;仚仚AI僐儅儞僪仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "AI_1"
command = D, D, D, D, D, D, D, D, D, D, D, D, D, D, D
time = 1

[Command]
name = "AI_2"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, F
time = 1

[Command]
name = "AI_3"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1

[Command]
name = "AI_4"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, B
time = 1
 
[Command]
name = "AI_5"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, a
time = 1

[Command]
name = "AI_6"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, b
time = 1

[Command]
name = "AI_7"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, c
time = 1

[Command]
name = "AI_8"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, x
time = 1

[Command]
name = "AI_9"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, y
time = 1

[Command]
name = "AI_10"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, z
time = 1

[Command]
name = "AI_11"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, s
time = 1

[Command]
name = "AI_12"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, a
time = 1

[Command]
name = "AI_13"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, a
time = 1

[Command]
name = "AI_14"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, a
time = 1
 
[Command]
name = "AI_15"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, b
time = 1

[Command]
name = "AI_16"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, a
time = 1

[Command]
name = "AI_17"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, a
time = 1

[Command]
name = "AI_18"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, a
time = 1

[Command]
name = "AI_19"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, a
time = 1

[Command]
name = "AI_20"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, a
time = 1

[Command]
name = "AI_21"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, a
time = 1

[Command]
name = "AI_22"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, b
time = 1

[Command]
name = "AI_23"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, b
time = 1

[Command]
name = "AI_24"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, b
time = 1
 
[Command]
name = "AI_25"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, c
time = 1

[Command]
name = "AI_26"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, c
time = 1

[Command]
name = "AI_27"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, b
time = 1

[Command]
name = "AI_28"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, b
time = 1

[Command]
name = "AI_29"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, b
time = 1

[Command]
name = "AI_30"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, b
time = 1

[Command]
name = "AI_31"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, b
time = 1

[Command]
name = "AI_32"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, c
time = 1

[Command]
name = "AI_33"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, c
time = 1

[Command]
name = "AI_34"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, c
time = 1
 
[Command]
name = "AI_35"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, x
time = 1

[Command]
name = "AI_36"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, x
time = 1

[Command]
name = "AI_37"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, x
time = 1

[Command]
name = "AI_38"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, c
time = 1

[Command]
name = "AI_39"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, c
time = 1

[Command]
name = "AI_40"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, c
time = 1

[Command]
name = "AI_41"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, c
time = 1

[Command]
name = "AI_42"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, x
time = 1

[Command]
name = "AI_43"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, x
time = 1

[Command]
name = "AI_44"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, x
time = 1
 
[Command]
name = "AI_45"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, x
time = 1

[Command]
name = "AI_46"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, x
time = 1

[Command]
name = "AI_47"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, x
time = 1

[Command]
name = "AI_48"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, y
time = 1

[Command]
name = "AI_49"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, x
time = 1

[Command]
name = "AI_50"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, x
time = 1


;仚仚僗乕僷乕傾乕僣仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "僗僞儞僈儞僿僢僪僶僢僩_x"
command = ~D, B, D, DB, x
time = 24

