;-| AI |------------------------------------------------------
[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 = "teikuu"
command = F, F, $U
;time = 15

[Command]
name = "22_x"
command = D, D, x
;time = 15

;;;;伀娙棯壔僐儅儞僪
[Command]
name = "632146_a"
command = B,F,a

[Command]
name = "641236_a"
command = ~F,B,F,a

[Command]
name = "412364_a"
command = ~B,F,B,a

[Command]
name = "632146_a"
command = ~F, DF, D, DB, B, F, a

[Command]
name = "41236_a"
command = ~B, DB, D, DF, F, a

[Command]
name = "641236_a"
command = ~F, B, DB, D, DF, F, a

[Command]
name = "63214_a"
command = ~F, DF, D, DB, B, a

;[Command]
;name = "63214_b"
;command = ~F, DF, D, DB, B, b

;[Command]
;name = "63214xy"
;command = ~F, DF, D, DB, B, x+y

;[Command]
;name = "214xy"
;command = ~D, DB, B, x+y

;[Command]
;name = "236xy"
;command = ~D, DF, F, x+y

;[Command]
;name = "421xy"
;command = ~B, D, DB, x+y

[Command]
name = "236236_a"
command = ~D, DF, F, D, DF, F, a
time = 40
[Command]
name = "236236_x"
command = ~D, DF, F, D, DF, F, x
time = 40
[Command]
name = "236236_y"
command = ~D, DF, F, D, DF, F, y
time = 40
[Command]
name = "236236_cy"
command = ~D, DF, F, D, DF, F, c+y
time = 40
[Command]
name = "214214_x"
command = ~D, DB, B, D, DB, B, x
time = 40
[Command]
name = "214214_y"
command = ~D, DB, B, D, DB, B, y
time = 40
[Command]
name = "214214_a"
command = ~D, DB, B, D, DB, B, a
time = 40
[Command]
name = "214214_b"
command = ~D, DB, B, D, DB, B, b
time = 40


[Command]
name = "high"
command = DB, UF
time = 8
[Command]
name = "high"
command = D, UF
time = 8
[Command]
name = "high2"
command = D, $U
time = 8

[Command]
name = "AD"
command = ~B, DB, D, DF, F, z

[Command]
name = "DA"
command = ~F, DF, D, DB, B, z

;[Command]
;name = "bloodheat"
;command = x+y+z
;time = 2

;[Command]
;name = "bloodheat"
;command = x+z

;[Command]
;name = "bloodheat"
;command = y+z

[Command]
name = "hokuto"
command = ~D, DF, F, b+y

[Command]
name = "tuika"
command = ~D, DF, F, s

[Command]
name = "22_x"
command = ~D, D, x
[Command]
name = "22_y"
command = ~D, D, y
[Command]
name = "22_z"
command = ~D, D, z

[Command]
name = "22_a"
command = ~D, D, a
[Command]
name = "22_b"
command = ~D, D, b

[Command]
name = "421_a"
command = ~B, D, DB, a
[Command]
name = "214_a"
command = ~D, DB, B, a
[Command]
name = "214_b"
command = ~D, DB, B, b
[Command]
name = "214_x"
command = ~D, DB, B, x
[Command]
name = "214_y"
command = ~D, DB, B, y
[Command]
name = "214_z"
command = ~D, DB, B, z

;[Command]
;name = "421_x"
;command = ~B, D, DB, x

;[Command]
;name = "421_y"
;command = ~B, D, DB, y

;[Command]
;name = "421_z"
;command = ~B, D, DB, z

;[Command]
;name = "421_b"
;command = ~B, D, DB, b


[Command]
name = "236_a"
command = ~D, DF, F, a

[Command]
name = "236_b"
command = ~D, DF, F, b

[Command]
name = "623_x"
command = ~F, D, DF, x

;[Command]
;name = "623_y"
;command = ~F, D, DF, y

;[Command]
;name = "623_z"
;command = ~F, D, DF, z

;[Command]
;name = "623_a"
;command = ~F, D, DF, a

;[Command]
;name = "623_b"
;command = ~F, D, DF, b

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

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

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




;-| Super Motions |--------------------------------------------------------


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

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10



;-| 2/3 Button Combination |-----------------------------------------------

[Command]
name = "recovery";Required (do not remove)
command = x
time = 1
[Command]
name = "recovery";Required (do not remove)
command = y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = z
time = 1




;-| Dir + Button |---------------------------------------------------------

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

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

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "fwd_b"        ;Alternative button command
command = /$B,b
time = 1

[Command]
name = "fwd_c"        ;Alternative button command
command = /$B,c
time = 1

;-| Single Button |---------------------------------------------------------
[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

[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


[Command]
name = "jump"
command = $U
time = 1


;-| Hold Single Button |----------------------------------------------------
[Command]
name = "holdx"
command = /x
time = 1

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

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

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

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

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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

[State -3, AI婲摦梡僿儖僷乕]
type=helper
trigger1=!NumHelper(10003)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[191,194])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10003
ID=10003
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, 仾偑梋寁側偙偲偟側偄傛偆偵]
type=changestate
trigger1= ishelper(10003)
trigger1= stateno!=10003
value=10003


;---------------------------------------------------------------------------
; 2. State entry
;---------------------------------------------------------------------------
[Statedef -1]
;===========================================================================
;                        AI僗僀僢僠仌AI儗儀儖愝掕婰弎
;===========================================================================
;AI
[State -1, AI]
type = VarSet
triggerall = !var(59)
triggerall = RoundState<2||(RoundState=2&&ctrl)
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 = numhelper(10003)
trigger14 = helper(10003),var(59)
;trigger15 = ctrl

var(59) = 10; 仼 偙偙偺悢抣傪曄峏偱AI儗儀儖曄壔丅儗儀儖偺暆偼1乣10丅



;---------------------------------------------------------------------------
;                        亂-=丒=-亃 亂-=丒=-亃
;---------------------------------------------------------------------------
;杒搇恄対偺恀悜傪傒偣偰傗傞傢両両
[State -1,00]
type = varset
triggerall = var(59)
trigger1 = 1

var(38) = 1     ; 1:梾娍寕廳帇 / 2:壌偺柤廳帇 / 0:晛捠


;僥乕儗僢僥乕
;儔僂儞僪俀埲崀 or 僺儞僠偵側偭偨傜冒诏冒
[State -1,01]
type = varset
triggerall = var(59)
trigger1 = 1

var(34) = 1     ; 1:慱偆 / 0:柍偟


;岝偭偨傜偦偔僥乕儗僢僥乕両両 偦傟偑揝懃偩両両
[State -1,02]
type = varset
triggerall = var(59)
trigger1 = 1

fvar(23) = 0     ; 1:忢偵慱偆 / 0:柍偟


;=====================================================================
; CPU Function
;=====================================================================
[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,100

[State -1, Random Var(3)]
type = VarRandom
trigger1 = 1
v = 3
ignorehitpause = 1

[State -1,tag];憡庤蜡皋帪惗巰妋擣
Type = Varset
trigger1 = var(59)
var(13) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)

[State -1];冒诏冒梡
type = varset
triggerall = var(34)
trigger1 = win
fvar(39) = 1

[State -1];僌儗僐儞儕僙僢僩
type = varset
triggerall = var(59)
triggerall = fvar(22)
trigger1 = movetype = H
trigger2 = stateno = [5000,5120]
trigger3 = enemynear(var(13)),statetype = L
trigger4 = enemynear(var(13)),statetype != A
trigger5 = enemynear(var(13)),movetype = A
trigger6 = enemynear(var(13)),ctrl = 1
fvar(22) = 0

[State -1,bh];僶僯僐儞僸僢僩妋擣
type = varset
triggerall = var(59)>1
triggerall = roundstate = 2
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = H
trigger1 = stateno = 8260 && movehit
fvar(24) = 1

[State -1,bhr];僸僢僩妋擣夝彍
type = varset
triggerall = var(59)>1
triggerall = fvar(24) = 1
trigger1 = movetype = H
trigger2 = enemynear(var(13)),statetype = L
trigger3 = enemynear(var(13)),statetype != A
trigger4 = enemynear(var(13)),movetype != H
trigger5 = stateno = [120,155]
trigger6 = stateno = 2020
trigger7 = stateno = [5000,5210]
trigger8 = stateno = 8710
trigger9 = (p2stateno = 52000 && p2movetype = I && enemynear,authorname = "jin")
trigger10 = enemynear(var(13)),ctrl=1
trigger11 = roundstate != 2
fvar(24) = 0

[State -1,tb];迷迷僶僯僐儞暘婒
type = varset
triggerall = var(59)>1
triggerall = var(27) >= 1
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = H
trigger1 = stateno = 8228 && movehit
fvar(26) = 1

[State -1,tb];惎俁僶僯僐儞暘婒
type = varset
triggerall = var(59)>1
triggerall = var(27) >= 1
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = H
trigger1 = stateno = 1000 && movehit
fvar(26) = 2

[State -1,tbh];迷迷僸僢僩妋擣
type = null;varadd
triggerall = var(59)>1
triggerall = fvar(26)
trigger1 = stateno = 8228 && movehit
trigger2 = stateno = 8620 && movehit
fvar(26) = -1

[State -1,tbhr];僶僯僐儞妋擣夝彍
type = varset
triggerall = var(59)>1
triggerall = fvar(26)
trigger1 = movetype = H
trigger2 = enemynear(var(13)),statetype = L
trigger3 = enemynear(var(13)),statetype != A
trigger4 = enemynear(var(13)),movetype != H
trigger5 = stateno = [120,155]
trigger6 = stateno = 2020
trigger7 = stateno = [5000,5210]
trigger8 = stateno = 8710
trigger9 = (p2stateno = 52000 && p2movetype = I && enemynear,authorname = "jin")
trigger10 = enemynear(var(13)),ctrl=1
trigger11 = roundstate != 2
trigger12 = p2bodydist x = [120,320]
fvar(26) = 0

;AI Stand Guard
[State -1]
type = null;ChangeState
triggerall = Var(59) = 1
triggerall = P2statetype != C
triggerall = Statetype = S
triggerall = (P2Movetype = A) || (enemy, NumProj >= 1)
trigger1 = Ctrl = 1
trigger1 = Random >= 960
trigger1 = p2bodydist x = [-10,15]
value = 130

;AI Stand to Crouch Guard
[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = (P2Movetype = A) || (enemy, NumProj >= 1)
trigger1 = StateNo = 150
trigger1 = 1
value = 152

;AI Crouching Guard
[State -1]
type = null;ChangeState
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2statetype != A
triggerall = (P2Movetype = A) || (enemy, NumProj >= 1)
trigger1 = Ctrl = 1
trigger1 = random >= 900
value = 131

;AI Crouch to Stand Guard
[State -1]
type = ChangeState
triggerall = Var(59) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = (P2Movetype = A) || (enemy, NumProj >= 1)
trigger1 = 1
trigger1 = StateNo = 152
value = 150

;AI Aerial Guard
[State -1]
type = ChangeState
triggerall = Var(59) = 1
triggerall = Statetype = A
triggerall = (P2Movetype = A) || (enemy, NumProj >= 1)
trigger1 = Ctrl = 1
trigger1 = random >= 900
value = 132

