Command="AI20"
Trigger3=Command="AI21"||Command="AI22"||Command="AI23"||Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"||Command="AI28"||Command="AI29"||Command="AI30"
Trigger4=Command="AI31"||Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"||Command="AI36"||Command="AI37"||Command="AI38"||Command="AI39"||Command="AI40"
Trigger5=Command="AI41"||Command="AI42"||Command="AI43"||Command="AI44"||Command="AI45"||Command="AI46"||Command="AI47"||Command="AI48"||Command="AI49"||Command="AI50"
Trigger6= !var(59) && NumHelper(20000)
Trigger6= Helper(20000),var(59)
;trigger7=teamside=2;Palno=[7,11]
;---------------------------------------------------------------------------
;

;AI펞N
trigger7=1;s̃Z~RƏ펞`hN

;AIx
var(59) = 2;̐1`3ɕςĂB
									[State -3, AIguard]
									Type = VarSet
									Trigger1=var(59)
;AIK[hx
var(58) = 3;̐1`5ɕςĂ
;قǶްޗdownB

;
;
;낢p
;
[State -3, Y]
Type = VarSet
Trigger1=1
;IVQ[WYʒu fobOp
var(15) =230;57; 

[State -2, DisplayToClipboard]
Type           = AppendToClipboard
Trigger1       = 1
Text           = "P2X:%3.0f,P2Y:%3.0f,eVx%2.2f,eVy%f H = %d \n"
Params         = P2BodyDist X, P2BodyDist Y,Enemynear,Vel X,Enemynear,Vel Y,enemynear,MOVETYPE=H
IgnoreHitPause = 1

[State -2, DisplayToClipboard]
Type           = AppendToClipboard
Trigger1       = 1
Text           = "AI %1d ,f6%f,f5%f v56%1d back %d \n";,Vx%2.2f,Vy%f2.2
Params         = var(59),fvar(6),fvar(5),fvar(9)<EnemyNear(var(25)),NumHelper,enemynear(var(25)),NumProj
IgnoreHitPause = 1


[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(20000)
trigger1=roundstate=2
trigger1=alive
trigger1=!var(59)
Trigger1=(PrevStateNo=191)||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
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,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(25)),NumHelper > 0 && RoundState = 2 && ctrl
Trigger1 = fvar(9)=-1;  && stateno!=5900 && stateno!=[190,191]
fVar(9) = enemynear(var(25)),NumHelper

;wp[wp[𒲂ׂ
[State -3,helpercount]
Type = VarSet
TriggerAll = numenemy=1
Trigger1 = enemynear(var(25)),NumHelper<fvar(9) && RoundState = 2
Trigger1 = fvar(9)>0
fVar(9) = enemynear(var(25)),NumHelper

[State -3,OCY]
Type = VarSet
Trigger1 = (numenemy=1&&(fvar(9)<EnemyNear(var(25)),NumHelper))||(enemynear(var(25)),NumProj>0)
trigger1 = fvar(6) && p2bodydist X>-2
fvar(5)=1

[State -3,OCY]
Type = VarSet
Trigger1 = !fvar(6)
Trigger2 = fvar(9)>=EnemyNear(var(25)),NumHelper && !enemynear(var(25)),NumProj
fvar(5)=0

[State -3,guardhelper]
Type = VarSet
Trigger1 = numhelper(917357)
Trigger1 = helper(917357),inguarddist
fvar(6)=1

[State -3,guardhelper]
Type = VarSet
Trigger1 = numhelper(917357)
Trigger1 =!helper(917357),inguarddist
fvar(6)=0


[State -3, K[hwp[]
type=helper
trigger1=!NumHelper(917357)
helpertype=normal
name="guard"
stateno=917357
ID=917357
pos=0,0
facing=1
ownpal=1
postype=P1
size=3,1
pausemovetime=2147483647
supermovetime=2147483647


[State -3,^bO̐p]
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2 && EnemyNear(0),life > 0
var(25) = 0
IgnoreHitPause = 1

[State -3,^bO̐p]
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 2
trigger1 = EnemyNear(0),life <= 0
var(25) = 1
IgnoreHitPause = 1

[State -3,]
type = ChangeState
value = 0
triggerall = Alive && P2life>0 && Var(59)>2
trigger1 = stateno=40
ctrl=1


[State -3,ǂoOC]
Type = VarSet
Trigger1 = stateno!=1300 && stateno!=1310 && stateno!=1320 && stateno!=1500 && stateno!=52
var(6) = 0


[State -3,IV[hԃJEg]
Type = VarSet
Trigger1 = stateno=2500 && !var(56) && animelem=1
var(56) = 900

[State -3,IV[hԃJEg]
Type = Varadd
Trigger1 = var(56)>0
var(56) = -1

[State -3,R{~XmJB]
Type = VarSet
Trigger1 = stateno=405 && movecontact=0 && P2stateno=[5020,5050]
Trigger1 = !numpartner && numenemy=1
var(55) = 1


[State -3,R{~XmJ6B]
Type = VarSet
Trigger1 = stateno=410 && movecontact=0 && P2stateno=[5020,5050]
Trigger1 = !numpartner && numenemy=1
var(54) = 1


[State -3,R{~XmJA]
Type = VarSet
Trigger1 = stateno=400 && movecontact=0 && P2stateno=[5020,5050]
Trigger1 = !numpartner && numenemy=1
var(53) = 1

[state p[gi[ꌟm]
Type = VarSet
Trigger1 = numpartner
Trigger1 = partner,movetype=H
var(52) = 1