[Command]
name = "僗僞儞僈儞僿僢僪僶僢僩_x"
command = ~D, B, D, DB, ~x
time = 24

[Command]
name = "僗僞儞僈儞僿僢僪僶僢僩_y"
command = ~D, B, D, DB, y
time = 24

[Command]
name = "僗僞儞僈儞僿僢僪僶僢僩_y"
command = ~D, B, D, DB, ~y
time = 24

[Command]
name = "僗僞儞僈儞僿僢僪僶僢僩_z"
command = ~D, B, D, DB, z
time = 24

[Command]
name = "僗僞儞僈儞僿僢僪僶僢僩_z"
command = ~D, B, D, DB, ~z
time = 24

[Command]
name = "僽乕儊儔儞儗僀僪_x"
command = ~D, F, D, DF, x
time = 24

[Command]
name = "僽乕儊儔儞儗僀僪_x"
command = ~D, F, D, DF, ~x
time = 24

[Command]
name = "僽乕儊儔儞儗僀僪_y"
command = ~D, F, D, DF, y
time = 24

[Command]
name = "僽乕儊儔儞儗僀僪_y"
command = ~D, F, D, DF, ~y
time = 24

[Command]
name = "僽乕儊儔儞儗僀僪_z"
command = ~D, F, D, DF, z
time = 24

[Command]
name = "僽乕儊儔儞儗僀僪_z"
command = ~D, F, D, DF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, B, D, F, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, D, F, U, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, F, U, B, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, U, B, D, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, F, D, B, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, D, B, U, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, B, U, F, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, U, F, D, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UB, B, DB, D, DF, F, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, DB, D, DF, F, UF, U, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DF, F, UF, U, UB, B, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, UF, U, UB, B, DB, D, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UF, F, DF, D, DB, B, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, DF, D, DB, B, UB, U, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DB, B, UB, U, UF, F, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, UB, U, UF, F, DF, D, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, UB, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, DF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, B, D, F, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, D, F, U, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, F, U, B, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, U, B, D, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, F, D, B, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, D, B, U, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, B, U, F, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, U, F, D, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UB, B, DB, D, DF, F, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, DB, D, DF, F, UF, U, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DF, F, UF, U, UB, B, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, UF, U, UB, B, DB, D, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UF, F, DF, D, DB, B, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, DF, D, DB, B, UB, U, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DB, B, UB, U, UF, F, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, UB, U, UF, F, DF, D, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, UB, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, DF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~F, B, D, U, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~F, B, U, D, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~D, U, F, B, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~D, U, B, F, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~B, F, D, U, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~B, F, U, D, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~U, D, F, B, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~U, D, B, F, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~F, B, D, U, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~F, B, U, D, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~D, U, F, B, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~D, U, B, F, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~B, F, D, U, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~B, F, U, D, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~U, D, F, B, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~U, D, B, F, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~U, B, F, D, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~B, D, U, F, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~D, F, B, U, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~F, U, D, B, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~U, F, B, D, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~F, D, U, B, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~D, B, F, U, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~B, U, D, F, x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~U, B, F, D, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~B, D, U, F, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~D, F, B, U, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~F, U, D, B, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~U, F, B, D, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~F, D, U, B, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~D, B, F, U, ~x
time = 24

[Commxnd]
nxme = "僴僀僷乕儃儉"
xommxnd = ~B, U, D, F, ~x
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, B, D, F, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, D, F, U, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, F, U, B, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, U, B, D, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, F, D, B, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, D, B, U, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, B, U, F, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, U, F, D, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UB, B, DB, D, DF, F, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, DB, D, DF, F, UF, U, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DF, F, UF, U, UB, B, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, UF, U, UB, B, DB, D, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UF, F, DF, D, DB, B, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, DF, D, DB, B, UB, U, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DB, B, UB, U, UF, F, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, UB, U, UF, F, DF, D, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, UB, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, DF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, B, D, F, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, D, F, U, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, F, U, B, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, U, B, D, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, F, D, B, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, D, B, U, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, B, U, F, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, U, F, D, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UB, B, DB, D, DF, F, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, DB, D, DF, F, UF, U, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DF, F, UF, U, UB, B, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, UF, U, UB, B, DB, D, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UF, F, DF, D, DB, B, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, DF, D, DB, B, UB, U, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DB, B, UB, U, UF, F, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, UB, U, UF, F, DF, D, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, UB, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, DF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~F, B, D, U, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~F, B, U, D, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~D, U, F, B, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~D, U, B, F, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~B, F, D, U, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~B, F, U, D, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~U, D, F, B, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~U, D, B, F, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~F, B, D, U, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~F, B, U, D, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~D, U, F, B, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~D, U, B, F, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~B, F, D, U, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~B, F, U, D, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~U, D, F, B, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~U, D, B, F, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~U, B, F, D, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~B, D, U, F, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~D, F, B, U, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~F, U, D, B, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~U, F, B, D, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~F, D, U, B, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~D, B, F, U, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~B, U, D, F, y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~U, B, F, D, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~B, D, U, F, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~D, F, B, U, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~F, U, D, B, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~U, F, B, D, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~F, D, U, B, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~D, B, F, U, ~y
time = 24