;AI Dash
[State -1, AI Dash Forward]
type = ChangeState
value = 201
triggerall = Var(59) =1
triggerall = Var(41) = 0
triggerall = (StateType != A) && (MoveType != H)
triggerall = (P2StateType != A) && (P2MoveType != A)
triggerall = P2life != 0
trigger1 = Ctrl = 1
;trigger1 = P2BodyDist x = [120,400]
trigger1 = Random >= 950
trigger1 = gametime % 3 = 0
trigger1 = ctrl = 1
trigger1 = stateno != 201
trigger1 = stateno != 100
trigger1 = stateno != 204
trigger1 = stateno != 101
trigger1 = stateno != 10
trigger1 = enemy,stateno != [5100,5120]
ctrl = 0

;AI Dash hokuto
[State -1, AI Dash Forward]
type = ChangeState
value = 8235
triggerall = Var(59) =1
triggerall = Var(41) = 2
;triggerall = enemy,vel x != 0 || enemy,vel y != 0
triggerall = (StateType != A) && (MoveType != H)
triggerall = (P2StateType != A) && (P2MoveType != A)
triggerall = P2life != 0
trigger1 = Ctrl = 1
trigger1 = Random >= 850
trigger1 = gametime % 2 = 0
trigger1 = ctrl = 1
trigger1 = stateno != 10
trigger1 = stateno != 8235
trigger1 = enemy,stateno != [5100,5120]
ctrl = 0

[State -1, AI Jump Over Projectiles]
type = ChangeState
triggerall = Var(59) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = (P2MoveType = A) && (P2StateType != A) && (enemy, NumProj >= 1)
triggerall = StateNo != 40
trigger1 = Ctrl = 1
value = 40

[State -1,ad];嬻拞僟僢僔儏
type = ChangeState
value = 234
triggerall = var(59)
triggerall = var(5) = 0
triggerall = var(32) = 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = stateno != 224
trigger1 = stateno = 53 && time >= 25

[State -1,ths];掅嬻愮庤嶦
type = ChangeState
value = 1020
triggerall = var(59)
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = stateno = 54 && time >= 25

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僶僯僐儞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僼僼乧偙偺帪傪懸偭偰偄偨偺偩
[State -1,fkm]
type = ChangeState
value = 8800
triggerall = var(59)
triggerall = var(24) = 7
triggerall = var(41) = 2
triggerall = var(34) = 1
triggerall = fvar(39) = 1 || fvar(23) = 1 || roundsexisted > 2 || (100*life/const(data.life)) <= 20 && p2life > 400
triggerall = roundstate = 2
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall = enemynear(var(13)),stateno = [8715,8716]
triggerall = p2bodydist x = [-10,50]
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 102 || stateno = 8231
trigger1 = enemynear(var(13)),backedgedist <= 3
trigger1 = var(27) >= 1
trigger1 = enemynear(var(13)),movetype = H
trigger2 = stateno = 8200 && movehit
trigger3 = stateno = 8225 && movehit
trigger4 = stateno = [8211,8212]
trigger4 = movehit
trigger5 = stateno = 8410 && movehit

;嬤嫍棧棫偪庛僷儞僠
[State -1,clp]
type = ChangeState
value = 8200
triggerall = var(59)
triggerall = var(41) = 2
;triggerall = Numhelper(2990) >= 1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),stateno != 8715
triggerall = p2bodydist x = [-10,35]
triggerall = enemynear(var(13)),backedgedist <= 10
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 102 || stateno = 8231
trigger1 = var(27) >= 1
trigger1 = enemynear(var(13)),movetype = H

;嬤嫍棧棫偪嫮僉僢僋
[State -1,hk]
type = ChangeState
value = 8226
triggerall = var(59)
triggerall = var(27) >= 1
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = p2bodydist x = [-10,45]
trigger1 = stateno = 8200 && movehit

;惎俁儖乕僩
;椙偔偱偒偨掜乣両
[State -1,yo]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = var(27) >= 1
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = random <= var(59)*50
triggerall = statetype != A
triggerall = p2bodydist x = [-10,6]
trigger1 = stateno = 8226 && movehit

;僌儗僀償僔儏乕僩
[State -1,gs]
type = ChangeState
value = 8260
triggerall = var(59)
triggerall = var(27) >= 1
triggerall = var(41) = 2
triggerall = fvar(26)=2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = p2bodydist x = [7,150]
trigger1 = stateno = 8226 && movehit=10

;迷迷儖乕僩
;墦嫍棧棫偪嫮僉僢僋
[State -1,ehk]
type = ChangeState
value = 8228
triggerall = var(59)
triggerall = var(27) >= 1
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = p2bodydist x = [-10,65]
trigger1 = stateno = 8226 && movehit

;僕儍儞僾
[State -1,tjump]
type = ChangeState
value = 41
triggerall = var(59)
triggerall = fvar(26)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
trigger1 = stateno = 8228 && movehit=3
trigger2 = ctrl || stateno = 21 || stateno = 22
trigger2 = p2bodydist x = [-10,90]

;僕儍儞僾庛僉僢僋
[State -1,alk]
type = ChangeState
value = 8620
triggerall = var(59)
triggerall = var(41) = 2
triggerall = fvar(26)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
triggerall = ctrl || stateno = 234 || stateno = 235
trigger1 = vel y <= 0
trigger1 = p2bodydist x = [-8+floor(4*(enemynear(var(13)),vel x)+4*(vel x)),24+floor(4*(enemynear(var(13)),vel x)+4*(vel x))]
trigger1 = p2bodydist y = [-60-floor(4*(enemynear(var(13)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55),40-floor(4*(enemynear(var(13)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55)]
trigger2 = vel y > 0
trigger2 = p2bodydist x = [-8+floor(4*(enemynear(var(13)),vel x)+4*(vel x)),20+floor(4*(enemynear(var(13)),vel x)+4*(vel x))]
trigger2 = p2bodydist y = [-60-floor(4*(enemynear(var(13)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55),40-floor(4*(enemynear(var(13)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55)]

;僕儍儞僾嫮僉僢僋
[State -1, ahk]
type = ChangeState
value = 8630
triggerall = var(59)
triggerall = var(41) = 2
triggerall = fvar(26)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
triggerall = ctrl || stateno = 234 || stateno = 235
trigger1 = vel y > 0
trigger1 = p2bodydist x = [20+floor(4*(enemynear(var(13)),vel x)+4*(vel x)),80+floor(4*(enemynear(var(13)),vel x)+4*(vel x))]
trigger1 = p2bodydist y = [-60-floor(4*(enemynear(var(13)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55),40-floor(4*(enemynear(var(13)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55)]

;僟僢僔儏
[State -1,db]
type = ChangeState
value = 103
triggerall = var(59)>9
triggerall = var(41) = 2
triggerall = !Numhelper(2990); && !Numhelper(2996)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = (enemynear(var(13)),stateno = [8715,8716]) || fvar(24) = 1
triggerall = p2bodydist x = [0,320]
triggerall = enemynear(var(13)),backedgedist <= 20
trigger1 = ctrl || stateno = 21 || stateno = 22

;嬤嫍棧嫮僷儞僠
[State -1,hp]
type = ChangeState
value = 8212
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),stateno != 8715
triggerall = p2bodydist x = [-10,35]
triggerall = enemynear(var(13)),backedgedist <= 5
trigger1 = fvar(26)=1
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 103
trigger1 = enemynear(var(13)),movetype = H

;椙偔偱偒偨掜乣両
[State -1,yo]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = var(41) = 2
triggerall = fvar(26)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 103
trigger1 = p2bodydist x = [-30+floor(30*(enemynear(var(13)),vel x)),30+floor(30*(enemynear(var(13)),vel x))]
trigger1 = p2bodydist y = [-60-floor(30*(enemynear(var(13)),vel y)+(30*(30+1)/2)*fvar(20)),0-floor(30*(enemynear(var(13)),vel y)+(30*(30+1)/2)*fvar(20))]

;嬤嫍棧庛僉僢僋
[State -1,lk]
type = ChangeState
value = 8225
triggerall = var(59)>9
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = !Numhelper(2990); && !Numhelper(2996)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
triggerall = (enemynear(var(13)),stateno = [8715,8716]) || fvar(24) = 1
triggerall = p2bodydist x = [-15,30]
triggerall = p2bodydist y >= -40
triggerall = enemynear(var(13)),vel y >= 0
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 103

;嬤嫍棧嫮僷儞僠2
[State -1,hp2]
type = ChangeState
value = 8211
triggerall = var(59)>9
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
trigger1 = !fvar(26)
trigger1 = !Numhelper(2990); && !Numhelper(2996)
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 103
trigger1 = (enemynear(var(13)),stateno = [8715,8716]) || fvar(24) = 1
trigger1 = p2bodydist x = [-15,30]
trigger1 = enemynear(var(13)),vel y >= 0
trigger1 = enemynear(var(13)),backedgedist <= 20
trigger2 = stateno = 8225 && movehit=1

;僽乕僗僩
[State -2, BOOST]
type = Helper
triggerall = var(59)
triggerall = var(27) >= 1
triggerall = var(41) = 2
triggerall = var(48); >= 33 || var(26) >= 2
triggerall = fvar(26)=2
triggerall = !Numhelper(2990); && !Numhelper(2996)
triggerall = roundstate = 2
triggerall = movetype != H
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = H
trigger1 = stateno = 1000 && movehit
trigger1 = random <= (var(59))*100
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝懼偊偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;壌偺柤傪尵偭偰傒傠両
[State -1,oni!]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = var(41)=2
triggerall = var(38)=2
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = A
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),hitdefattr = SC, NA, NT, NP
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102|| stateno = 103
triggerall = p2bodydist x = [-5+floor(1*(enemynear(var(13)),vel x)),35+floor(1*(enemynear(var(13)),vel x))]
triggerall = p2bodydist y >= 0
trigger1 = var(38) !=1
trigger1 = random <= var(59)*80

;壌偺柤傪尵偭偰傒傠両
[State -1,oni!]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = var(41)=2
triggerall = var(38)!=1
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),stateno = [200,649]
triggerall = enemynear(var(13)),animtime <= -1
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102|| stateno = 103
triggerall = p2bodydist x = [-15,35]
trigger1 = random <= var(59)*40

;杒搇梾娍寕
[State -1,hrg]
type = ChangeState
value = 2010
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = var(38) != 2 && random <= var(59)*25 || var(38) = 1 && random <= var(59)*60
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = A
triggerall = enemynear(var(13)),movetype != H
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102|| stateno = 103
triggerall = p2bodydist x = [-10+floor(3*(enemynear(var(13)),vel x)),51+floor(3*(enemynear(var(13)),vel x))]
triggerall = p2bodydist y = [-30-floor(3*(enemynear(var(13)),vel y)+(3*(3+1)/2)*fvar(20)),0-floor(3*(enemynear(var(13)),vel y)+(3*(3+1)/2)*fvar(20))]
triggerall = enemynear(var(13)),animtime <= -3 || var(59)<8
triggerall = enemynear(var(13)),time >=30 || (!time&&var(59)>=8) || (var(59)>9)
trigger1 = enemynear(var(13)),time >= 50 || var(59) > 8
trigger2 = (prevstateno = [5000,5270])
trigger3 = (prevstateno = [120,159])