[state p[gi[ꌟm]
Type = VarSet
Trigger1 = numpartner
Trigger1 = partner,movetype!=H
var(52) = 0

[State 2900, Xe[gύX]
type = ChangeState
triggerall = time > 0 && !var(59) && stateno=2900
trigger1 = command != "hold_s"
trigger2 = power=powermax
value = 2901
ctrl = 0
;
;K[h
;
[State -3]
type = ChangeState
value = 120
triggerall = Alive && P2life>0 && var(59) && InGuardDist && statetype!=L && (StateNo!=[120,155])
triggerall = Random<75+15*2**(var(58)-1)+1000*(var(59)>2)
Triggerall = ctrl||stateno=9||stateno=11||stateno=21||stateno=22
;ʏK[h
Trigger1 = EnemyNear(var(25)),HitDefAttr != ,NT,ST,HT
;ѓK[h
trigger2 = fvar(5)
;
;؂ԂE΋
;
[State -1, IV[hEߖłڂ]
type = ChangeState
value = 3000
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L && var(8) && ifelse(Palno%6=0,power>=3000,1)
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
;
trigger1 = (p2bodydist X=[0,120-10*(var(59)>1)]) && random<75+15*2**(var(58)-1)
trigger1 = enemynear(var(25)),time=[8*(5-var(58)),16+8*(5-var(58))]


[State -1, ̖ŎĂԂ]
type = ChangeState
value = 2200
trigger1 = power>=2000 && var(59) && roundstate=2 && alive && P2statetype=A && random%10<var(58)
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A && enemynear(var(25)),vel X>0
trigger1 = p2bodydist Y>-100+18*enemynear(var(25)),vel Y && p2bodydist X=[40,40+18*enemynear(var(25)),vel X]
trigger1 = ifelse(numenemy=1,fvar(9)>=EnemyNear(var(25)),NumHelper,1) && (!EnemyNear(var(25)),NumProj)

[State -1, 3C]
type = ChangeState
value = 315
trigger1 = var(59) && roundstate=2 && alive && P2statetype=A && random%10<var(58)
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
trigger1 = (p2bodydist X =[-2,38+enemynear,vel X *11]) && p2bodydist Y=[-50,-110+enemynear,vel Y *11]



[State -1, ΋]
type = null;ChangeState
value = 1100
trigger1 = var(59) && roundstate=2 && alive && P2statetype=A && random%10<var(59)
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A

;
;VXe
;
[State -1, IV[h]
type = ChangeState
value = 2500
triggerall = power>=3000 && var(59) && !NumExplod(8039) && !var(8) && roundstate=2 && alive && statetype!=A
;肪UĂȂ
trigger1= (ctrl||(stateno=[21,22])) && p2bodydist X>50 && !inguarddist
;肪_E
trigger2= (ctrl||(stateno=[21,22])) && p2stateno=[5100,5270]


[State -1, IV`[W]
type = ChangeState
value = 2902
triggerall = var(59) && roundstate=2 && alive && P2life>0 && !var(8) && power<powermax
triggerall = (ctrl||(stateno=[21,22])) && statetype!=A && ifelse(numpartner,!var(52),1)
;ĂĔѓoĂȂđ肪UĂȂ
trigger1= p2bodydist X>130 && P2movetype!=A && !inguarddist && !fvar(5) && !enemynear,numproj
;肪_E
trigger2= p2bodydist X>50*var(59) && p2stateno=[5100,5270]
trigger2 = random=[400,500+50*var(59)]

[State -1,IV`[W]
type = ChangeState
value = 2901
trigger1 = var(59) && roundstate=2 && alive && stateno=2902 && statetype!=A
trigger1= enemynear,numproj||P2movetype=A||inguarddist||(p2bodydist X<=130 && p2stateno!=[5100,5270])||power=powermax
;
;NU
;
[State -1, _bV];26f*4.5=117
type = ChangeState
value = 100
trigger1 = var(59) && roundstate=2 && alive && P2stateno=[5100,5120]
trigger1 = ctrl && statetype!=A
trigger1 = (p2bodydist X=[0,147]) && random<10/var(59)

[State -1, oNXe]
type = ChangeState
value = 105
trigger1 = var(59) && roundstate=2 && alive && P2stateno=[5100,5120]
trigger1 = ctrl && statetype!=A
trigger1 = (p2bodydist X=[0,100]) && random=[50,50+25*var(59)]

[State -1, _Eǂ]
type = ChangeState
value = 1500
trigger1 = var(59)=1 && roundstate=2 && alive && P2stateno=[5100,5120]
trigger1 = (ctrl||(stateno=[21,22])) && statetype!=A
trigger1 = random=[100,200+100*var(59)]

[State -1, 2A]
type = ChangeState
value = 300
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2stateno=5120 && enemynear(var(25)),animtime>-8
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
trigger1 = abs(p2bodydist X)<30
trigger1 = random=[400,400+50*var(59)*var(59)]


[State -1, C^[]
type = ChangeState
value = 1200
trigger1 = var(59) && roundstate=2 && alive && P2stateno=5120
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
trigger1 = (p2bodydist X=[0,80]) && random>1000-50*var(59)

[State -1, NnCWv]
type = ChangeState
value = 451
trigger1 = var(59) && roundstate=2 && alive && P2stateno=5120 && statetype!=A
trigger1 = ctrl||((stateno=[21,22]) && random<20)
trigger1 = (p2bodydist X=[0,40]) && random=[800,800+50*var(59)]
;
;n㗧ߋ absx<
;
[State -1, ]
type = ChangeState
value = 21
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=L
trigger1 = ctrl && statetype!=A
;ȋl
trigger1 = (p2bodydist X=[30,60]) && random=[0,100+50*var(59)]

