[Statedef -3]
[State -3, AItOZbg]
Type = VarSet
TriggerAll= var(59)<=0 && RoundState=2
Trigger1 = Command="AI0"||Command="AI1"||Command="AI2"||Command="AI3"
Trigger2 = Command="AI4"||Command="AI5"||Command="AI6"||Command="AI7"
Trigger3 = Command="AI8"||Command="AI9"||Command="AI10"||Command="AI11"
Trigger4 = Command="AI12"||Command="AI13"||Command="AI14"||Command="AI15"
Trigger5 = Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"
Trigger6 = Command="AI20"||Command="AI21"||Command="AI22"||Command="AI23"
Trigger7 = Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"
Trigger8 = Command="AI28"||Command="AI29"||Command="AI30"||Command="AI31"
Trigger9 = Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"
Trigger10= Command="AI36"||Command="AI37"||Command="AI38"||Command="AI39"
Trigger11= Command="AI40"||Command="AI41"||Command="AI42"||Command="AI43"
Trigger12= Command="AI44"||Command="AI45"||Command="AI46"||Command="AI47"
Trigger13= Command="AI48"||Command="AI49"||Command="AI50"
Trigger14= !var(59) && NumHelper(100000)
Trigger14= Helper(100000),var(59)
;trigger15 = teamside=2;Palno=[2,12]
;

;AI펞N
trigger15=1;s̃Z~RƏ펞`hN


;AIx
var(59) = 1;̐1`2ɂĉB1:@2:
											[State -3, AIguard]
											Type = VarSet
											Trigger1=var(59)>0
;AIK[hx
var(58) =3;̐1`5ɕςĂ
;قǃK[hAA}A؂ԂdownB
											[State -3, AIguard]
											Type = VarSet
											Trigger1=1
;Cto[ONOFF
var(54) =0;1ɂƓƎCto[LB0ŏB
;
;
;낢p
;
[State -2, Nbv{[h]
type=DisplayToClipboard
trigger1=1
text="eVx%d,v55%d,v34=%f, Body-Distance X=%d,Y=%d \n"
params=EnemyNear(var(57)),backedgebodydist,var(55),fvar(34),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,v48=%d \n"
params=var(59),P2stateno,var(51),var(54),var(48);ProjContactTime(2011);enemynear(var(57)),backedgebodydist

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(100000)
trigger1=roundstate=2 && alive && !var(59) &&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)
trigger1= stateno!=100000
value=100000

[State -3,]
type=changestate
trigger1 = var(59)>1 && p2bodydist X<100
trigger1 = stateno=10||stateno=20||stateno=40
value=0
ctrl=1


[State -3,^bO̐p]
Type=VarSet
triggerall=var(59)>0 && 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)>0 && 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 -1, ]
type = ChangeState
value = 195
triggerall = statetype!=A && Var(59) && alive && P2life>0 && (ctrl||(stateno=[9,11])||(stateno=[21,22])) && prevstateno!=195 && !ishelper
triggerall = ifelse(var(59)>1&&numenemy=1,(fvar(9)>=EnemyNear(var(57)),NumHelper && enemynear(var(57)),NumProj=0),1)
;D
trigger1 = life>enemynear(var(57)),life && life-enemynear(var(57)),life>400*var(59) && random%20<3-var(59) && p2bodydist X>150
;J@LVႢorz
trigger2 = var(59)=1 && p2life=lifeMax && life=lifeMax && (P2BodyDist X = [96,130]) && roundno=1 && gametime%60=1
trigger3 = roundno>1 &&  p2life=lifeMax && life=lifeMax && (P2BodyDist X = [96,130]) && win>0 && !lose && gametime%60=1
;{g
trigger4 = p2bodydist X>160 && prevstateno=1600 && (P2stateno=[5000,5270]) && random%10=2
;
trigger5 = random<3+30*(var(59)=1) && (prevstateno=805) && (P2stateno=[5050,5270]) && random%10>5+var(59)
;o[Xg
trigger6 = prevstateno=3000 && (P2stateno=[5000,5270])
;
trigger7 = p2bodydist X>150 && random%20<2-(var(59)>1)


;
;K[h
;
[State -3]
type = ChangeState
value = 120
triggerall = Alive && p2life>0 && var(59) && InGuardDist && statetype!=L && anim!=195 && !ishelper && StateNo!=[120,155]
Triggerall = (ctrl||(stateno=[21,22])||(stateno=100&&time>=3&&anim!=101)||(stateno=[9,11])) && Random<75+15*2**(var(58)-1)+1000*(var(59)>2)
;ʏK[h
Trigger1 = EnemyNear(var(57)),HitDefAttr != ,NT,ST,HT
;ѓK[h
trigger2 = (EnemyNear(var(57)),NumHelper>0) || (EnemyNear(var(25)),NumProj > 0)