;傑偩傑偩撉傒偑娒偄傢
[State -1,mya]
type = ChangeState
value = 2020
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = random <= var(59)*10
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = !enemynear(var(13)),numproj
triggerall = p2bodydist x = [85+floor(17*(enemynear(var(13)),vel X)),102+floor(17*(enemynear(var(13)),vel X))]
triggerall = p2bodydist y = [-102-floor(17*(enemynear(var(13)),vel Y)+17*fvar(20)),-85-floor(17*(enemynear(var(13)),vel Y)+17*fvar(20))]
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102|| stateno = 103

;撿搇幾楾寕
[State -1,nj]
type = ChangeState
value = 1015
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= var(59)*10
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = S
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = A
triggerall = enemynear(var(13)),movetype != H
triggerall = !enemynear(var(13)),numproj
triggerall = p2bodydist x = [-5+floor(20*(enemynear(var(13)),vel x)),47+floor(20*(enemynear(var(13)),vel x))]
triggerall = enemynear(var(13)),animtime <= 20+floor(ifelse(p2bodydist x < 47,0,((p2bodydist x-47)/7)))
triggerall = backedgebodydist > 60
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102|| stateno = 103

;椙偔偱偒偨掜乣両
[State -1,yo]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),stateno != [120,159]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
triggerall = !enemynear(var(13)),hitdefattr = SCA,NT,ST,HT
triggerall = p2bodydist x = [0,20]
trigger1 = enemynear(var(13)),movetype = A
trigger1 = inguarddist
trigger1 = enemynear(var(13)),animtime <= -27
trigger1 = random <= (var(59))*45
trigger2 = enemynear(var(13)),numproj
trigger2 = enemynear(var(13)),animtime <= -30
trigger2 = random <= (var(59))*50

;僔儑僢僩僈儞(懳嬻)
[State -1,ts]
type = ChangeState
value = 1033
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),stateno != [5000,5270]
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),statetype = A
trigger1 = p2bodydist x = [56+floor(14*(enemynear(var(13)),vel x)),70+floor(14*(enemynear(var(13)),vel x))]
trigger1 = p2bodydist y = [-224-floor(14*(enemynear(var(13)),vel y)+(14*(14+1)/2)*fvar(20)),-196-floor(14*(enemynear(var(13)),vel y)+(14*(14+1)/2)*fvar(20))]
trigger1 = random <= (var(59))*60
trigger2 = enemynear(var(13)),statetype != A
trigger2 = enemynear(var(13)),stateno != [1000,5270]
trigger2 = p2bodydist x = [240,320]
trigger2 = random <= (var(59))*1

;僕儍儞僾乮搳偘夞旔乯
[state -1,j]
type = ChangeState
value = 41
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = [120,140]
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = A
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),hitdefattr = SC, NT, ST, HT
triggerall = p2bodydist x <= 90
trigger1 = random <= var(59)*100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;斀寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;壌偺柤傪尵偭偰傒傠両
[State -1,oni!]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5270])
triggerall = enemynear(var(13)),animtime <= -1
triggerall = enemynear(var(13)),ctrl = 0
triggerall = !enemynear(var(13)),numproj
triggerall = enemynear(var(13)),stateno != [40,41]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
triggerall = p2bodydist x = [-15,38]
trigger1 = random <= var(59)*100

;k搳偘
[State -1, Throwk]
type = ChangeState
value = 981
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = S
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(13)),stateno != [40,41]
triggerall = enemynear(var(13)),animtime <= -9
triggerall = enemynear(var(13)),ctrl = 0
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
triggerall = p2bodydist x = [-10,70]
trigger1 = random <= var(59)*80

;k搳偘2
[State -1, Throwk2]
type = ChangeState
value = 981
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = S
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),stateno != [40,41]
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102
triggerall = p2bodydist x = [-10,70]
trigger1 = enemynear(var(13)),movetype = I
trigger1 = enemynear(var(13)),animtime <= -9
trigger1 = enemynear(var(13)),stateno = [200,649]

;p搳偘
[State -1,throwp]
type = ChangeState
value = 980
triggerall = var(59)
triggerall = var(41) = 2
triggerall = Numhelper(2990) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(13)),stateno != [40,41]
triggerall = enemynear(var(13)),animtime <= -3
triggerall = enemynear(var(13)),ctrl = 0
triggerall = enemynear(var(13)),stateno != [40,41]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
triggerall = p2bodydist x = [-15,15]
triggerall = p2bodydist y >= 0
trigger1 = random <= var(59)*50

;偟傖偑傒庛僉僢僋
[State -1,clk]
type = ChangeState
value = 8420
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(13)),animtime <= -5
triggerall = enemynear(var(13)),ctrl = 0
triggerall = enemynear(var(13)),numproj = 0
triggerall = p2bodydist x = [-15,50]
triggerall = p2bodydist y >= 0
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102
trigger1 = random <= (var(59))*100

;偟傖偑傒嫮僷儞僠
[State -1,chp]
type = ChangeState
value = 8410
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(13)),animtime<= -7
triggerall = enemynear(var(13)),ctrl = 0
triggerall = enemynear(var(13)),numproj = 0
triggerall = p2bodydist x = [-10,90]
triggerall = p2bodydist y >= 0
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 101
trigger1 = random <= (var(59))*100

;嬤嫍棧棫偪嫮僉僢僋
[State -1,hk]
type = ChangeState
value = 8226
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(27) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(13)),animtime<= -9
triggerall = enemynear(var(13)),ctrl = 0
triggerall = enemynear(var(13)),numproj = 0
triggerall = p2bodydist x = [-10,45]
triggerall = p2bodydist y = [-54-floor(9*(enemynear(var(13)),vel y)+(9*(9+1)/2)*fvar(20)),-36-floor(9*(enemynear(var(13)),vel y)+(9*(9+1)/2)*fvar(20))]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 101
trigger1 = random <= (var(59))*100

;僕儍儞僾嫮僉僢僋
[State -1,jhk]
type = ChangeState
value = 8630
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = (enemynear(var(13)),statetype != A && vel y >= 0) || enemynear(var(13)),statetype = A
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = enemynear(var(13)),animtime <= -9
triggerall = enemynear(var(13)),ctrl = 0
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl
triggerall = p2bodydist x = [-18+floor(9*(enemynear(var(13)),vel x)+floor(9*vel x)),36+floor(9*(enemynear(var(13)),vel x)+floor(9*vel x))]
triggerall = p2bodydist y = [-18-floor(9*(enemynear(var(13)),vel y)+(9*(9+1)/2)*fvar(20)-floor(9*vel y)-(9*(9+1)/2)*0.47),45-floor(9*(enemynear(var(13)),vel y)+(9*(9+1)/2)*fvar(20)-floor(9*vel y)-(9*(9+1)/2)*0.47)]
trigger1 = random <= (var(59))*100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;棫偪僈乕僪
[State -1,g]
type = ChangeState
value = 120
triggerall = var(59)
triggerall = stateno != [120,155]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 101 || stateno = 102 || stateno = 103
triggerall = inguarddist
trigger1 = random <= (var(59))*60 || (var(59)) > 9
trigger2 = p2bodydist x > 90 || enemynear(var(13)),time > 50
trigger2 = random <= (var(59))*120

;僈乕僉儍儞
[State -1,gc]
type = ChangeState
value = 9884
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),animtime <= -6
triggerall = p2bodydist x = [-10,40]
trigger1 = stateno = 130 || (stateno = [150,151])
trigger1 = random<=var(59)*40

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;婲偒峌傔 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;儅僢僠
[State -1,m]
type = ChangeState
value = 1040
triggerall = var(59)
triggerall = var(41) = 2
triggerall = numhelper(1041) <= 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102
trigger1 = numhelper(2022)
trigger1 = enemynear(var(13)),stateno = 5120
trigger1 = enemynear(var(13)),animtime = -3
trigger1 = p2bodydist x = [-10,60]
trigger1 = p2bodydist y >= 0

;僪儔儉娛
[State -1,d]
type = ChangeState
value = 1050
triggerall = var(59)
triggerall = var(41) = 2
triggerall = Numhelper(1051) <= 1
triggerall = Numhelper(1061) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102
trigger1 = enemynear(var(13)),statetype = A
trigger1 = enemynear(var(13)),movetype = H
trigger1 = enemynear(var(13)),stateno != [8715,8716]
trigger1 = p2bodydist x = [35,80]
trigger1 = p2bodydist y = [-80,-40]
trigger1 = enemynear(var(13)),vel y >= 0
trigger1 = random <= (var(59))*80

;僈僜儕儞
[State -1,g]
type = ChangeState
value = 1060
triggerall = var(59)
triggerall = var(41) = 2
triggerall = Numhelper(1045) = 0
triggerall = Numhelper(1047) = 0
triggerall = Numhelper(1051) = 0
triggerall = Numhelper(1061) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),stateno !=  [5120,5270]
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102
trigger1 = enemynear(var(13)),statetype = L
trigger1 = p2bodydist x = [50,90]
trigger1 = random <= (var(59))*40

;Step Back
[State -1,sb]
type = ChangeState
value = 105
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = random <= (var(59))*80
triggerall = !inguarddist
triggerall = backedgebodydist > 40
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102
trigger1 = enemynear(var(13)),stateno = 5120
trigger1 = enemynear(var(13)),animtime = -25
trigger1 = p2bodydist x = [-10,40]
trigger1 = p2bodydist y >= 0

;僿償傿乕僗僩儔僀僋
[State -1,hs]
type = ChangeState
value = 8700
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = random <= (var(59))*30
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),stateno = 5120 && enemynear(var(13)),animtime <= -30
trigger1 = p2bodydist x = [120,140]
trigger1 = p2bodydist y >= 0

;傗乧傗傔偰偔傟!!偨乧偨偺傓!!
[State -1,yt]
type = ChangeState
value = 1010
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = random <= (var(59))*40
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),stateno = 5120 && enemynear(var(13)),animtime <= -30
trigger1 = p2bodydist x = [160,320]

;僌儗僀償僔儏乕僩
[State -1,gs]
type = ChangeState
value = 8250
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = random <= (var(59))*80
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),stateno = 5120
trigger1 = enemynear(var(13)),animtime = -21
trigger1 = p2bodydist x = [80,110]
trigger1 = p2bodydist y >= 0

;椙偔偱偒偨掜乣両
[State -1,yo]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = random <= (var(59))*70
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),stateno = 5120
trigger1 = enemynear(var(13)),animtime = -20
trigger1 = p2bodydist x = [10,30]
trigger1 = p2bodydist y >= 0

;偟傖偑傒嫮僉僢僋
[State -1,chk]
type = ChangeState
value = 8430
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = random <= (var(59))*70
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),stateno = 5120
trigger1 = enemynear(var(13)),animtime = -14
trigger1 = p2bodydist x = [-10,62]
trigger1 = p2bodydist y >= 0