[State -1, ]
type = ChangeState
value = 22
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=L
trigger1 = ctrl && statetype!=A
;ȋ
trigger1 = (p2bodydist X=[30,60]) && random>850+50*(3-var(59))


[State -1, EZ]
type = ChangeState
value = 800
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2movetype!=H && P2stateno!=[120,155]
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A && P2statetype!=L
trigger1 = abs(P2BodyDist X)<30 && random=[750,750+50*var(59)*var(59)]

[State -1, A]
type = ChangeState
value = 200
trigger1 = var(59) && roundstate=2 && alive && p2bodydist Y>-70 && P2statetype!=L
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A && ifelse(var(59)>1,!inguarddist,1)
trigger1 = abs(p2bodydist X)<35
trigger1 = random<100*var(59)*var(59)+50*var(59)*var(59)*(P2movetype=H)
trigger1 = ifelse(p2movetype=A,(EnemyNear(var(25)),animtime>=-5||P2bodydist X<-2),1)

[State -1, 6B]
type = ChangeState
value = 210
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L
trigger1 = (ctrl||stateno=100||((stateno=[21,22]) && random%10<2)) && statetype!=A && (P2stateno!=[5000,5050])
trigger1 = abs(p2bodydist X)<50+10*(var(59)=1 && random<300) && random=[250,300+50*(var(59)>1)]
trigger1 = ifelse(var(59)>1,!Inguarddist,1)


[State -1, 2A]
type = ChangeState
value = 300
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
trigger1 = abs(p2bodydist X)<30
trigger1 = random=[500,500+100*var(59)*var(59)+50*var(59)*var(59)*(P2movetype=H)]
trigger1 = ifelse(var(59)>1,!inguarddist,1)
trigger1 = ifelse(p2movetype=A,(EnemyNear(var(25)),animtime>=-5||P2bodydist X<-2),1)


[State -1, 3C]
type = ChangeState
value = 315
trigger1 = var(59) && roundstate=2 && alive && P2statetype=A
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
;^̓GU
trigger1 = (p2bodydist X =[-2,38]) && p2bodydist Y=[-60,-110]
trigger1 = ifelse((P2stateno=[5020,5050]),enemynear(var(25)),vel Y>0,1)
trigger1 = random=[750,750+50*var(59)*var(59)]
;
;n㗧蒆 ~
;
[State -1, IV[hEߖłڂ]
type = ChangeState
value = 3000
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L && var(8) && ifelse(Palno%6=0,power>=3000,1)
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
;Ԃ
trigger1 = (p2bodydist X=[0,120-10*(var(59)>1)]) && random<5-var(59)*var(59)+100*(var(56)<100)


[State -1, A股I]
type = ChangeState
value = 2100
trigger1 = power>=2000 && var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A && !var(8)
;Ԃ
trigger1 = (p2bodydist X=[0,60]) && random<20*var(59) && ifelse(var(59)>1,!inguarddist,1)


[State -1, C^[]
type = ChangeState
value = 1202
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
trigger1 = (p2bodydist X=[100,130]) && random<50*var(59)
trigger1 = ifelse(var(59)>1,!inguarddist && !fvar(5),1)


[State -1, ]
type = ChangeState
value = 21
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=L
trigger1 = ctrl && statetype!=A && ifelse(var(59)>1,inguarddist,1)
trigger1 = (p2bodydist X=[30,130]) && random=[100,100+50*var(59)]


[State -1, _bV];26f*4.5=117
type = ChangeState
value = 100
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L
trigger1 = ctrl && statetype!=A && ifelse(var(59)>1,!inguarddist && !fvar(5),1)
trigger1 = (p2bodydist X=[60,147]) && random=[300,300+50*var(59)]


[State -1, ǂ]
type = ChangeState
value = 1310
trigger1 = var(59)=1 && roundstate=2 && alive && P2statetype!=A && P2statetype!=L
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
trigger1 = (p2bodydist X=[40,100]) && random=[500,500+50*var(59)]


[State -1, 6C]
type = ChangeState
value = 220
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L && ifelse(var(59)>1,!fvar(5),1)
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
trigger1 = (p2bodydist X=[60,100]) && random=[700,700+50*var(59)]
trigger1 = ifelse(var(59)>1,!inguarddist,1)


[State -1, OnCWv]
type = ChangeState
value = 452
trigger1 = var(59) && roundstate=2 && alive && (P2stateno!=[5100,5120]) && statetype!=A && ifelse(var(59)>1,!fvar(5),1)
trigger1 = (ctrl||((stateno=[21,22]) && random<20)) && P2stateno!=[5000,5050]
trigger1 = (p2bodydist X=[60,100]) && random=[900,900+50*var(59)]
;
;n㗧艓 ~ 
;

[State -1, OnCWv]
type = ChangeState
value = 452
trigger1 = var(59) && roundstate=2 && alive && (P2stateno!=[5100,5120]) && ifelse(var(59)>1,!fvar(5),1)
trigger1 = (ctrl||((stateno=[21,22]) && random%20=0)) && statetype!=A && P2stateno!=[5000,5050]
trigger1 = (p2bodydist X=[100,170]) && random<100*var(59)-50*var(59)*(P2statetype=A)


[State -1, ǂ勭]
type = ChangeState
value = 1320
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L
trigger1 = (ctrl||stateno=100||(stateno=[21,22])) && statetype!=A
trigger1 = (p2bodydist X=[100,180]) && random>1000-75*var(59)+17*var(59)*var(58)*fvar(5)
;
;n㗧艓X >
;
[State -1, ]
type = ChangeState
value = 21
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L
trigger1 = ctrl && statetype!=A
trigger1 = p2bodydist X>150 && inguarddist && random<100*var(59)