[Commynd]
nyme = "僴僀僷乕儃儉"
yommynd = ~B, U, D, F, ~y
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, B, D, F, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, D, F, U, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, F, U, B, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, U, B, D, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, F, D, B, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, D, B, U, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, B, U, F, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, U, F, D, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UB, B, DB, D, DF, F, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, DB, D, DF, F, UF, U, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DF, F, UF, U, UB, B, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, UF, U, UB, B, DB, D, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UF, F, DF, D, DB, B, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, DF, D, DB, B, UB, U, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DB, B, UB, U, UF, F, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, UB, U, UF, F, DF, D, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, UB, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, DF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, B, D, F, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, D, F, U, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, F, U, B, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, U, B, D, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, F, D, B, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, D, B, U, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, B, U, F, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, U, F, D, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UB, B, DB, D, DF, F, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, DB, D, DF, F, UF, U, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DF, F, UF, U, UB, B, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, UF, U, UB, B, DB, D, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~U, UF, F, DF, D, DB, B, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~F, DF, D, DB, B, UB, U, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~D, DB, B, UB, U, UF, F, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~B, UB, U, UF, F, DF, D, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, UB, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, B, DB, D, DF, F, UF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, D, DF, F, UF, U, DF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, F, UF, U, UB, B, DB, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, U, UB, B, DB, D, DF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UF, F, DF, D, DB, B, UB, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DF, D, DB, B, UB, U, UF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~DB, B, UB, U, UF, F, DF, ~z
time = 24

[Command]
name = "僴僀僷乕儃儉"
command = ~UB, U, UF, F, DF, D, DB, ~z
time = 24

[Command]
name = "俼僴僀僷乕儃儉"
command = x+y+z
time = 1

[Command]
name = "俼僴僀僷乕儃儉"
command = a+b+c
time = 1

;仚仚昁嶦媄仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "僼儔僢僔儏僠儑僢僾_x"
command = ~D, F, x
time = 12

[Command]
name = "僼儔僢僔儏僠儑僢僾_x"
command = ~D, F, ~x
time = 12

[Command]
name = "僼儔僢僔儏僠儑僢僾_y"
command = ~D, F, y
time = 12

[Command]
name = "僼儔僢僔儏僠儑僢僾_y"
command = ~D, F, ~y
time = 12

[Command]
name = "僼儔僢僔儏僠儑僢僾_z"
command = ~D, F, z
time = 12

[Command]
name = "僼儔僢僔儏僠儑僢僾_z"
command = ~D, F, ~z
time = 12

[Command]
name = "僄傾僯乕僗儅僢僔儏_a"
command = ~F, D, DF, a
time = 15

[Command]
name = "僄傾僯乕僗儅僢僔儏_a"
command = ~F, D, DF, ~a
time = 15

[Command]
name = "僄傾僯乕僗儅僢僔儏_b"
command = ~F, D, DF, b
time = 15

[Command]
name = "僄傾僯乕僗儅僢僔儏_b"
command = ~F, D, DF, ~b
time = 15

[Command]
name = "僄傾僯乕僗儅僢僔儏_c"
command = ~F, D, DF, c
time = 15

[Command]
name = "僄傾僯乕僗儅僢僔儏_c"
command = ~F, D, DF, ~c
time = 15

[Command]
name = "僗儔僢僔儏僄儖儃乕_a"
command = ~21$B, F, a
time = 10

[Command]
name = "僗儔僢僔儏僄儖儃乕_a"
command = ~21$B, F, ~a
time = 10

[Command]
name = "僗儔僢僔儏僄儖儃乕_b"
command = ~21$B, F, b
time = 10

[Command]
name = "僗儔僢僔儏僄儖儃乕_b"
command = ~21$B, F, ~b
time = 10

[Command]
name = "僗儔僢僔儏僄儖儃乕_c"
command = ~21$B, F, c
time = 10

[Command]
name = "僗儔僢僔儏僄儖儃乕_c"
command = ~21$B, F, ~c
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩_a"
command = ~21$D, U, a
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩_a"
command = ~21$D, U, ~a
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩_b"
command = ~21$D, U, b
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩_b"
command = ~21$D, U, ~b
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩_c"
command = ~21$D, U, c
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩_c"
command = ~21$D, U, ~c
time = 10