;掅嬻愮庤嶦
[State -1,ths]
type = ChangeState
value = 43
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = random <= (var(59))*80
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),stateno = 5120
trigger1 = enemynear(var(13)),animtime = -7
trigger1 = p2bodydist x = [-10,50]
trigger1 = p2bodydist y >= 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僐儞儃1敪栚
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;偟傖偑傒庛僷儞僠
[State -1,clp]
type = ChangeState
value = 8400
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(27) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),stateno != 931 || enemynear(var(13)),stateno != 8715 || enemynear(var(13)),stateno != 8716
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
triggerall = p2bodydist x = [-10,34]
triggerall = enemynear(var(13)),vel y >= 0
trigger1 = enemynear(var(13)),statetype = A
trigger1 = enemynear(var(13)),movetype = H
trigger1 = p2bodydist y >= -40

;偟傖偑傒庛僉僢僋
[State -1,clk]
type = ChangeState
value = 8420
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 102
trigger1 = enemynear(var(13)),movetype = I
trigger1 = enemynear(var(13)),stateno != [120,159]
trigger1 = p2bodydist x = [-10,50]
trigger1 = random <= (var(59))*15
trigger2 = enemynear(var(13)),movetype = I
trigger2 = enemynear(var(13)),animtime <= -5
trigger2 = enemynear(var(13)),stateno = [200,649]
trigger2 = p2bodydist x = [-10,50]
trigger2 = random <= (var(59))*100
trigger3 = enemynear(var(13)),movetype = H
trigger3 = p2bodydist x = [-15,40]
trigger3 = random <= (var(59))*100
trigger4 = enemynear(var(13)),stateno = [120,159]
trigger4 = p2bodydist x = [-10,50]
trigger4 = random <= (var(59))*10

;偟傖偑傒庛僉僢僋2
[State -1,clk2]
type = ChangeState
value = 8420
triggerall = var(59)
triggerall = var(41) = 2
triggerall = random <= (var(59))*100
triggerall = roundstate = 2
triggerall = movetype != H
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = p2bodydist x = [-10,50]
trigger1 = stateno = 8420 && moveguarded=3

;偟傖偑傒庛僉僢僋3
[State -1,clk3]
type = ChangeState
value = 8420
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = movetype != H
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),movetype = H
triggerall = p2bodydist x = [-10,50]
trigger1 =  Numhelper(2990) >= 1
trigger2 = stateno = 2997

;偟傖偑傒嫮僷儞僠
[State -1,chp]
type = ChangeState
value = 8410
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = prevstateno != 410
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 101
trigger1 = enemynear(var(13)),movetype = I
trigger1 = (enemynear(var(13)),stateno!=[120,159])
trigger1 = p2bodydist x = [30,90]
trigger1 = random <= (var(59))*15
trigger2 = enemynear(var(13)),movetype = I
trigger2 = enemynear(var(13)),animtime <= -7
trigger2 = enemynear(var(13)),stateno = [200,649]
trigger2 = p2bodydist x = [0,90]
trigger2 = random <= (var(59))*100
trigger3 = enemynear(var(13)),movetype = H
trigger3 = p2bodydist x = [40,80]
trigger3 = random <= (var(59))*100
trigger4 = enemynear(var(13)),stateno = [120,159]
trigger4 = p2bodydist x = [30,90]
trigger4 = random <= (var(59))*5
trigger5 = enemynear(var(13)),stateno = 8701
trigger5 = p2bodydist x = [0,90]
trigger5 = random <= (var(59))*100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僐儞儃2乣3敪栚
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僽乕僗僩
[State -2, BOOST]
type = Helper
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(48) >= 33 || var(26) >= 2
triggerall = !Numhelper(2990) && !Numhelper(2996)
triggerall = roundstate = 2
triggerall = movetype != H
trigger1 = stateno = 1000 && movehit
trigger1 = enemynear(var(13)),statetype != A
trigger1 = random <= (var(59))*40
trigger2 = stateno = 1020 && movehit
trigger2 = enemynear(var(13)),statetype != A
trigger2 = random <= (var(59))*40
trigger3 = stateno = 1020 && movehit
trigger3 = var(56) = 1 || var(58) = 1
trigger3 = var(27) >= 1
trigger3 = var(24) = 7
trigger3 = random <= (var(59))*100
trigger4 = stateno = 8410 && movehit
trigger4 = enemynear(var(13)),statetype != A
trigger4 = random <= (var(59))*50
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0

;嬤嫍棧棫偪嫮僉僢僋
[State -1,hk]
type = ChangeState
value = 8226
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(27) = 0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),stateno != [8715,8716]
trigger1 = stateno = 8202 && movecontact=1
trigger1 = p2bodydist x = [0,40]
trigger2 = stateno = 8400 && movecontact=1
trigger2 = p2bodydist x < 35
trigger3 = stateno = 8410 && movecontact=1
trigger3 = p2bodydist x = [0+floor(10*(enemynear(var(13)),vel x)),35+floor(10*(enemynear(var(13)),vel x))]
trigger4 = stateno = 8420 && movehit=1
trigger4= p2bodydist x < 35

;偟傖偑傒嫮僷儞僠
[State -1,chp]
type = ChangeState
value = 8410
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear,statetype != L
triggerall = enemynear(var(13)),stateno != [8715,8716]
trigger1 = stateno = 8400 && movehit
trigger1 = p2bodydist x  = [36,85]
trigger1 = random <= (var(59))*100
trigger2 = stateno = 8420 && movehit=1
trigger2 = p2bodydist x < 80
trigger2 = random <= (var(59))*100
trigger3 = stateno = 8420 && moveguarded=1
trigger3 = p2bodydist x = [0,85]
trigger3 = random <= (var(59))*50

;墦嫍棧棫偪嫮僉僢僋
[State -1,ehk]
type = ChangeState
value = 8228
triggerall = var(59)
triggerall = var(41) = 2
;triggerall = var(27) = 0
;triggerall = !Numhelper(2990) && !Numhelper(2996)
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear,statetype != L
triggerall = stateno != 8228
triggerall = prevstateno != 8228
triggerall = enemynear(var(13)),stateno != [8715,8716]
trigger1 = stateno = 8202 && movecontact=3
trigger1 = p2bodydist x = [46,50]
trigger1 = random <= (var(59))*100
trigger2 = stateno = 8226 && moveguarded=3
trigger2 = p2bodydist x = [-10,50]
trigger2 = random <= (var(59))*100
trigger2 = enemynear,statetype != A
trigger3 = stateno = 8410 && movecontact=3
trigger3 = p2bodydist x = [46,50]
trigger3 = random <= (var(59))*80
trigger4 = stateno = 8420 && movecontact=3
trigger4 = p2bodydist x = [46,50]
trigger4 = random <= (var(59))*80

;僌儗僀償僔儏乕僩
[State -1,gs]
type = ChangeState
value = 8250
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(27) = 0
triggerall = roundstate = 2
triggerall = random <= (var(59))*20
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = p2bodydist x = [-10,120]
trigger1 = stateno = 8228 && moveguarded=1
trigger2 = stateno = 8410 && moveguarded=1
trigger3 = stateno = 8430 && moveguarded=1

;偟傖偑傒嫮僉僢僋
[State -1,chk]
type = ChangeState
value = 8430
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
trigger1 = stateno = 8410 && movecontact=1
trigger2 = stateno = 8420 && movecontact=1
trigger2 = p2bodydist x = [46,74]

;嬻拞僐儞儃
;僕儍儞僾庛僷儞僠
[State -1, alp]
type = ChangeState
value = 8600
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = p2bodydist x = [-20,80]
trigger1 = !fvar(22)
trigger1 = stateno = 8600 && prevstateno != 8600
trigger1 = movecontact=3

;僕儍儞僾庛僷儞僠2
[State -1, alp2]
type = ChangeState
value = 8601
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = p2bodydist x = [-20,80]
trigger1 = !fvar(22)
trigger1 = stateno = 8600 && movecontact=5

;僕儍儞僾庛僉僢僋
[State -1, alk]
type = ChangeState
value = 8620
triggerall = var(59)
triggerall = var(41) = 2
triggerall = fvar(22)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = p2bodydist x = [-20,30]
trigger1 = stateno = 8600 && movecontact=3

;僕儍儞僾嫮僷儞僠
[State -1, ahp]
type = ChangeState
value = 8610
triggerall = var(59)
triggerall = var(41) = 2
triggerall = !fvar(22)
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = p2bodydist x = [-20,80]
trigger1 = stateno = 8601 && movecontact=3
trigger2 = stateno = 8620 && movecontact=5

;僕儍儞僾嫮僉僢僋
[State -1, ahk]
type = ChangeState
value = 8630
triggerall = var(59)
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
trigger1 = fvar(22) = 1
trigger1 = stateno = 8620 && movecontact=1
trigger1 = p2bodydist x = [-20,100]
trigger2 = stateno = 8600 && movecontact=3
trigger2 = p2bodydist x = [31,100]

;杒搇愮庤嶦
[State -1,hs]
type = ChangeState
value = 1020
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2bodydist x = [-20,100]
trigger1 = !fvar(22)
trigger1 = stateno = 8610 && movecontact=1
trigger1 = p2bodydist x = [-20,100]
trigger1 = random <= (var(59))*100
trigger2 = stateno = 8621 && movecontact
trigger2 = random <= (var(59))*100
trigger3 = !fvar(26)
trigger3 = stateno = 8630 && movecontact
trigger3 = enemynear(var(13)),statetype = A
trigger3 = random <= (var(59))*100
trigger4 = stateno = 8630 && moveguarded
trigger4 = enemynear(var(13)),statetype != A
trigger4 = random <= (var(59))*20

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僐儞儃4敪栚
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僼僼乧偙偺帪傪懸偭偰偄偨偺偩
[State -1,fkm]
type = ChangeState
value = 8800
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(24) = 7
triggerall = var(34) = 1
triggerall = fvar(39) = 1 || fvar(23) = 1 || roundsexisted > 2 || (100*life/const(data.life)) <= 20 && p2life > 400
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),stateno != [8715,8716]
triggerall = p2bodydist x = [0+floor(10*(enemynear(var(13)),vel x)),70+floor(10*(enemynear(var(13)),vel x))]
triggerall = p2bodydist y >= -50
trigger1 = stateno = 8226 && movehit=1
trigger2 = stateno = 8400 && movehit=1
trigger3 = stateno = 8410 && movehit=1

;壌偺柤傪尵偭偰傒傠両
[State -1,oni!]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = var(38)=0 && random <= (var(59))*50 || var(38)=2 && random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = p2bodydist x = [0+floor(10*(enemynear(var(13)),vel x)),35+floor(10*(enemynear(var(13)),vel x))]
trigger1 = stateno = 8226 && movehit=1
trigger2 = stateno = 8410 && movehit=1