[State -1, _bV];26f*4.5=117
type = ChangeState
value = 100
trigger1 = var(59) && roundstate=2 && alive && P2statetype!=A && P2statetype!=L && ifelse(var(59)>1,!fvar(5),1)
trigger1 = ctrl && statetype!=A
trigger1 = p2bodydist X>150 && !inguarddist && random<100*var(59)
;
;󒆗ߋ <
;
[State -1, JA]
type = ChangeState
value = 400
triggerall = var(59) && roundstate=2 && alive && ctrl && statetype=A && ifelse(var(59)>1,!inguarddist,1)
;n΋
trigger1 = P2statetype!=A && vel Y>0
trigger1 = abs(P2BodyDist X)<30+vel X*6 && p2bodydist Y<70 && random<100*var(59)*var(59)
;΋
trigger2 = P2statetype=A && (p2bodydist Y=[-70,70]) && random<50*var(59)*var(59)
trigger2 = P2BodyDist X=[0,30+vel X*6+enemynear(var(25)),vel X*6]


[State -1,󒆌Wv]
type = ChangeState
value = 450
trigger1 = var(59) && roundstate=2 && alive && ctrl && statetype=A && var(3)=1 && !var(2)
;HJŔщz
trigger1 = stateno=452 && P2bodydist X<0 && random<100*var(59)


[State -1, 󒆁EZ]
type = ChangeState
value = 900
trigger1 = var(59) && roundstate=2 && alive && P2statetype=A && P2movetype!=H && P2stateno!=[120,155]
trigger1 = ctrl && statetype=A && p2bodydist Y=[-50,50]
trigger1 = abs(P2BodyDist X)<30 && random=[1000-50*var(59)*var(59),1000]
;
;R{
;
;
;A>
;
[State -1, B]
type = ChangeState
value = 205
trigger1 = p2life>0 && var(59) && p2bodydist X<20+5*(enemynear(var(25)),backedgebodydist<10)
trigger1 = stateno=200 && movecontact

[State -1, C]
type = ChangeState
value = 215
trigger1 = p2life>0 && var(59) && p2bodydist X<50 && stateno=200 && movecontact
;
;2A>
;
[State -1, 6B]
type = ChangeState
value = 210
trigger1 = p2life>0 && var(59)
trigger1 = p2bodydist X<60
trigger1 = stateno=300 && ifelse(var(59)=1,movecontact,moveguarded) && random%10<2


[State -1, 2B]
type = ChangeState
value = 305
trigger1 = p2life>0 && var(59)=1 && stateno=300 && movecontact && random%10=[2,3]


[State -1, 2C]
type = ChangeState
value = 310
trigger1 = p2life>0 && var(59) && stateno=300 && movecontact && random%10=[4-2*(var(59)>1),6]


[State -1, B]
type = ChangeState
value = 205
trigger1 = p2life>0 && var(59) && p2bodydist X<20+5*(enemynear(var(25)),backedgebodydist<10)
trigger1 = stateno=300 && movecontact && random%10>6
;
;6A>
;
[State -1, C]
type = ChangeState
value = 215
trigger1 = p2life>0 && var(59) && p2bodydist X<50 && stateno=210 && movecontact
;
;B>
;
[State -1, C]
type = ChangeState
value = 215
trigger1 = p2life>0 && var(59) && p2bodydist X<50 && stateno=205 && movecontact && random%10<6


[State -1, 2C]
type = ChangeState
value = 310
trigger1 = p2life>0 && var(59) && p2bodydist X<40 && P2statetype!=A && stateno=205 && movecontact && random%10>5
;
;C>
;
[State -1, ip]
type = ChangeState
value = 1002
trigger1 = p2life>0 && var(59) && stateno=215 && moveguarded


[State -1, 6C]
type = ChangeState
value = 220
trigger1 = p2life>0 && var(59) && stateno=215 && movehit
;
;2C>
;
[State -1, ݁Ełグ]
type = ChangeState
value = 315
trigger1 = p2life>0 && var(59) && stateno=310 && movehit && random%10>3+var(53)*5


[State -1, 6C]
type = ChangeState
value = 220
trigger1 = p2life>0 && var(59) && !var(8) && stateno=310 && movehit && random%10<4+var(53)*5


[State -1, ip]
type = ChangeState
value = 1002
trigger1 = p2life>0 && var(59) && stateno=310 && moveguarded && random%10<6-2*(var(59)=1)

[State -1, ǂ]
type = ChangeState
value = 1300
trigger1 = p2life>0 && var(59) && stateno=310 && moveguarded && random%10>5+2*(var(59)=1)
;
;6C>
;
[State -1, ߖłڂ]
type = ChangeState
value = 3000
trigger1 = p2life>0 && !var(8) && power>=5000 && var(59)
trigger1 = stateno=220 && movehit


[State -1, Eip]
type = ChangeState
value = 2000
trigger1 = power>=2000 && p2life>0 && !var(8) && var(59) && p2bodydist X<60
trigger1 = stateno=220 && movehit=1 && random%10<5-3*(P2life>100)


[State -1, ̖ŎĂԂ]
type = ChangeState
value = 2200
trigger1 = power>=2000 && !var(8) && var(59) && p2bodydist X<50+10*(var(59)=1)
trigger1 = stateno=220 && movehit=1 && random%10=[5,7-(P2life>100)]