[Command]
name = "僷儚乕儃儉_x"
command = ~F, D, B, x
time = 18

[Command]
name = "僷儚乕儃儉_x"
command = ~F, D, B, ~x
time = 18

[Command]
name = "僷儚乕儃儉_y"
command = ~F, D, B, y
time = 18

[Command]
name = "僷儚乕儃儉_y"
command = ~F, D, B, ~y
time = 18

[Command]
name = "僷儚乕儃儉_z"
command = ~F, D, B, z
time = 18

[Command]
name = "僷儚乕儃儉_z"
command = ~F, D, B, ~z
time = 18

[Command]
name = "僗僷僀儔儖俢俢俿_a"
command = ~F, D, B, a
time = 18

[Command]
name = "僗僷僀儔儖俢俢俿_a"
command = ~F, D, B, ~a
time = 18

[Command]
name = "僗僷僀儔儖俢俢俿_b"
command = ~F, D, B, b
time = 18

[Command]
name = "僗僷僀儔儖俢俢俿_b"
command = ~F, D, B, ~b
time = 18

[Command]
name = "僗僷僀儔儖俢俢俿_c"
command = ~F, D, B, c
time = 18

[Command]
name = "僗僷僀儔儖俢俢俿_c"
command = ~F, D, B, ~c
time = 18

;仚仚昁嶦媄(EX)仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "僼儔僢僔儏僠儑僢僾EX"
command = ~D, F, x+y
time = 12

[Command]
name = "僼儔僢僔儏僠儑僢僾EX"
command = ~D, F, y+z
time = 12

[Command]
name = "僼儔僢僔儏僠儑僢僾EX"
command = ~D, F, z+x
time = 12

[Command]
name = "僄傾僯乕僗儅僢僔儏EX"
command = ~F, D, DF, a+b
time = 15

[Command]
name = "僄傾僯乕僗儅僢僔儏EX"
command = ~F, D, DF, b+c
time = 15

[Command]
name = "僄傾僯乕僗儅僢僔儏EX"
command = ~F, D, DF, c+a
time = 15

[Command]
name = "僗儔僢僔儏僄儖儃乕EX"
command = ~21$B, F, a+b
time = 10

[Command]
name = "僗儔僢僔儏僄儖儃乕EX"
command = ~21$B, F, b+c
time = 10

[Command]
name = "僗儔僢僔儏僄儖儃乕EX"
command = ~21$B, F, c+a
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩EX"
command = ~21$D, U, a+b
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩EX"
command = ~21$D, U, b+c
time = 10

[Command]
name = "僄傾僗僞儞僺乕僩EX"
command = ~21$D, U, c+a
time = 10

[Command]
name = "儗僶僈僠儍"
command = x
time = 1

[Command]
name = "儗僶僈僠儍"
command = y
time = 1

[Command]
name = "儗僶僈僠儍"
command = z
time = 1

[Command]
name = "儗僶僈僠儍"
command = a
time = 1

[Command]
name = "儗僶僈僠儍"
command = b
time = 1

[Command]
name = "儗僶僈僠儍"
command = c
time = 1

[Command]
name = "儗僶僈僠儍"
command = F
time = 1

[Command]
name = "儗僶僈僠儍"
command = D
time = 1

[Command]
name = "儗僶僈僠儍"
command = B
time = 1

[Command]
name = "儗僶僈僠儍"
command = U
time = 1

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

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

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

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

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

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

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

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

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

;仚仚僗僥僢僾堏摦仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "FF"
command = F, F
time = 10

[Command]
name = "BB"
command = B, B
time = 10

;仚仚僟僂儞夞旔仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1

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

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

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

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

[Command]
name = "recovery";Required (do not remove)
command = a+c
time = 1

;仚仚摨帪墴偟仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "x+a"
command = x+a
time = 1