;杒搇梾娍寕
[State -1,hrg]
type = ChangeState
value = 2010
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
trigger1 = var(38)=1
trigger1 = stateno = 8211 && movehit
trigger1 = p2bodydist x = [0,120]
trigger1 = random <= (var(59))*70
trigger2 = var(38) !=2
trigger2 = stateno = 8410 && movehit
trigger2 = enemynear(var(13)),statetype != A
trigger2 = p2bodydist x = [36,120]
trigger2 = random <= (var(59))*20
trigger3 = var(38)=1
trigger3 = stateno = 8410 && movehit
trigger3 = p2bodydist x = [0,120]
trigger3 = enemynear(var(13)),statetype != A
trigger3 = random <= (var(59))*70

;傑偩傑偩撉傒偑娒偄傢
[State -1,mya]
type = ChangeState
value = 2020
triggerall = var(59)
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = random <= (var(59))*30
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
trigger1 = stateno = 8211 && movehit
trigger1 = enemynear(var(13)),statetype = A

;僶僯僔儞僌僗僩儔僀僋
[State -1,bs]
type = ChangeState
value = 8710
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(27) = 0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),stateno != [8715,8716]
triggerall = p2bodydist x = [-10,70]
trigger1 = stateno = 8226 && movehit
trigger1 = enemynear(var(13)),backedgebodydist <= 90
trigger2 = stateno = 8226 && movehit
trigger2 = enemynear(var(13)),statetype = A
trigger3 = stateno = 8410 && movehit
trigger3 = enemynear(var(13)),statetype = A

;僌儗僀償僔儏乕僩
[State -1,gs]
type = ChangeState
value = 8250
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(27) = 0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = p2bodydist x = [-10,120]
trigger1 = stateno = 8226 && movehit

;掅嬻僟僢僔儏
[State -1,td]
type = ChangeState
value = 42
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = p2bodydist x = [0,150]
trigger1 = stateno = 8228 && movehit
trigger1 = random <= (var(59))*100
trigger2 = stateno = 8228 && moveguarded
trigger2 = random <= (var(59))*30

;儅僢僠
[State -1,m]
type = ChangeState
value = 1040
triggerall = var(59)
triggerall = var(41) = 2
triggerall = Numhelper(1041) <= 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = p2bodydist x = [0,70]
trigger1 = stateno = 8202 && movehit
trigger1 = random <= (var(59))*80
trigger2 = stateno = 8202 && moveguarded
trigger2 = random <= (var(59))*80
trigger3 = stateno = 8226 && moveguarded
trigger3 = random <= (var(59))*70
trigger3 = enemynear(var(13)),statetype = A
trigger4 = stateno = 8228 && moveguarded
trigger4 = random <= (var(59))*75
trigger5 = stateno = 8410 && moveguarded
trigger5 = random <= (var(59))*80
trigger6 = stateno = 8430 && moveguarded=1
trigger6 = random <= (var(59))*90

;僔儑僢僩僈儞(懳嬻)
[State -1,ts]
type = ChangeState
value = 1033
triggerall = var(59)
triggerall = var(41) = 2
triggerall = var(27) = 0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),stateno != [8715,8716]
triggerall = p2bodydist x = [-10,40]
trigger1 = stateno = 8202 && movecontact
trigger1 = p2bodydist y = [-140,-60]
trigger2 = stateno = 8226 && moveguarded
trigger2 = p2bodydist y = [-140,-60]
trigger3 = stateno = 8430 && movehit
trigger3 = enemynear(var(13)),backedgebodydist <= 30

;僈僜儕儞
[State -1,g]
type = ChangeState
value = 1060
triggerall = var(59)
triggerall = var(41) = 2
triggerall = Numhelper(1051) = 0
triggerall = Numhelper(1061) = 0
triggerall = roundstate = 2
triggerall = random <= (var(59))*50
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = p2bodydist x = [50,320]
trigger1 = stateno = 8228 && moveguarded
trigger2 = stateno = 8430 && moveguarded=1

;僪儔儉娛
[State -1]
type = ChangeState
value = 1050
triggerall = var(59)
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = Numhelper(1051) <= 1
triggerall = Numhelper(1061) = 0
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
trigger1 = !fvar(26)
trigger1 = stateno = 8211 && movehit
trigger2 = stateno = 8430 && movehit
trigger2 = enemynear(var(13)),backedgedist <= 20

;僔儑僢僩僈儞
[State -1,s]
type = ChangeState
value = 1030
triggerall = var(59)
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
trigger1 = stateno = 8202 && movehit
trigger1 = p2bodydist x = [0,100]
trigger1 = random <= (var(59))*100
trigger2 = stateno = 8228 && moveguarded
trigger2 = p2bodydist x = [50,320]
trigger2 = random <= (var(59))*85
trigger3 = stateno = 8430 && movehit
trigger3 = random <= (var(59))*100

;傗乧傗傔偰偔傟!!偨乧偨偺傓!!
[State -1,yt]
type = ChangeState
value = 1010
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
trigger1 = stateno = 8228 && moveguarded
trigger1 = p2bodydist x = [0,320]
trigger2 = stateno = 8430 && movecontact
trigger2 = p2bodydist x = [0,320]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;棫偪夞傝
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;壌偺柤傪尵偭偰傒傠両
[State -1,oni!]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = var(38) = 0 && random <= (var(59))*5 || var(38) = 2 && random <= (var(59))*20
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),stateno != [40,60]
triggerall = enemynear(var(13)),stateno != [120,159]
triggerall = enemynear(var(13)),stateno != [301,302]
triggerall = enemynear(var(13)),stateno != [1000,5210]
triggerall = enemynear(var(13)),prevstateno != [120,159]
triggerall = enemynear(var(13)),prevstateno != [5000,5210]
triggerall = p2bodydist x = [-15,32]
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100

;p搳偘
[State -1,throwp]
type = ChangeState
value = 980
triggerall = var(59)
triggerall = var(41) = 2
triggerall = Numhelper(2990) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype != H
triggerall = stateno != 99
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
triggerall = p2bodydist x = [-15,15]
trigger1 = enemynear(var(13)),stateno != [120,159]
trigger1 = random <= (var(59))*20
trigger2 = enemynear(var(13)),stateno = [120,159]
trigger2 = random <= (var(59))*100

;僟僢僔儏
[State -1,d]
type = ChangeState
value = 99
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno != [99,102]
triggerall = stateno != 8231
triggerall = prevstateno != [99,102]
triggerall = enemynear(var(13)),stateno != [8715,8716]
triggerall = !inguarddist
triggerall = ctrl || stateno = 22
triggerall = frontedgebodydist >= 30
trigger1 = p2bodydist x >= 240
trigger1 = random <= (var(59))*25
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= (var(59))*11
trigger3 = p2bodydist x = [50,120]
trigger3 = random <= (var(59))*8
trigger4 = enemynear(var(13)),movetype = H
trigger4 = enemynear(var(13)),stateno != [5050,5210]
trigger4 = !enemynear(var(13)),numproj
trigger4 = p2bodydist x = [20,70]
trigger4 = random <= (var(59))*40
trigger5 = TeamMode = single || TeamMode = turns
trigger5 = enemynear(var(13)),movetype = H
trigger5 = enemynear(var(13)),stateno != [5050,5210]
trigger5 = !enemynear(var(13)),numproj
trigger5 = p2bodydist x = [20,90]
trigger5 = random <= (var(59))*50

;嬻拞僟僢僔儏
[State -1, Dash Air]
type = ChangeState
value = 234
triggerall = var(59)
triggerall = var(5) = 0
triggerall = var(32) = 0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = movetype != H
triggerall = stateno != 54 || stateno != 224 || stateno != 234 || stateno != 235
trigger1 = ctrl
trigger1 = enemynear(var(13)),statetype != L
trigger1 = enemynear(var(13)),movetype = I
trigger1 = !inguarddist
trigger1 = p2bodydist x > 160
trigger1 = random <= var(59)*6
trigger2 = ctrl
trigger2 = enemynear(var(13)),statetype != L
trigger2 = enemynear(var(13)),movetype = I
trigger2 = !inguarddist
trigger2 = p2bodydist x > 160
trigger2 = backedgedist > 50
trigger2 = random <= var(59)*10
trigger3 = stateno = 53
trigger3 = pos y = [-100,-50]
trigger3 = random <= var(59)*100

;嬻拞屻戅僟僢僔儏
[State -1, Dash Air B]
type = ChangeState
value = 235
triggerall = var(59)
triggerall = var(5) = 0
triggerall = var(32) = 0
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = movetype != H
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = !inguarddist
triggerall = stateno != [53,54]
triggerall = stateno != 224
triggerall = stateno != [234,235]
triggerall = p2bodydist x = [0,40]
triggerall = backedgedist > 60
triggerall = ctrl
trigger1 = random <= var(59)*5

;慜恑
[State -1,Walkm]
type = ChangeState
value = 21
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno != 8231
triggerall = enemynear(var(13)),stateno != 1307
triggerall = enemynear(var(13)),stateno != [8715,8716]
triggerall = !inguarddist
triggerall = ctrl || (stateno = 22 && time >= 6)
triggerall = frontedgebodydist > 0
trigger1 = p2bodydist x = [240,270]
trigger1 = random <= var(59)*35
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= var(59)*20
trigger3 = enemynear(var(13)),statetype != L
trigger3 = enemynear(var(13)),stateno != [5110,5120]
trigger3 = p2bodydist x = [0,120]
trigger3 = random <= var(59)*18
trigger4 = enemynear(var(13)),stateno = [120,155]
trigger4 = p2bodydist x <= 60
trigger4 = random <= var(59)*60
trigger5 = enemynear(var(13)),statetype = L
trigger5 = p2bodydist x = [40,120]
trigger5 = random <= var(59)*45
trigger6 = enemynear(var(13)),statetype != L
trigger6 = enemynear(var(13)),movetype = H
trigger6 = enemynear(var(13)),stateno = [5000,5029]
trigger6 = random <= var(59)*100

;屻戅
[State -1,Walku]
type = ChangeState
value = 22
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno != 8231
triggerall = enemynear(var(13)),stateno != 1307
triggerall = enemynear(var(13)),stateno != [8715,8716]
triggerall = !inguarddist
triggerall = ctrl || (stateno = 21 && time >= 6)
triggerall = backedgebodydist > 0
trigger1 = p2bodydist x = [240,270]
trigger1 = random <= var(59)*3
trigger2 = p2bodydist x = [120,240]
trigger2 = random <= var(59)*2
trigger3 = p2bodydist x = [-5,120]
trigger3 = random <= var(59)*4
trigger4 = enemynear(var(13)),statetype = L
trigger4 = p2bodydist x <= 30
trigger4 = random <= var(59)*100

;屻戅僟僢僔儏
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power < 2000
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),movetype != H
triggerall = stateno != 105
triggerall = prevstateno != 105
triggerall = enemynear(var(13)),stateno != 1455
triggerall = enemynear(var(13)),stateno != [1465,1466]
triggerall = enemynear(var(13)),stateno != [8715,8716]
triggerall = backedgedist > 60
trigger1 = p2bodydist x <= 80
trigger1 = enemynear(var(13)),movetype != A
trigger1 = ctrl || stateno = 21 || stateno = 22
trigger1 = !numtarget
trigger1 = random <= var(59)*3