[State -1, A股I]
type = ChangeState
value = 2100
trigger1 = power>=2000 && p2life>0 && !var(8) && P2statetype!=A && var(59)
trigger1 = stateno=220 && movehit=1 && random%10>7 && p2bodydist X<60


[State -1, ip]
type = ChangeState
value = 1002
trigger1 = p2life>0 && !var(8) && var(59)
trigger1 = stateno=220 && movehit && random%10<5


[State -1, ΋]
type = ChangeState
value = 1102
trigger1 = p2life>0 && !var(8) && var(59)
trigger1 = stateno=220 && movehit && random%10>4 && P2bodydist X<100



[State -1, ip]
type = ChangeState
value = 1000
trigger1 = p2life>0 && var(59) && var(8) && p2bodydist X<40
trigger1 = stateno=220 && movehit
;
;ヌip>
;
[State -1, IV[hEߖłڂ]
type = ChangeState
value = 3000
trigger1 = var(59) && var(8) && ifelse(Palno%6=0,power>=3000,1) && stateno=1000 && movehit && time>19 && P2statetype!=A
;
;ip>
;
[State -1, Eip]
type = ChangeState
value = 2000
trigger1 = power>=2000 && p2life>0 && var(8) && var(59) && p2bodydist X<60 && stateno=1002 && movecontact && time>32
;
;ǂ>
;
[State -1, IV[hEߖłڂ]
type = ChangeState
value = 3000
trigger1 = var(59) && var(8) && ifelse(Palno%6=0,power>=3000,1) && (stateno=[1301,1321]) && movehit
;
;3C>
;
[State -1,nとGAǌWv]
type = ChangeState
value = 436
trigger1 = p2life>0 && var(59) && P2statetype=A && stateno=315 && movehit
;
;nとGAǌWv>
;
[State -1, JA]
type = ChangeState
value = 400
trigger1 = p2bodydist X<40 && var(59) && ctrl && stateno=436 && p2bodydist Y>-10


;󒆁EU
[State -1, JC]
type = ChangeState
value = 415
trigger1 = var(59) && ctrl && stateno=436 && p2bodydist Y<-10
;
;JA>
;
[State -1, JB]
type = ChangeState
value = 405
trigger1 = var(59) && ifelse(enemynear(var(25)),backedgebodydist>30,!var(55),1)
trigger1 = stateno=400 && movecontact && p2bodydist Y<50


[State -1, J6B]
type = ChangeState
value = 410
trigger1 = var(59) && ifelse(enemynear(var(25)),backedgebodydist>30,!var(54),1)
trigger1 = stateno=400 && movecontact && p2bodydist Y>50


[State -1, JC]
type = ChangeState
value = 415
trigger1 = var(59) && var(54) && var(55) && stateno=400 && movecontact
;
;JB>
;
[State -1, J6B]
type = ChangeState
value = 410
trigger1 = var(59) && stateno=405 && movecontact
;
;J6B>
;
[State -1, JC]
type = ChangeState
value = 415
trigger1 = var(2) && var(59) && stateno=410 && movehit


[State -1,󒆃WvLZO]
type = ChangeState
value = 455
trigger1 = !var(2) && var(59) && stateno=410 && movehit && P2statetype=A
;
;󒆃WvLZO>
;
[State -1, JA]
type = ChangeState
value = 400
trigger1 = p2bodydist X<40 && var(59) && ifelse(enemynear(var(25)),backedgebodydist>30,!var(53),1)
trigger1 = ctrl && stateno=455


[State -1, J623]
type = ChangeState
value = 1110
trigger1 = p2bodydist X<40 && var(59) && var(53) && ctrl && stateno=455
;
;JC>
;
[State -1, ̖ŎĂԂȋ󒆔h]
type = ChangeState
value = 2210
trigger1 = power>=2000 && var(59) && var(2) && stateno=415 && movecontact && !var(8)

[State -1, J623]
type = ChangeState
value = 1110
trigger1 = var(59) && var(2) && stateno=415 && movecontact

[State -1,󒆃WvLZO]
type = ChangeState
value = 455
trigger1 = !var(2) && var(59) && stateno=415 && movecontact && P2statetype=A
;
;623>
;
[State -1, ̖ŎĂԂȋ󒆔h]
type = ChangeState
value = 2210
trigger1 = power>=2000 && var(59) && statetype=A && (stateno = [1100,1112]) && movecontact && var(8)
;
;C^[>
;
[State -1, Eip]
type = ChangeState
value = 2000
trigger1 = power>=2000 && p2life>0 && var(8) && var(59) && var(5) && (P2stateno=[5020,5050]) && random%10<5

[State -2]
type = Varset
trigger1 = stateno=2000
var(5) = 0

[State -1, ̖ŎĂԂ]
type = ChangeState
value = 2200
trigger1 = power>=2000 && var(8) && var(59) && var(5) && (P2stateno=[5020,5050]) && random%10>5

[State -2]
type = Varset
trigger1 = stateno=2200
var(5) = 0
;
;̖ŎĂԂ
;
;IVLZ
[State -1, cansel]
type = ChangeState
value = 2700
trigger1 = var(59) && power>=1000 && stateno=2201 && (P2stateno=[5020,5050])
trigger1 = enemynear(var(25)),backedgebodydist<10 && (p2bodydist X =[-2,38])
;
;{̊֘A
;
[State -2, ␳];100%
Type = VarSet
Trigger1 = fvar(1) != 1.00
Trigger1 = !(P2MoveType = H && (P2StateNo != [150,159]))
fvar(1) = 1.00
IgnoreHitPause = 1