[State -1 ,GCa]
type = ChangeState
value = 241
triggerall = var(59) && (stateno=[150,153]) && power>=500 && time=1 && !ishelper
trigger1 = random<50*var(58) && gametime%4=0 && p2bodydist X<100

[State -1 ,GCx]
type = ChangeState
value = 411
triggerall = var(59) && (stateno=[150,153]) && power>=500 && time=1 && !ishelper
trigger1 = random<50*var(58) && gametime%4=1 && p2bodydist X<30

[State -1 ,GCy]
type = ChangeState
value = 1001
triggerall = var(59) && (stateno=[150,153]) && power>=500 && time=1 && !ishelper
trigger1 = random<50*var(58) && gametime%4=2 && p2bodydist X<35

[State -1 ,GCb]
type = ChangeState
value = 1201
triggerall = var(59) && (stateno=[150,153]) && power>=500 && time=1 && !ishelper
trigger1 = random<50*var(58) && gametime%4=3 && p2bodydist X<160

;
;ړ֘A
;
[State -1,AI6HJ]
type = ChangeState
value = 941
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
Trigger1 = (ctrl||stateno=21) && p2bodydist X>150 && random<100 && P2stateno!=[5000,5270]
;󒆒ǌ
Trigger2 = (ctrl||stateno=21) && (p2stateno=[5020,5050]) && random<400 && p2bodydist X<60

[State -1, 6J]
Type = ChangeState
Value = 37
TriggerAll =Var(59)>0 && alive && (ctrl||stateno=21) && (P2stateno=[5000,5213]) && statetype!=A && roundstate=2 && !ishelper
;߂
trigger1 = (p2bodydist X=[30,50]) && random%10<4 && P2statetype!=A
;ʂ
trigger2 = (p2bodydist X=[50,150]) && random>970


[State -1, Oi]
Type = ChangeState
Value = 21
TriggerAll =Var(59)>0 && stateno!=21 && alive && ctrl && P2statetype!=L && statetype!=A && roundstate=2 && !ishelper
;l
trigger1 = (p2bodydist X>=25) && random%10>4


[State -1,_bV]
type = ChangeState
value = 100
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
;
Trigger1 = (ctrl||stateno=21) && (p2bodydist X=[50,90]) && random%10+10*(var(59)>1)=8

[State -1,_bV]
type = ChangeState
value = 105
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && backedgebodydist>75 && !ishelper
;
Trigger1 = (ctrl||stateno=21) && (p2bodydist X=[50,120]) && random%10=7
;
;K
;
[State -1,T_[o[Xg]
type = ChangeState
value = 3000
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
triggerall = power >= 2000
;Ž
trigger1 = ctrl && 0
;T_[XsA
trigger2 = stateno = 1300 && time>35 && p2bodydist Y>-80 && P2stateno=[5000,5050]
;T_[XsA
trigger3 = (stateno=[1200,1201]) && time>16 && p2bodydist Y<-80 && P2stateno=[5000,5050]


[State -1,T_[{gQdwiAWjړ]
type = ChangeState
value = 1800
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && power>=1000 && stateno!=1800 && !ishelper
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X=[80,150]) && random>950+40*(var(59)>1)
;}
trigger2 = (ctrl||stateno=21) && (p2bodydist X=[80,120+10*enemynear(var(57)),vel X]) && random<100-80*(var(59)>1) && enemynear(var(57)),vel X>1


[State -1,T_[{gQdwiIWijT[`]
type = ChangeState
value = 1700
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && power>=1000 && stateno!=1700 && !ishelper
;P
trigger1 = (ctrl||stateno=21) && p2bodydist X>150 && random<100/var(59)+200*(power>=3000) && ifelse(var(59)>1,!inguarddist,1)
;T_[{g
trigger2 = stateno=1600 && time>38 && P2stateno=[5000,5050]
;T_[XsA
trigger3 = stateno = 1300 && time>35 && p2bodydist Y<-150 && P2stateno=[5000,5050]

;
;
;
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = statetype!=A && roundstate=2 && P2movetype!=H && alive && var(59) && P2statetype!=A && !ishelper
triggerall = !(id > enemy,id && (enemy,prevstateno = 5001 || enemy,prevstateno = 5011) && enemy,time <= 1)
triggerall = (ctrl||stateno=21) && stateno!=100 && (p2bodydist X=[-13,13]) && P2stateno!=[120,155]
trigger1 = random=[900-550*(var(59)>1),950]