;棫偪庛僷儞僠
[State -1,lp]
type = ChangeState
value = 8202
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
triggerall = p2bodydist x >35
trigger1 = enemynear(var(13)),statetype != A
trigger1 = p2bodydist x = [36,50]
trigger1 = random <= (var(59))*3
trigger2 = enemynear(var(13)),statetype = A
trigger2 = p2bodydist x = [36+floor(5*(enemynear(var(13)),vel x)),45+floor(5*(enemynear(var(13)),vel x))]
trigger2 = p2bodydist y = [-55-floor(5*(enemynear(var(13)),vel y)+(5*(5+1)/2)*fvar(20)),-40-floor(5*(enemynear(var(13)),vel y)+(5*(5+1)/2)*fvar(20))]
trigger2 = random <= (var(59))*7

;偟傖偑傒嫮僷儞僠
[State -1,chp]
type = ChangeState
value = 8410
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = (enemynear(var(13)),stateno!=[120,159])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),statetype = S
trigger1 = enemynear(var(13)),animtime <= -7
trigger1 = enemynear(var(13)),stateno = [200,649]
trigger1 = p2bodydist x = [38,90]
trigger1 = random <= (var(59))*100
trigger2 = p2bodydist x = [70,90]
trigger2 = random <= (var(59))*1

;掅嬻愮庤嶦梡僕儍儞僾
[State -1,thsj]
type = ChangeState
value = 43
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),movetype = I
trigger1 = enemynear(var(13)),statetype = C
trigger1 = p2bodydist x = [-10,50]
trigger1 = random <= (var(59))*10
trigger2 = enemynear(var(13)),stateno = [120,159]
trigger2 = p2bodydist x = [-10,60]
trigger2 = random <= (var(59))*25

;僿償傿乕僗僩儔僀僋
[State -1,hs]
type = ChangeState
value = 8700
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = enemynear(var(13)),stateno != [1000,4999]
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
triggerall = p2bodydist x = [115,136]
trigger1 = random <= (var(59))*2

;僌儗僀償僔儏乕僩
[State -1,gs]
type = ChangeState
value = 8250
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = (enemynear(var(13)),stateno!=[120,159])
triggerall = p2bodydist x = [90+floor(24*(enemynear(var(13)),vel x)),110+floor(24*(enemynear(var(13)),vel x))]
trigger1 = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100 || stateno = 101

;撿搇幾楾寕
[State -1,nj]
type = ChangeState
value = 1015
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = S
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = (enemynear(var(13)),stateno!=[120,159])
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = enemynear(var(13)),movetype = I
trigger1 = enemynear(var(13)),animtime <= -20
trigger1 = enemynear(var(13)),stateno = [200,649]
trigger1 = p2bodydist x = [35,52]
trigger1 = random <= (var(59))*1

;僔儑僢僩僈儞
[State -1,s]
type = ChangeState
value = 1030
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype = S
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = p2bodydist x = [130,160]
trigger1 = random <= (var(59))*1
trigger2 = p2bodydist x = [161,210]
trigger2 = random <= (var(59))*3
trigger3 = p2bodydist x >= 211
trigger3 = random <= (var(59))*4

;儅僢僠
[State -1,m]
type = ChangeState
value = 1040
triggerall = var(59)
triggerall = var(41) = 2
triggerall = numhelper(1041) <= 2
triggerall = numhelper(1045) = 0
triggerall = numhelper(1047) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = numhelper(1051)
trigger1 = helper(1051),rootdist x = [-112,-50]
trigger1 = random <= (var(59))*30
trigger2 = numhelper(1061)
trigger2 = helper(1061),rootdist x = [-130,-70]
trigger2 = random <= (var(59))*30
trigger3 = numhelper(2022)
trigger3 = p2bodydist x = [0,60]
trigger3 = random <= (var(59))*40

;僈僜儕儞
[State -1,g]
type = ChangeState
value = 1060
triggerall = var(59)
triggerall = var(41) = 2
triggerall = Numhelper(1051) = 0
triggerall = Numhelper(1061) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = p2bodydist x = [150,200]
trigger1 = random <= (var(59))*1
trigger2 = p2bodydist x >= 201
trigger2 = random <= (var(59))*2

;僪儔儉娛
[State -1]
type = ChangeState
value = 1050
triggerall = var(59)
triggerall = var(41) = 2
triggerall = Numhelper(1051) <= 1
triggerall = Numhelper(1061) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = p2bodydist x = [180,220]
trigger1 = random <= (var(59))*2
trigger2 = p2bodydist x >= 221
trigger2 = random <= (var(59))*5

;傗乧傗傔偰偔傟!!偨乧偨偺傓!!
[State -1,yt]
type = ChangeState
value = 1010
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype = I
triggerall = enemynear(var(13)),movetype != H
triggerall = !inguarddist
triggerall = !enemynear(var(13)),numproj
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 99 || stateno = 100
trigger1 = p2bodydist X = [150,200]
trigger1 = random <= (var(59))*2
trigger2 = p2bodydist X >= 201
trigger2 = random <= (var(59))*4
trigger3 = p2bodydist X = [100,200]
trigger3 = enemynear(var(13)),stateno=[120,159]
trigger3 = random <= (var(59))*3

;僕儍儞僾
[State -1, sJump]
Type = ChangeState
value = 41
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype != H
triggerall = !enemynear(var(13)),numproj 
trigger1 = !inguarddist
trigger1 = enemynear(var(13)),statetype != A
trigger1 = p2bodydist x = [70,120]
trigger1 = random <= (var(59))*2
trigger2 = enemynear(var(13)),movetype != A
trigger2 = p2bodydist x = [60,110]
trigger2 = vel y > 0
trigger2 = random <= (var(59))*4

;掅嬻僟僢僔儏
[State -1,td]
type = ChangeState
value = 42
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 22
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype != H
triggerall = !enemynear(var(13)),numproj 
trigger1 = enemynear(var(13)),movetype = A
trigger1 = enemynear(var(13)),statetype = C
trigger1 = enemynear(var(13)),HitDefAttr = SCA, NA
trigger1 = p2bodydist x = [0,60]
trigger1 = random <= (var(59))*4
trigger2 = enemynear(var(13)),movetype = A
trigger2 = enemynear(var(13)),statetype = C
trigger2 = enemynear(var(13)),HitDefAttr = SCA, NA
trigger2 = p2bodydist x = [61,120]
trigger2 = random <= (var(59))*5
trigger3 = !inguarddist
trigger3 = enemynear(var(13)),statetype != A
trigger3 = enemynear(var(13)),movetype != A
trigger3 = p2bodydist x = [90,140]
trigger3 = random <= (var(59))*5

;嬻拞嫁踢
[State -1,aj]
Type = null;ChangeState
triggerall = var(59)
triggerall = var(41) = 0
triggerall = var(32) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(13)),statetype != L
triggerall = enemynear(var(13)),movetype != H
triggerall = stateno != [42,45]
triggerall = stateno != [234,236]
triggerall = ctrl
trigger1 = vel y > 0
trigger1 = random <= (var(59))*25
value = 45

;僕儍儞僾庛僉僢僋
[State -1, alk]
type = ChangeState
value = 8620
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = stateno != [105,106]
triggerall = prevstateno != [105,106]
trigger1 = ctrl || (stateno = [120,149])
trigger1 = (enemynear(var(13)),statetype != A && vel y >= -2) || enemynear(var(13)),statetype = A
trigger1 = enemynear(var(13)),statetype != L
trigger1 = !inguarddist
trigger1 = pos y+floor(-floor(4*vel y)-(4*(4)/2)*0.52) <= 0
trigger1 = p2bodydist x = [-16+floor(4*(enemynear(var(13)),vel x)+4*(vel x)),32+floor(4*(enemynear(var(13)),vel x)+4*(vel x))]
trigger1 = p2bodydist y = [-4-floor(4*(enemynear(var(13)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55),40-floor(4*(enemynear(var(13)),vel y)+(4*(4+1)/2)*fvar(20)-4*(vel y)-(4*(4+1)/2)*0.55)]
trigger2 = stateno = 234
trigger2 = p2bodydist x = [-10,20]

;僕儍儞僾嫮僉僢僋
[State -1,jhk]
type = ChangeState
value = 8630
triggerall = var(59)
triggerall = var(41) = 2
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = stateno != [105,106]
triggerall = prevstateno != [105,106]
trigger1 = ctrl || (stateno = [120,149])
trigger1 = (enemynear(var(13)),statetype != A && vel y >= -2) || enemynear(var(13)),statetype = A
trigger1 = enemynear(var(13)),statetype != L
trigger1 = !inguarddist
trigger1 = pos y+floor(-floor(9*vel y)-(9*(9)/2)*0.52) <= 0
trigger1 = p2bodydist x = [0+floor(9*(enemynear(var(13)),vel x)+9*(vel x)),45+floor(9*(enemynear(var(13)),vel x)+9*(vel x))]
trigger1 = p2bodydist y = [-9-floor(9*(enemynear(var(13)),vel y)+(9*(9+1)/2)*fvar(20)-9*(vel y)-(9*(9+1)/2)*0.55),45-floor(9*(enemynear(var(13)),vel y)+(9*(9+1)/2)*fvar(20)-9*(vel y)-(9*(9+1)/2)*0.55)]
trigger2 = stateno = 234
trigger2 = p2bodydist x = [0,30]

;嬻拞庛僷儞僠
[State -1,alp]
type = ChangeState
value = 8600
triggerall = var(59)
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
triggerall = stateno != 105
triggerall = prevstateno != 106
trigger1 = ctrl || stateno = 234
trigger1 = enemynear(var(13)),movetype != A
trigger1 = enemynear(var(13)),movetype != H
trigger1 = p2bodydist x = [0,70]
trigger2 = stateno = 8600 && moveguarded=1
trigger2 = p2bodydist x = [-10,80]

;僕儍儞僾庛僉僢僋2
[State -1, alk2]
type = ChangeState
value = 8620
triggerall = var(59)
triggerall = var(41) = 2
triggerall = !fvar(26)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
triggerall = enemynear(var(13)),statetype != L
triggerall = stateno != 105
triggerall = stateno=[8251,8252]
triggerall = prevstateno != 106
trigger1 = ctrl || stateno = 5040
trigger1 = enemynear(var(13)),movetype = H
trigger1 = p2bodydist x = [-10,30]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僾儗僀儎乕梡
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;---------------------------------------------------------------------------
;Hyper Attacks
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;杒搇丂堦寕
[State -1]
type = ChangeState
value = 8800
triggerall = command = "hokuto"
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = var(24) = 7
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger2 = stateno != 8229

;壌偺柤傪尵偭偰傒傠両
[State -1]
type = ChangeState
value = 2000
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = power >= 2000
triggerall = command = "214214_y"
triggerall = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1

;杒搇梾娍寕
[State -1]
type = ChangeState
value = 2010
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = power >= 1000
triggerall = command = "236236_y"
triggerall = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1