[State -2, ␳];10%ȉ̕␳0.1
Type = VarSet
Trigger1 = fvar(1) < 0.1
fvar(1) = 0.1
IgnoreHitPause = 1

[State -2, IV[hU␳]
Type = VarSet
Trigger1 = var(8) = 0
fvar(2) = 1.00
IgnoreHitPause = 1

[State -2, IV[hU␳]
Type = VarSet
Trigger1 = var(8) = 1
fvar(2) = 1.30
IgnoreHitPause = 1

[State -2, IV[hQ[W]
Type = VarSet
Trigger1 = var(8) = 0
fvar(3) = 1.00
IgnoreHitPause = 1

[State -2, IV[hQ[W]
Type = VarSet
Trigger1 = var(8) = 1
fvar(3) = 2.00
IgnoreHitPause = 1

[State -2]
type = Varset
trigger1 = Statetype != A
var(2) = 0

[State -2]
type = Varset
trigger1 = Statetype != A
var(3) = 0

[State -2]
type = Varset
trigger1 = Anim = 0
var(5) = 0

[State -2]
type = Varset
trigger1 = Anim = 0
var(6) = 0

[State -2]
type = Varset
trigger1 = NumExplod(8039) = 0
var(8) = 0

[State -2]
type = Varset
trigger1 = var(9) = 1
var(8) = 1

[State -2];펞IV[h(0=off 1=on)
type = Varset
trigger1 = PalNo = 6
trigger2 = PalNo = 12
var(9) = 1

[State -2]
type = Varset
trigger1 = P2MoveType = A
var(10) = 1

[State -2]
type = Varset
trigger1 = P2MoveType != A
var(10) = 0

[State -2]
type = Explod
triggerAll = MoveHit = 1
trigger1 = var(10) = 1
trigger1 = Var(7) = 1
trigger1 = NumExplod(8043) = 0
anim = 8043
postype = left
pos = 55,65
scale = 0.5,0.5
persistent = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
ID = 8043

[State -2]
type = Explod
triggerAll = MoveHit = 1
trigger1 = var(10) = 1
trigger1 = Var(7) = -1
trigger1 = NumExplod(8043) = 0
anim = 8043
postype = right
pos = -55,65
scale = 0.5,0.5
persistent = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
ID = 8043

;JE^[qbg
[State -2]
type = AttackMulSet
trigger1 = P2MoveType = A
value = 1.2

[State -2]
type = AttackMulSet
trigger1 = P2MoveType != A
value = 1.0

;IVQ[W`[W------------

[State -2];Q[W0(0`999)
type = Varset
trigger1 = power < 1000
var(4) = 0

[State -2];Q[W1(1000`1999)
type = Varset
trigger1 = power >= 1000
trigger1 = power < 2000
var(4) = 1

[State -2];Q[W2(2000`2999)
type = Varset
trigger1 = power >= 2000
trigger1 = power < 3000
var(4) = 2

[State -2];Q[W3(3000`3999)
type = Varset
trigger1 = power >= 3000
trigger1 = power < 4000
var(4) = 3

[State -2];Q[W4(4000`4999)
type = Varset
trigger1 = power >= 4000
trigger1 = power < 5000
var(4) = 4

[State -2];Q[W4(5000`)
type = Varset
trigger1 = power >= 5000
var(4) = 5

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

;E
[State -2]
type = VarSet
trigger1 = RoundState = 0
trigger1 = Var(7) = 0
trigger1 = Facing = 1
v = 7
value = 1

;
[State -2]
type = VarSet
trigger1 = RoundState = 0
trigger1 = Var(7) = 0
trigger1 = Facing = -1
v = 7
value = -1

;IVQ[W------------------------------------------

;Q[Wݒ
[State -2]
type = VarSet
trigger1 = 1
trigger1 = power < 1000
fv = 30
value = power

;Q[Wݒ
[State -2]
type = VarSet
trigger1 = 1
trigger1 = power >= 1000
fv = 30
value = power - (var(4)*1000)

[State -2]
type = Explod
triggerall = NumExplod(8012) = 0
trigger1 = Var(7) = 1
anim = 8012
bindtime = -1
pos = 114,var(15);230
postype = left
sprpriority = 3
scale = 0.6,0.6
ownpal = 1
id = 8012
;ontop = 1
supermovetime = 9999
pausemovetime = 9999

[State -2]
type = Explod
triggerall = NumExplod(8012) = 0
trigger1 = Var(7) = -1
anim = 8012
bindtime = -1
pos = -114,230
postype = right
facing = -1
sprpriority = 3
scale = 0.6,0.6
ownpal = 1
id = 8012
;ontop = 1
supermovetime = 9999
pausemovetime = 9999

[State -2]
type = RemoveExplod
trigger1 = 1
id = 8011

[State -2]
type = Explod
triggerall = NumExplod(8011) = 0
trigger1 = power < 5000
trigger1 = Var(7) = 1
anim = 8011
bindtime = -1
pos = 113,var(15);230
postype = left
sprpriority = 4
ownpal = 1
id = 8011
;ontop = 1
scale = (fvar(30)/1000)/2,0.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2]
type = Explod
triggerall = NumExplod(8011) = 0
trigger1 = power >= 5000
trigger1 = Var(7) = 1
anim = 8011
bindtime = -1
pos = 113,var(15);230
postype = left
sprpriority = 4
ownpal = 1
id = 8011
;ontop = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2]
type = Explod
triggerall = NumExplod(8011) = 0
trigger1 = power < 5000
trigger1 = Var(7) = -1
anim = 8011
bindtime = -1
pos = -113,230
postype = right
facing = -1
sprpriority = 4
ownpal = 1
id = 8011
;ontop = 1
scale = (fvar(30)/1000)/2,0.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2]
type = Explod
triggerall = NumExplod(8011) = 0
trigger1 = power >= 5000
trigger1 = Var(7) = -1
anim = 8011
bindtime = -1
pos = -113,230
postype = right
facing = -1
sprpriority = 4
ownpal = 1
id = 8011
;ontop = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2]
type = Explod
triggerall = NumExplod(8010) = 0
trigger1 = Var(7) = 1
anim = 8010
bindtime = -1
pos = 113,var(15);230
postype = left
sprpriority = 4
scale = 0.5,0.5
ownpal = 1
id = 8010
;ontop = 1
supermovetime = 9999
pausemovetime = 9999