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

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

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

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

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

;仚仚僔儞僌儖仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[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 = "s"
command = s
time = 1

;仚仚儃僞儞墴偟偭傁側偟仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "holdz" 
command = /$z
time = 1

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

[Command]
name = "holds"
command = /$s
time = 1

[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup"
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1


;仚仚摿庩憖嶌仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "fwd"
command = F
time = 1

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

;quick standing
[Command]
name = "quick"
command = D
time = 1

;longjump
[Command]
name = "longjump_f"
command = D, UF
time = 10

[Command]
name = "longjump_b"
command = D, UB
time = 10

[Command]
name = "longjump_u"
command = D, U
time = 10

[Command];乮慜僽儘僢僉儞僌僐儅儞僪乯
name = "bl1"
command = F
time = 1

[Command];乮壓僽儘僢僉儞僌僐儅儞僪乯
name = "bl2"
command = D
time = 1



[Statedef -1]

;仚仚AI憖嶌仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[State -1, AI]
type = Varset
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) >= 1
triggerall = var(50) = 0
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
trigger16 = command = "AI_16"
trigger17 = command = "AI_17"
trigger18 = command = "AI_18"
trigger19 = command = "AI_19"
trigger20 = command = "AI_20"
trigger21 = command = "AI_21"
trigger22 = command = "AI_22"
trigger23 = command = "AI_23"
trigger24 = command = "AI_24"
trigger25 = command = "AI_25"
trigger26 = command = "AI_26"
trigger27 = command = "AI_27"
trigger28 = command = "AI_28"
trigger29 = command = "AI_29"
trigger30 = command = "AI_30"
trigger31 = command = "AI_31"
trigger32 = command = "AI_32"
trigger33 = command = "AI_33"
trigger34 = command = "AI_34"
trigger35 = command = "AI_35"
trigger36 = command = "AI_36"
trigger37 = command = "AI_37"
trigger38 = command = "AI_38"
trigger39 = command = "AI_39"
trigger40 = command = "AI_40"
trigger41 = command = "AI_41"
trigger42 = command = "AI_42"
trigger43 = command = "AI_43"
trigger44 = command = "AI_44"
trigger45 = command = "AI_45"
trigger46 = command = "AI_46"
trigger47 = command = "AI_47"
trigger48 = command = "AI_48"
trigger49 = command = "AI_49"
trigger50 = command = "AI_50"
trigger51 = helper(30000),var(16)
var(50) = helper(30000),var(13)

[State -1, 師偺庤傪巚埬拞]
type = VarRandom
trigger1 = roundstate = 2
trigger1 = var(50) >= 1
;trigger1 = ctrl
v = 51
range = 0,99

[State -1, Varset]
type = Varset
trigger1 = roundstate != 2
var(51) = -1

;仚仚僐儅儞僪擖椡仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

[State -1, Varset]
type = Varset
triggerall = Command = "longjump_u" || Command = "longjump_f" || Command = "longjump_b"
trigger1 = !var(47) && !fvar(19)
trigger2 = var(47)
trigger2 = var(58):= 40+ifelse(command="longjump_f",2,ifelse(command="longjump_b",3,1))
var(55) = 40
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "FF"
trigger1 = !var(47) && !fvar(19)
trigger2 = var(47)
trigger2 = var(58):= 100
var(55) = 100
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "BB"
trigger1 = !var(47) && !fvar(19)
trigger2 = var(47)
trigger2 = var(58):= 105
var(55) = 105
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "x"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(command="holddown",400,200)
var(55) = ifelse(command="holddown",400,200)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "y"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(command="holddown",410,ifelse(command="holdfwd",920,210))
var(55) = ifelse(command="holddown",410,ifelse(command="holdfwd",920,210))
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "z"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(command="holddown",420,ifelse(command="holdfwd",930,220))
var(55) = ifelse(command="holddown",420,ifelse(command="holdfwd",930,220))
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "a"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(command="holddown",430,230)
var(55) = ifelse(command="holddown",430,230)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "b"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(command="holddown",440,240)
var(55) = ifelse(command="holddown",440,240)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(command="holddown",450,250)
var(55) = ifelse(command="holddown",450,250)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "x"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(5):= 600
var(37) = 600
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "y"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(5):= 610
var(37) = 610
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "z"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(5):= ifelse(vel X>=0&&command="holddown",940,620)
var(37) = ifelse(vel X>=0&&command="holddown",940,620)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "a"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(5):= 630
var(37) = 630
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "b"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(5):= 640
var(37) = 640
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(5):= 650
var(37) = 650
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = (command = "s") || (command = "z+c")
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
var(55) = 195
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = command = "y+b"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
var(55) = 950
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = command = "x+a"
trigger1 = command != "holddown"
var(55) = 800
ignorehitpause = 1