;傑偩傑偩撉傒偑娒偄傢
[State -1]
type = ChangeState
value = 2020
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = power >= 1000
triggerall = command = "236236_x"
triggerall = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1

;杒搇愮庤嶦
[State -1]
type = ChangeState
value = 1020
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "236_x"
trigger1 = statetype = A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = hitdefattr = A, NA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1
trigger4 = stateno = 1060
trigger4 = time >= 25
trigger5 = stateno = 1060
trigger5 = movecontact
trigger6 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger6 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger7 = stateno = 1181
trigger7 = movecontact
trigger8 = stateno = 900
trigger8 = time >= 25

;儅僢僠
[State -1]
type = ChangeState
value = 1040
triggerall = Numhelper(1041) <= 2
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "236_a"
triggerall = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact

;僪儔儉娛
[State -1]
type = ChangeState
value = 1050
triggerall = Numhelper(1051) <= 1
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "214_a"
triggerall = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact

;僈僜儕儞
[State -1]
type = ChangeState
value = 1060
triggerall = Numhelper(1061) = 0
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "214_b"
triggerall = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1
trigger4 = stateno = 1060
trigger4 = time >= 25
trigger5 = stateno = 1060
trigger5 = movecontact
trigger6 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger6 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger7 = stateno = 1181
trigger7 = movecontact
trigger8 = stateno = 900
trigger8 = time >= 25



;傗乧傗傔偰偔傟!!偨乧偨偺傓!!
[State -1]
type = ChangeState
value = 1010
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "214_x"
trigger1 = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1
trigger4 = stateno = 1060
trigger4 = time >= 25
trigger5 = stateno = 1060
trigger5 = movecontact
trigger6 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger6 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger7 = stateno = 1181
trigger7 = movecontact
trigger8 = stateno = 900
trigger8 = time >= 39
trigger9 = stateno = 1051 || stateno = 1053
trigger9 = movecontact

;撿搇幾楾寕
[State -1]
type = ChangeState
value = 1015
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "214_y"
trigger1 = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1
trigger4 = stateno = 1060
trigger4 = time >= 25
trigger5 = stateno = 1060
trigger5 = movecontact
trigger6 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger6 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger7 = stateno = 1181
trigger7 = movecontact
trigger8 = stateno = 900
trigger8 = time >= 39
trigger9 = stateno = 1051 || stateno = 1053
trigger9 = movecontact

;椙偔偱偒偨掜乣両
[State -1]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "236_b"
trigger1 = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1
trigger4 = stateno = 1060
trigger4 = time >= 25
trigger5 = stateno = 1060
trigger5 = movecontact
trigger6 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger6 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger7 = stateno = 1181
trigger7 = movecontact
trigger8 = stateno = 900
trigger8 = time >= 39
trigger9 = stateno = 1051 || stateno = 1053
trigger9 = movecontact

;僔儑僢僩僈儞(懳嬻)
[State -1]
type = ChangeState
value = 1033
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "623_x"
trigger1 = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1
trigger4 = stateno = 1060
trigger4 = time >= 25
trigger5 = stateno = 1060
trigger5 = movecontact
trigger6 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger6 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger7 = stateno = 1181
trigger7 = movecontact
trigger8 = stateno = 900
trigger8 = time >= 39
trigger9 = stateno = 1051 || stateno = 1053
trigger9 = movecontact

;僔儑僢僩僈儞
[State -1]
type = ChangeState
value = 1030
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "236_x"
trigger1 = statetype != A
trigger1 = ctrl = 1 || stateno = 9905 || stateno = 9906 || stateno = 9915 || stateno = 9916 || stateno = 9925  || stateno = 9926 || stateno = 9036
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger3 = stateno = 9880
trigger3 = time = 1
trigger4 = stateno = 1060
trigger4 = time >= 25
trigger5 = stateno = 1060
trigger5 = movecontact
trigger6 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger6 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger7 = stateno = 1181
trigger7 = movecontact
trigger8 = stateno = 900
trigger8 = time >= 25








;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;;嬻拞偱嬻拞僕儍儞僾僉儍儞僙儖
[State -1, Jump]
type = ChangeState
value = 45
triggerall = var(59) = 0
triggerall = var(27) = 0
triggerall = var(41) = 0
;triggerall = var(41) = 1
triggerall = var(32) = 0
triggerall = command = "holdup"
trigger1 = statetype = A
trigger1 = hitdefattr = A,NA,SA
trigger1 = movecontact
trigger1 = stateno != 605
ignorehitpause = 1

;嬻拞僕儍儞僾
[State -1, Jump]
type = ChangeState
value = 45
triggerall = var(59) = 0
;triggerall = var(41) != 3
triggerall = var(32) = 0
triggerall = var(2) = 1
;triggerall = command = "up"
triggerall = statetype = A
trigger1 = stateno = [50,51]
trigger1 = time >= 5
trigger2 = ctrl = 1
trigger2 = stateno != [9000,9030]
trigger3 = stateno = 4042
trigger3 = time >= 5

;;嬻拞偱嬻拞僟僢僔儏僉儍儞僙儖
[State -1, Jump]
type = ChangeState
value = 234
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "FF"
trigger1 = statetype = A
trigger1 = movecontact
trigger1 = hitdefattr = A,NA,SA
trigger1 = stateno != 1011
trigger1 = var(5) = 0
trigger1 = stateno != 605

;;嬻拞偱嬻拞僕儍儞僾僉儍儞僙儖晽傾儖僇僫
[State -1, Jump]
type = ChangeState
value = 45
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = var(33) = 2
triggerall = var(32) <= ifelse(fvar(12)=0.1,2,1)
;triggerall = var(2) = 1
triggerall = command = "holdup"
trigger1 = statetype = A
trigger1 = hitdefattr = A,NA,SA
trigger1 = movecontact
trigger1 = stateno = [9600,9610]
ignorehitpause = 1

;嬻拞僕儍儞僾 晽偺扟偺
[State -1, Jump]
type = ChangeState
value = 45
triggerall = var(59) = 0
triggerall = var(2) = 1
triggerall = var(41) = 3
triggerall = var(33) = 2
triggerall = var(32) <= ifelse(fvar(12)=0.1,2,1)
;triggerall = command = "up"
triggerall = statetype = A
trigger1 = stateno = [50,51]
trigger1 = time >= 5
trigger2 = ctrl = 1
trigger2 = stateno != [9000,9030]
trigger3 = stateno = 4042
trigger3 = time >= 5

;===========================================================================
;---------------------------------------------------------------------------
;僟僢僔儏 Dash Fwd
[State -1, Dash Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
triggerall = Var(41) = 0
triggerall = stateno != 101
triggerall = stateno != [10000,13000]
triggerall = numhelper(2990) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;僟僢僔儏2
[State -1, Dash Fwd]
type = ChangeState
value = 102
triggerall = var(59) = 0
triggerall = Var(41) != 0
triggerall = stateno != [10000,13000]
triggerall = numhelper(2990) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, Dash Air]
type = ChangeState
value = 234
triggerall = var(59) = 0
;triggerall = Var(20) = 0
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = stateno != 224
trigger1 = var(5) = 0
trigger1 = var(32) = 0

[State -1, Dash Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
triggerall = Var(41) = 0
triggerall = stateno != 101
triggerall = stateno != [10000,13000]
trigger1 = command = "holdfwd"
trigger1 = command = "x"
trigger1 = command = "y"
trigger1 = statetype = S
trigger1 = ctrl



;---------------------------------------------------------------------------
;夞旔丂Dash Back
[State -1, Dash Back]
type = ChangeState
value = 105
ctrl = 0
triggerall = var(59) = 0
triggerall = Var(41) = 0
triggerall = stateno != [3,9]
triggerall = stateno != [10000,13000]
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;夞旔丂Dash Back
[State -1, Dash Back]
type = ChangeState
value = 105
ctrl = 0
triggerall = var(59) = 0
triggerall = Var(41) != 0
triggerall = stateno != [3,9]
triggerall = stateno != [10000,13000]
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl


;;夞旔丂AIR Dash Back
[State -1, Dash Back]
type = ChangeState
value = 235
ctrl = 0
triggerall = var(59) = 0
triggerall = var(41) != 3
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(5) = 0
trigger1 = var(32) = 0



;-------------------
;[State 1, airj]
;type = ChangeState
;triggerall = Var(4) = 0
;triggerall = Vel Y >= 0 
;trigger1 = command = "up";
;trigger1 = statetype = A
;trigger1 = ctrl
;trigger1 = time >= 10
;value = 500

;旔偗
[State -1, Stand A]
type = ChangeState
value = 9930
triggerall = var(41) = 0
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;jump
[State -1, Dash Back]
type = ChangeState
value = 4040
ctrl = 0
triggerall = var(59) = 0
triggerall = Var(41) = 0
triggerall = stateno != [10000,13000]
trigger1 = command = "high"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;jump
[State -1, Dash Back]
type = ChangeState
value = 4041
ctrl = 0
triggerall = var(59) = 0
triggerall = Var(41) != 0
triggerall = stateno != [10000,13000]
trigger1 = command = "high2"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;傊償傿乕僗僩儔僀僋
[State -1, 0]
type = ChangeState
value = 980
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = Numhelper(2990) = 0
triggerall = command = "a"
triggerall = command = "x"
;triggerall = command = "holdfwd" || command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, 0]
type = ChangeState
value = 945
triggerall = var(59) = 0
triggerall = var(41) = 3
;triggerall = Numhelper(2990) = 0
triggerall = command = "a"
triggerall = command = "x"
triggerall = command = "holdfwd" || command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, 0]
type = ChangeState
value = 940
triggerall = var(59) = 0
triggerall = var(41) = 3
;triggerall = Numhelper(2990) = 0
triggerall = command = "a"
triggerall = command = "x"
triggerall = command != "holdfwd" && command != "holdback"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, 0]
type = ChangeState
value = 960
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "a"
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;p搳偘
[State -1, 0]
type = ChangeState
value = 980
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = Numhelper(2990) = 0
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = p2statetype != A
trigger1 = p2bodydist x = [-15,15]

;k搳偘
[State -1, 0]
type = ChangeState
value = 981
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl

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



[State -1, Stand X];僷儞僠
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time >= 8
trigger3 = var(45) % 10 = 0
trigger3 = movecontact
trigger3 = stateno=[210,223]
trigger4 = var(45) % 10 = 0
trigger4 = stateno=400 || stateno=410 || stateno=420 || stateno=450
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movehit
trigger5 = var(45) % 10 = 0
trigger6 = stateno = 240
trigger6 = movehit
trigger6 = var(45) % 10 = 0
trigger7 = stateno = 250
trigger7 = movehit
trigger7 = var(45) % 10 = 0
trigger8 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger8 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand Y];棤対
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = var(41) = 0
;triggerall = command != "holdfwd"
;triggerall = command != "holdback"
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = var(45) % 100 < 10
trigger2 = stateno=200 || stateno=210  || stateno=220  || stateno=240  || stateno=230  || stateno=250 
trigger3 = var(45) % 100 < 10
trigger3 = stateno=400 || stateno=410 || stateno=420 || stateno=450
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movehit
trigger4 = var(45) % 100 < 10
trigger5 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger5 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand Z];3抜嫮惂孅傒
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = command != "holdback"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = var(45) % 1000 < 100
trigger2 = stateno=200 || stateno=210 || stateno=240  || stateno=230  || stateno=250 || stateno=222 || stateno=223
trigger3 = var(45) % 1000 < 100
trigger3 = stateno=400 || stateno=410 || stateno=420 || stateno=450
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movehit
trigger4 = var(45) % 1000 < 100
trigger5 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger5 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)