[State -3,荞ݓ]
Type=VarSet
Trigger1=var(59)>0 && stateno=800 && time<=1 && backedgebodydist<90
var(55)=1

;
;KE
;
[State -1,T_[Xp[N]
type = ChangeState
value = 1100
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
;} ؂Ԃ
trigger1 = (ctrl||stateno=21) && p2bodydist X<35+13*enemynear(var(57)),vel X && enemynear(var(57)),vel X>2 && random<25+15*(2**(var(58)-1))
trigger1 = ifelse(var(59)>1,P2movetype=A,1)


[State -1,T_[XsAQ]
type = ChangeState
value = 1300
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
;P
trigger1 = (ctrl||stateno=21) && (p2bodydist X=[80,190]) && random<80*var(59)-50*(stateno=21)*var(59)
;K
trigger2 = (stateno=[240,241]) && movecontact 
;2P
trigger3 = (stateno=[410,411]) && ifelse(var(59)=1,movecontact,moveguarded)

[State -1,T_[{gQ]
type = ChangeState
value = 1600
triggerall = Alive && p2life>0 && statetype!=A && var(59) && !ishelper
;P
trigger1 = (ctrl||stateno=21) && p2bodydist X>140 && random>1000-100*var(59)-100*(P2statetype=L)
;
;ʏ
;
[State -1, p`]
type = ChangeState
value = 200
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
trigger1 = ifelse(var(59)>1 && P2movetype=A,(enemynear(var(57)),time<5||enemynear(var(57)),animtime>-5),1)
trigger1 = ctrl && random<50+550*(var(59)>1) && p2bodydist X<25 && p2bodydist Y>-50

[State -1, LbN]
type = ChangeState
value = 230
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
;P
trigger1 = stateno=200 && movecontact

[State -1, p`]
type = ChangeState
value = 210
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
;K
trigger1 = stateno=230 && movecontact

[State -1, LbN]
type = ChangeState
value = 240
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
;P
trigger1 = stateno=210 && movecontact


[State -1, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
trigger1 = ctrl && random>950-400*(var(59)>1) && p2bodydist X<35 && P2statetype!=A

[State -1, ႪݎLbN]
type = ChangeState
value = 430
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
trigger1 = stateno=400 && movecontact && random<500+500*(p2bodydist X>=30)


[State -1, Ⴊ݋p`]
type = ChangeState
value = 410
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && p2bodydist X<30 && !ishelper
trigger1 = stateno=400 && movecontact && random>500


[State -1, Ⴊ݋LbN]
type = ChangeState
value = 440
triggerall = Alive && p2life>0 && P2statetype!=L && statetype!=A && var(59) && !ishelper
;P
trigger1 = ctrl && (p2bodydist X=[25,90]) && (random%10=[6,8]) && P2statetype!=A && var(59)=1
;
trigger2 = stateno=430 && movecontact


[State -1, 󒆎p`]
type = ChangeState
value = 600
triggerall = Alive && p2life>0 && P2statetype!=L && statetype=A && var(59) && !ishelper
trigger1 = ctrl && p2bodydist X<20+vel X && P2statetype=A && p2bodydist Y>-10 && random<100+700*(var(59)>1)

[State -1, 󒆎LbN]
type = ChangeState
value = 630
triggerall = Alive && p2life>0 && P2statetype!=L && statetype=A && var(59) && !ishelper
trigger1 = stateno=600 && movecontact

[State -1, 󒆋p`]
type = ChangeState
value = 610
triggerall = Alive && p2life>0 && P2statetype!=L && statetype=A && var(59) && !ishelper
trigger1 = stateno=630 && movecontact
;
trigger2 = ctrl && (p2bodydist X=[0,30]) && P2statetype!=A && vel Y>=0 && p2bodydist Y=[-60,90]


[State -1, 󒆋LbN]
type = ChangeState
value = 640
triggerall = Alive && p2life>0 && P2statetype!=L && statetype=A && var(59) && !ishelper
;э
trigger1 = ctrl && (p2bodydist X=[30,75+10*vel X]) && P2statetype!=A && vel Y>=0 && p2bodydist Y=[-20,100]

trigger2 = movecontact && stateno=610
;߂
trigger3 = ctrl && p2bodydist X<10 && p2bodydist Y<-enemynear(var(57)),Const(size.head.pos.y)+20 && P2statetype!=A && vel Y>=-0.5
;
;{̏
;
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
value = 40, 0

[State -3,]
type = AfterImageTime
trigger1 = movetype = H
trigger2 = stateno = [0,99]
trigger3 = stateno = [120,199]
trigger4 = stateno = [200,499]
trigger5 = stateno = [900,910]
Time = 0