;僼儔僢僔儏僠儑僢僾
[State -1, Varset]
type = Varset
triggerall = Command = "僼儔僢僔儏僠儑僢僾_x" || Command = "僼儔僢僔儏僠儑僢僾_y" || Command = "僼儔僢僔儏僠儑僢僾_z"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(Command = "僼儔僢僔儏僠儑僢僾_x",1200,ifelse(Command = "僼儔僢僔儏僠儑僢僾_y",1210,1220))
var(55) = ifelse(Command = "僼儔僢僔儏僠儑僢僾_x",1200,ifelse(Command = "僼儔僢僔儏僠儑僢僾_y",1210,1220))
ignorehitpause = 1

;僼儔僢僔儏僠儑僢僾(EX)
[State -1, Varset]
type = Varset
triggerall = Power >= 500
triggerall = Command = "僼儔僢僔儏僠儑僢僾EX"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 1230
var(55) = 1230
ignorehitpause = 1

;僗儔僢僔儏僄儖儃乕
[State -1, Varset]
type = Varset
triggerall = fvar(35) = [1,10]
triggerall = Command = "_a" || Command = "_b" || Command = "_c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(Command = "_a",1400,ifelse(Command = "_b",1410,1420))+floor(fvar(36)*50)
var(55) = ifelse(Command = "_a",1400,ifelse(Command = "_b",1410,1420))+floor(fvar(36)*50)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "僗儔僢僔儏僄儖儃乕_a" || Command = "僗儔僢僔儏僄儖儃乕_b" || Command = "僗儔僢僔儏僄儖儃乕_c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(Command = "僗儔僢僔儏僄儖儃乕_a",1400,ifelse(Command = "僗儔僢僔儏僄儖儃乕_b",1410,1420))
var(55) = ifelse(Command = "僗儔僢僔儏僄儖儃乕_a",1400,ifelse(Command = "僗儔僢僔儏僄儖儃乕_b",1410,1420))
ignorehitpause = 1

;僗儔僢僔儏僄儖儃乕(EX)
[State -1, Varset]
type = Varset
triggerall = Power >= 500
triggerall = fvar(35) = [1,10]
triggerall = Command = "a+b" || Command = "b+c" || Command = "a+c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 1430+floor(fvar(36)*50)
var(55) = 1430+floor(fvar(36)*50)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Power >= 500
triggerall = Command = "僗儔僢僔儏僄儖儃乕EX"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 1430
var(55) = 1430
ignorehitpause = 1

;僄傾僗僞儞僺乕僩
[State -1, Varset]
type = Varset
triggerall = var(28) = [1,10]
triggerall = Command = "_a" || Command = "_b" || Command = "_c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(Command = "_a",1300,ifelse(Command = "_b",1310,1320))
var(55) = ifelse(Command = "_a",1300,ifelse(Command = "_b",1310,1320))
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "僄傾僗僞儞僺乕僩_a" || Command = "僄傾僗僞儞僺乕僩_b" || Command = "僄傾僗僞儞僺乕僩_c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(Command = "僄傾僗僞儞僺乕僩_a",1300,ifelse(Command = "僄傾僗僞儞僺乕僩_b",1310,1320))
var(55) = ifelse(Command = "僄傾僗僞儞僺乕僩_a",1300,ifelse(Command = "僄傾僗僞儞僺乕僩_b",1310,1320))
ignorehitpause = 1