[State -1, Stand Z]
type = ChangeState
value = 240
;triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "z"
triggerall = command = "holdback"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = var(45) % 100000 < 10000
trigger2 = stateno=200 || stateno=210  || stateno=220  || stateno=225  || stateno=230  || stateno=250  || stateno=222 || stateno=223
trigger3 = var(45) % 100000 < 10000
trigger3 = stateno=400 || stateno=410 || stateno=420 || stateno=450
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)



[State -1, crouch X];偄偲偟傖偑傒傁傫倰偪
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200 || stateno=210 || stateno=240  || stateno=222 || stateno=223
trigger2 = movecontact
trigger2 = time >= 5
trigger2 = var(46) % 10 = 0
trigger3 = stateno=400 || stateno=410 || stateno=420 || stateno=450
trigger3 = movecontact
trigger3 = time >= 5
trigger3 = var(46) % 10 = 0
trigger4 = stateno=222 || stateno=223 || stateno=234
trigger4 = movecontact
trigger4 = var(46) % 10 = 0
trigger5 = stateno = 400
trigger5 = time >= 4
trigger6 = stateno = 230
trigger6 = movehit
trigger6 = var(45) % 1000 < 100
trigger7 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger7 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, crouch Y];偟傖偑傒壓傊傁傫偪偭偪
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = var(46) % 100 < 10
trigger2 = stateno=200 || stateno=210 || stateno=240  || stateno=222 || stateno=223
trigger3 = var(46) % 100 < 10
trigger3 = stateno=400 || stateno=420 || stateno=450
trigger3 = movecontact
trigger4 = stateno=222 || stateno=223 || stateno=234
trigger4 = movecontact
trigger4 = var(46) % 100 < 10
trigger5 = stateno = 400
trigger5 = time >= 6
trigger5 = var(46) % 100 < 10
trigger6 = stateno = 230
trigger6 = movehit
trigger6 = var(45) % 1000 < 100
trigger7 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger7 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, crouch Z];懌暐偄
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = var(46) % 1000 < 100
trigger2 = stateno=200 || stateno=210 || stateno=240  || stateno=222 || stateno=223
trigger3 = var(46) % 1000 < 100
trigger3 = stateno=400 || stateno=410 || stateno=420
trigger3 = movecontact
trigger4 = stateno=220 || stateno=223 || stateno=234
trigger4 = movecontact
trigger4 = var(46) % 1000 < 100
trigger5 = stateno = 400
trigger5 = time >= 10
trigger5 = var(46) % 1000 < 100
trigger6 = stateno = 230
trigger6 = movehit
trigger6 = var(45) % 1000 < 100
trigger7 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger7 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)


[State -1, Air X];嬻拞僷儞僠
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = var(47) % 10 = 0
trigger2 = stateno=600 || stateno=610 || stateno=620
trigger2 = movecontact
trigger3 = stateno = 600
trigger3 = time >= 8

[State -1, Air Y];
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "y"
;triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = var(47) % 100 < 10
trigger2 = stateno=600 || stateno=620 || stateno=650
trigger2 = movecontact

[State -1, Air Z]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command != "holddown"
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = var(47) % 1000 < 100
trigger2 = stateno=600 || stateno=610
trigger2 = movecontact

[State -1, Air Z]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = var(41) = 0
triggerall = command = "holddown"
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = var(47) % 10000 < 1000
trigger2 = stateno=600 || stateno=610 || stateno=620
trigger2 = movecontact



;=========================================================
;=========================================================
;=========================================================
;杒搇偺対=================================================
;=========================================================
;=========================================================
;--------------------------------
[State -1, crouch X];僟僗僩乧偠傖側偔偰僌儗僀僽
type = ChangeState
value = 8250
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger2 = stateno != 8411
trigger2 = stateno != 8430
trigger3 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger3 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, crouch X];僿償傿
type = ChangeState
value = 8700
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA
trigger2 = stateno != 8411
trigger2 = stateno != 8430
trigger3 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger3 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, crouch X];僶僯
type = ChangeState
value = 8710
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA
trigger2 = stateno != 8411
trigger2 = stateno != 8430
trigger3 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger3 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand X];拞抐
type = ChangeState
value = 8201
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger2 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand X];僷儞僠
type = ChangeState
value = 8200
triggerall = p2bodydist x < 35
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = command != "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 8200
trigger2 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger3 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger3 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand X];僷儞僠
type = ChangeState
value = 8202
triggerall = p2bodydist x >= 35
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = command != "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 8200
trigger2 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger3 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger3 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger4 = movecontact && var(59) = 0
trigger4 = stateno=8200

[State -1, Stand Y];嬤
type = ChangeState
value = 8211
triggerall = p2bodydist x < 40
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8225 || stateno=8202 || stateno=8203
trigger3 =stateno=8400 || stateno=8420
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand Y];墦
type = ChangeState
value = 8210
triggerall = p2bodydist x >= 40
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8225 || stateno=8211 || stateno=8202 || stateno=8203
trigger3 =stateno=8400 || stateno=8420
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand back Y2];廟傝
type = ChangeState
value = 8225
triggerall = p2bodydist x < 45
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = command != "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8225
trigger2 = time >= 6
trigger3 = stateno=8400
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand back Y2];廟傝
type = ChangeState
value = 8203
triggerall = p2bodydist x >= 45
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = command != "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8225
trigger3 = stateno=8400
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand back Y2];廟傝
type = ChangeState
value = 8227
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8202 || stateno=8203
trigger3 = stateno=8400
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand back Y2];嬤廟傝
type = ChangeState
value = 8226
triggerall = p2bodydist x < 45
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8225 || stateno=8221 || stateno=8211 || stateno=8202 || stateno=8203
trigger3 = stateno=8400 || stateno=8410 || stateno=8420
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, Stand back Y2];墦廟傝
type = ChangeState
value = 8228
triggerall = p2bodydist x >= 45
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8210|| stateno=8225 || stateno=8221 || stateno=8211 || stateno=8202 || stateno=8203
trigger3 = stateno=8400 || stateno=8410 || stateno=8420
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

;--------------------------------
[State -1, crouch X];偟傖偑傒僷儞僠
type = ChangeState
value = 8400
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 8400
trigger2 = time >= 7
trigger3 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger3 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger4 = movecontact
trigger4 = stateno=8400 || stateno=8420

[State -1, crouch Y];偟傖偑傒傁傫偪
type = ChangeState
value = 8410
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8225 || stateno=8211 || stateno=8202 || stateno=8203
trigger3 = stateno=8400 || stateno=8420
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

[State -1, crouch Y];偟傖偑傒keri
type = ChangeState
value = 8420
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200
trigger3 = stateno=8400
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)
trigger5 = stateno = 8420
trigger5 = time >= 6


[State -1, crouch Y];僇儞僠儑乕
type = ChangeState
value = 8430
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8200 || stateno=8210 || stateno=8225 || stateno=8211 || stateno=8202 || stateno=8203
trigger3 = stateno=8400 || stateno=8410 || stateno=8411 || stateno=8420
trigger3 = movecontact
trigger4 = stateno = 1001 || stateno = 1003;[1000,1005]
trigger4 = ifelse(stateno=1001,time >= 9, time>= 12); && enemy,movetype != H)

;---------------------------------
[State -1, Air X];嬻拞僷儞僠
type = ChangeState
value = 8600
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=8600
trigger2 = movecontact
trigger3 = movecontact
trigger3 = stateno=8620
trigger3 = var(57) = 1
trigger4 = stateno=8610
trigger4 = var(57) = 1


[State -1, Air y];嬻拞僷儞僠2
type = ChangeState
value = 8610
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
;triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8600 || stateno=8620


[State -1, Air y];嬻拞ki們k2
type = ChangeState
value = 8620
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8600
;trigger2 = var(57) = 1
trigger3 = stateno=8610
trigger3 = var(57) = 1

[State -1, Air y];嬻拞婡kk2
type = ChangeState
value = 8630
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno=8600 || stateno=8610 || stateno=8620

;儊儖僥傿僽儔僢僪------------------------------------------
[State -1, BOOST CANCEL];僶僯
type = ChangeState
value = 8710
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "y"
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8200
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 225
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "holdback"
triggerall = command = "y"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command != "holdback"
triggerall = command = "y"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "z"
triggerall = command = "holdfwd"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 250
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "z"
triggerall = command = "holdback"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "z"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

;孅傒
[State -1, BOOST CANCEL]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype != A
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype != A
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype != A
trigger2 = hitdefattr = SC, NA, SA

;嬻拞
[State -1, BOOST CANCEL]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "x"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 605
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "holddown"
triggerall = command = "y"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command != "holddown"
triggerall = command = "y"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = var(41) = 3
triggerall = command != "holddown"
triggerall = command = "z"
triggerall = Numhelper(2990) >= 1
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA







;杒搇偺対--------------------------------------------------------
[State -1, BOOST CANCEL];僌儗僀僽
type = ChangeState
value = 8250
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL];僿償傿
type = ChangeState
value = 8700
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL];僶僯
type = ChangeState
value = 8710
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8200
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA


[State -1, BOOST CANCEL]
type = ChangeState
value = 8210
triggerall = var(59) = 0
triggerall = p2bodydist x >= 30
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8211
triggerall = var(59) = 0
triggerall = p2bodydist x < 30
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = command != "holddown"
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8225
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = command != "holddown"
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8226
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "b"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = command != "holddown"
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA


;孅傒
[State -1, BOOST CANCEL]
type = ChangeState
value = 8400
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype != A
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8410
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype != A
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8420
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype != A
trigger2 = hitdefattr = SC, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8430
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype != A
trigger2 = hitdefattr = SC, NA, SA




;嬻拞
[State -1, BOOST CANCEL]
type = ChangeState
value = 8600
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "x"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8610
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "y"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8620
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "a"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA

[State -1, BOOST CANCEL]
type = ChangeState
value = 8630
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = command = "b"
triggerall = Numhelper(2990) >= 1
;triggerall = stateno != 8201
triggerall = stateno != 8430
triggerall = stateno != [1020,1040]
trigger1 = statetype = A
trigger2 = hitdefattr = A, NA, SA







[State -1, Blocking]
type = HitOverride
triggerall = var(59) = 0
triggerall = var(41) = 2
triggerall = var(0) > 0
triggerall = var(29) = [22,30]
;triggerall = command != "holdback"
trigger1 = StateType = S
trigger1 = ctrl = 1 || stateno = 20
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 2012
time = 1