[State -2]
type = Explod
triggerall = NumExplod(8010) = 0
trigger1 = Var(7) = -1
anim = 8010
bindtime = -1
pos = -113,230
postype = right
facing = -1
sprpriority = 4
scale = 0.5,0.5
ownpal = 1
id = 8010
;ontop = 1
supermovetime = 9999
pausemovetime = 9999

;Q[W\L--------------------------------------------

[State -2];Q[W0(0`999)(P1)
type = Explod
triggerall = NumExplod(8013) = 0
triggerall = power < 1000
trigger1 = Var(7) = 1
trigger1 = var(4) = 0
anim = 8013
bindtime = -1
pos = 13,236
postype = left
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8013
ontop = 1

[State -2];Q[W0(0`999)(P2)
type = Explod
triggerall = NumExplod(8013) = 0
triggerall = power < 1000
trigger1 = Var(7) = -1
trigger1 = var(4) = 0
anim = 8013
bindtime = -1
pos = -13,236
postype = right
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8013
ontop = 1

[State -2]
type = RemoveExplod
trigger1 = power >= 1000
id = 8013

[State -2];Q[W1(1000`1999)(P1)
type = Explod
triggerall = NumExplod(8014) = 0
triggerall = power < 2000
trigger1 = Var(7) = 1
trigger1 = var(4) = 1
anim = 8014
bindtime = -1
pos = 13,237
postype = left
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8014
ontop = 1

[State -2];Q[W1(1000`1999)(P2)
type = Explod
triggerall = NumExplod(8014) = 0
triggerall = power < 2000
trigger1 = Var(7) = -1
trigger1 = var(4) = 1
anim = 8014
bindtime = -1
pos = -13,237
postype = right
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8014
ontop = 1

[State -2]
type = RemoveExplod
trigger1 = power >= 2000
trigger2 = power < 1000
id = 8014

[State -2];Q[W2(2000`2999)(P1)
type = Explod
triggerall = NumExplod(8015) = 0
triggerall = power < 3000
trigger1 = Var(7) = 1
trigger1 = var(4) = 2
anim = 8015
bindtime = -1
pos = 13,237
postype = left
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8015
ontop = 1

[State -2];Q[W2(2000`2999)(P2)
type = Explod
triggerall = NumExplod(8015) = 0
triggerall = power < 3000
trigger1 = Var(7) = -1
trigger1 = var(4) = 2
anim = 8015
bindtime = -1
pos = -13,237
postype = right
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8015
ontop = 1

[State -2]
type = RemoveExplod
trigger1 = power >= 3000
trigger2 = power < 2000
id = 8015

[State -2];Q[W3(3000`3999)(P1)
type = Explod
triggerall = NumExplod(8016) = 0
triggerall = power < 4000
trigger1 = Var(7) = 1
trigger1 = var(4) = 3
anim = 8016
bindtime = -1
removetime = -1
pos = 13,237
postype = left
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8016
ontop = 1

[State -2];Q[W3(3000`3999)(P2)
type = Explod
triggerall = NumExplod(8016) = 0
triggerall = power < 4000
trigger1 = Var(7) = -1
trigger1 = var(4) = 3
anim = 8016
bindtime = -1
removetime = -1
pos = -13,237
postype = right
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8016
ontop = 1

[State -2]
type = RemoveExplod
trigger1 = power >= 4000
trigger2 = power < 3000
id = 8016

[State -2];Q[W4(4000`4999)(P1)
type = Explod
triggerall = NumExplod(8017) = 0
triggerall = power < 5000
trigger1 = Var(7) = 1
trigger1 = var(4) = 4
anim = 8017
bindtime = -1
removetime = -1
pos = 13,237
postype = left
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8017
ontop = 1

[State -2];Q[W4(4000`4999)(P2)
type = Explod
triggerall = NumExplod(8017) = 0
triggerall = power < 5000
trigger1 = Var(7) = -1
trigger1 = var(4) = 4
anim = 8017
bindtime = -1
removetime = -1
pos = -13,237
postype = right
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8017
ontop = 1

[State -2]
type = RemoveExplod
trigger1 = power >= 5000
trigger2 = power < 4000
id = 8017

[State -2];Q[W5(5000`)(P1)
type = Explod
triggerall = NumExplod(8018) = 0
triggerall = power >= 5000
trigger1 = Var(7) = 1
trigger1 = var(4) = 5
anim = 8018
bindtime = -1
removetime = -1
pos = 13,var(15)+7;237
postype = left
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8018
ontop = 1

[State -2];Q[W5(5000`)(P2)
type = Explod
triggerall = NumExplod(8018) = 0
triggerall = power >= 5000
trigger1 = Var(7) = -1
trigger1 = var(4) = 5
anim = 8018
bindtime = -1
removetime = -1
pos = -13,237
postype = right
facing = 1
sprpriority = 5
scale = 0.5,0.5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
id = 8018
ontop = 1