[State -3,]
type=PlaySnd
triggerall = Lose = 0
triggerall=random < 500
triggerall=time = 1
triggerall=stateno = 5000 || stateno = 5010 || stateno = 5020
trigger1=anim = 5000
trigger2=anim = 5001
trigger3=anim = 5010
trigger4=anim = 5011
value=s2,0
channel = 14

[State -3,]
type=PlaySnd
triggerall = Lose = 0
triggerall=random < 500
triggerall=time = 1
triggerall=stateno = 5000 || stateno = 5010 || stateno = 5020
trigger1=anim = 5002
trigger2=anim = 5012
trigger3=anim = 5030
value=s5000,0
channel = 14

[State -3,]
type=PlaySnd
triggerall = Lose = 0
triggerall=stateno = 5000 || stateno = 5010 || stateno = 5020
trigger1=random < 500
trigger1=time = 1
trigger1=anim = 5022
value=s5000,0
channel = 14

[State -3,]
type=PlaySnd
triggerall = Lose = 0
trigger1=random < 500
trigger1=time = 1
trigger1=StateNo = 5030
value=s5000,0
channel = 14

[State -3,]
type=PlaySnd
triggerall = Lose = 0
triggerall=random < 500
triggerall=time = 1
trigger1=stateno = 5070
trigger2=stateno = 5080
trigger3=stateno = 5090
value=s5000,0
channel = 14

[State -3,]
type=PlaySnd
triggerall=time = 1
trigger1=stateno = 200
trigger2=stateno = 400
trigger3=stateno = 600
value=s200,var(17)
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=time = 1
trigger1=stateno = 230
trigger2=stateno = 430
trigger3=stateno = 630
value=s200,var(17)+3
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=time = 1
trigger1=stateno = 210
trigger2=stateno = [410,411]
trigger3=stateno = 610
value=s200,var(17)+5
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=time = 1
trigger1=stateno = [240,241]
trigger2=stateno = 440
trigger3=stateno = 640
value=s200,var(17)+5
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(2) = 1
trigger1=stateno = [1200,1201]
trigger2=stateno = 1300
trigger3=stateno = 1400
value=s300,var(17)
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(3) = 1
trigger1=stateno = 1200
trigger2=stateno = 1300
trigger3=stateno = 1400
value=s1000,1
volume = 250
;channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(2) = 1
trigger1=stateno = 1500
trigger2=stateno = 1600
trigger3=stateno = 1700
trigger4=stateno = 1800
value=s400,0
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(2) = 3
trigger1=stateno = [1000,1001]
trigger2=stateno = 1100
value=s500,0
volume = 250

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(1) = 1
trigger1=stateno = 805
value=s300,3
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(3) =5
trigger1=stateno = 805
value=s300,4
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(1) =3
trigger1=stateno = 3000
value=s500,0
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=time=38;AnimElemtime(10) =0
trigger1=stateno = 3000
value=s600,0
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(1) =1
trigger1=stateno = 3200
value=s500,0
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(3) =1
trigger1=stateno = 3200
value=s400,0
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(7) =0
trigger1=stateno = 3200
value=s600,0
volume = 250
channel = 0

[State -3,]
type=PlaySnd
triggerall=AnimElemtime(2) =0
trigger1=stateno = 195
value=s195,0
volume = 250
channel = 0


[State -2, 0]
type = removeexplod
trigger1 = !var(55) && numexplod(8300)
ID = 8300

[State -2, 0]
type = removeexplod
trigger1 = !var(55) && numexplod(8301)
ID = 8301

[State -2, 0]
type = removeexplod
trigger1 = !var(55) && numexplod(8302)
ID = 8302

[State -2, 0]
type = removeexplod
trigger1 = !var(55) && numexplod(8303)
ID = 8303

[State -2, 0]
type = removeexplod
trigger1 = !var(55) && numexplod(8304)
ID = 8304

[State -2, 0]
type = removeexplod
trigger1 = !var(55) && numexplod(8305)
ID = 8305
;
;ǉRXe[g
;
; Walk
[Statedef 21]
type    = S
physics = S
sprpriority = 0
ctrl=0

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

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


[State -1, AI]
Type = ChangeState
TriggerAll = Var(59)
TriggerAll = stateno=21
trigger1 = p2bodydist X<25
trigger2 = roundstate>2
;trigger3 = random%20=2
;trigger2 = (p2bodydist X =[210,260]) && frontedgebodydist>30 && random<500
Value = 0
ctrl = 1
IgnoreHitPause = 1

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


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

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
x = const(velocity.runjump.fwd.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)>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
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
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
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
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)
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

;
;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