[State -2]
type = RemoveExplod
trigger1 = power < 5000
id = 8018

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

[State -3, Landing Sound]
type = PlaySnd
trigger1 = 1
triggerall = Time = 1
trigger1 = stateno = 52 
;trigger2 = stateno = 105 
value = s2, 14

;
;K[hwp[
;
[Statedef 917357]
type    = A
movetype= I
physics = N
ctrl = 0
anim=0
velset = 0,0
sprpriority=0

[State -2];펞SG
type=Nothitby
trigger1=1
value=SCA

[State -2];seB
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State -2,ړ]
type=Posset
trigger1=1
x=parent,pos X +(parent,facing)*-30
y=parent,pos Y

;
;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

; Walk Oi
[Statedef 21]
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=21
trigger1 = p2bodydist X<-2
;trigger2 = p2bodydist Y < -120
;trigger2 = p2bodydist X < 40

;trigger3 = enemynear,statetype !=A
Value = 0
Ctrl = 1


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

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

[State -1, AI]
Type = ChangeState
TriggerAll = Var(59)
TriggerAll = stateno=22
trigger1 = (p2bodydist X = [60,70])&&(enemynear,stateno!=[5070,5120])
trigger2 = (p2bodydist X > 90)

Value = 0
Ctrl = 1
IgnoreHitPause = 1

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

;---------------------------------------------------------------------------
[Statedef 37]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 435
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)>0
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)>0
Trigger2=enemynear(var(57)),StateType=A && 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 && !fvar(5)
Trigger3=var(59)>0 && 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)>0
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 && !fvar(5)
Trigger3=var(59)>0 && 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)>0
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
value=130


[State 131, Stop Guarding]
type=ChangeState
Trigger1=!var(59) && command != "holdback"
trigger2=!inguarddist && !fvar(5)
Trigger3=var(59)>0 && 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)>0 && 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 && !fvar(5)
Trigger3=var(59)>0 && 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)>0
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)>0
Trigger2=enemynear(var(57)),StateType=A && 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)>0
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)>0
Trigger2=enemynear(var(57)),StateType=A && 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)>0
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)>0
Trigger2=enemynear(var(57)),StateType=A && 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)>0
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)>0
Trigger2=enemynear(var(57)),StateType=A && 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)>0
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)>0
Trigger2=enemynear(var(57)),StateType=A && Random<=var(58)*50+1000*(var(59)>2)
Trigger3=var(59)>0 && 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

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

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

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

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

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover && !var(59)
;trigger1 = Command = "recovery"
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
trigger4 = Command = "c"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
;trigger1 = Command = "recovery"
trigger1 = Command = "x" && !var(59)
trigger2 = Command = "y" && !var(59)
trigger3 = Command = "z" && !var(59)
trigger4 = Command = "c" && !var(59)
trigger5 = var(59) && p2bodydist Y >80
value = 5210 ;HITFALL_AIRRECOVER

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


; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 950, 1];NオO
type = ChangeState
triggerall=time=0
trigger1 = !var(59) && command = "holdfwd"
;ǒ[ߋ
trigger2 = var(59)
trigger2 = backedgebodydist<75
trigger2 = ifelse(enemynear(var(25)),vel X<0,(p2bodydist X =[-5,40]),(p2bodydist X =[-5,60]))
;ǒ[łȂɗĂƂ
trigger3 = var(59) && frontedgebodydist>75 && p2bodydist X<0
value = 950

[State 951, 1];Nオ
type = ChangeState
triggerall=time=0
trigger1 = !var(59) && command = "holdback"
;ǒ[ȂėĂȂ
trigger2 = var(59) && backedgebodydist>50 && p2bodydist X >0
value = 951

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 5210, pl]
type = PalFX
trigger1 = AnimElem = 1
time = 4
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

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

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

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

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

;ǉ
[State 5210, 2]
type = VelSet
trigger1 = Time = 0
;x = -.15
x = 0
;y = -3.5
y = -5.0

[State 5210, 2] ;Go fwd
type = VelAdd
triggerall = Time = 4
trigger1 = !var(59) && Command = "holdfwd"
trigger2 = var(59) && p2bodydist X =[-35,100]
;x = 1
x = 3
y = -2.0

[State 5210, 2] ;Go back
type = VelAdd
triggerall = Time = 4
trigger1 = !var(59) && Command = "holdback"
trigger2 = var(59) && backedgebodydist>100 && p2bodydist X =[-2,100]
x = -3
y = -2.0

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4 && !var(59)
trigger1 = Command = "holddown"
;;y = 1.5
x = 0
y = 5.0

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4 && !var(59)
trigger1 = Command = "holdup"
;;y = 1.5
x = 0
y = -3.0

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

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

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

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


;IV`[W
[Statedef 2902]
type     = S
movetype = I
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 2900
sprpriority = 2

[State 2900]
type = PlaySnd
trigger1 = (GameTime%22)=0
;trigger1 = AnimElem = 7
value = s2, 17

[State 2900, p[Q[W]
type = PowerAdd
triggerall = power < powermax
trigger1 = 1
value = 5
;value = (time+5)/5

[State -2] ;n1
type = Explod
Trigger1 = NumExplod(8006) = 0
anim = 8006
ID = 8006
postype = p1
pos = 0,0
scale = 0.5,0.5
;persistent = 0
ownpal = 1
sprpriority = 0
ignorehitpause = 1
;bindtime = -1
pausemovetime = 9999

[State 2900, Xe[gύX]
type = ChangeState
trigger1 = time > 0 && power >= powermax
value = 2901
ctrl = 0