;僄傾僗僞儞僺乕僩(EX)
[State -1, Varset]
type = Varset
triggerall = Power >= 500
triggerall = var(28) = [1,10]
triggerall = Command = "a+b" || Command = "b+c" || Command = "a+c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 1330
var(55) = 1330
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Power >= 500
triggerall = Command = "僄傾僗僞儞僺乕僩EX"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 1330
var(55) = 1330
ignorehitpause = 1

;僄傾僯乕僗儅僢僔儏
[State -1, Varset]
type = Varset
triggerall = Command = "僄傾僯乕僗儅僢僔儏_a" || Command = "僄傾僯乕僗儅僢僔儏_b" || Command = "僄傾僯乕僗儅僢僔儏_c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(Command = "僄傾僯乕僗儅僢僔儏_a",1600,ifelse(Command = "僄傾僯乕僗儅僢僔儏_b",1610,1620))
var(55) = ifelse(Command = "僄傾僯乕僗儅僢僔儏_a",1600,ifelse(Command = "僄傾僯乕僗儅僢僔儏_b",1610,1620))
ignorehitpause = 1

;僄傾僯乕僗儅僢僔儏(EX)
[State -1, Varset]
type = Varset
triggerall = Power >= 500
triggerall = Command = "僄傾僯乕僗儅僢僔儏EX"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 1630
var(55) = 1630
ignorehitpause = 1

;僷儚乕儃儉
[State -1, Varset]
type = Varset
triggerall = Command = "僷儚乕儃儉_x" || Command = "僷儚乕儃儉_y" || Command = "僷儚乕儃儉_z"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(Command = "僷儚乕儃儉_x",1000,ifelse(Command = "僷儚乕儃儉_y",1010,1020))
var(55) = ifelse(Command = "僷儚乕儃儉_x",1000,ifelse(Command = "僷儚乕儃儉_y",1010,1020))
ignorehitpause = 1

;僗僷僀儔儖俢俢俿
[State -1, Varset]
type = Varset
triggerall = Command = "僗僷僀儔儖俢俢俿_a" || Command = "僗僷僀儔儖俢俢俿_b" || Command = "僗僷僀儔儖俢俢俿_c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= ifelse(Command = "僗僷僀儔儖俢俢俿_a",1500,ifelse(Command = "僗僷僀儔儖俢俢俿_b",1510,1520))
var(55) = ifelse(Command = "僗僷僀儔儖俢俢俿_a",1500,ifelse(Command = "僗僷僀儔儖俢俢俿_b",1510,1520))
ignorehitpause = 1

;嬻拞僗僷僀儔儖俢俢俿
[State -1, Varset]
type = Varset
triggerall = Command = "僗僷僀儔儖俢俢俿_a" || Command = "僗僷僀儔儖俢俢俿_b" || Command = "僗僷僀儔儖俢俢俿_c"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(5):= 1530
var(37) = 1530
ignorehitpause = 1

;僽乕儊儔儞儗僀僪
[State -1, Varset]
type = Varset
triggerall = Power >= 1000
triggerall = Command = "僽乕儊儔儞儗僀僪_x" || Command = "僽乕儊儔儞儗僀僪_y" || Command = "僽乕儊儔儞儗僀僪_z"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 3100
var(55) = 3100
ignorehitpause = 1

;僗僞儞僈儞僿僢僪僶僢僩
[State -1, Varset]
type = Varset
triggerall = Power >= 1000
triggerall = Command = "僗僞儞僈儞僿僢僪僶僢僩_x" || Command = "僗僞儞僈儞僿僢僪僶僢僩_y" || Command = "僗僞儞僈儞僿僢僪僶僢僩_z"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 3200
var(55) = 3200
ignorehitpause = 1

;僴僀僷乕儃儉
[State -1, Varset]
type = Varset
triggerall = Power >= 1000
triggerall = Command = "僴僀僷乕儃儉"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 3000
var(55) = 3000
ignorehitpause = 1

;儕僶乕僔僽儖僴僀僷乕儃儉
[State -1, Varset]
type = Varset
triggerall = Power >= 2000
triggerall = Command = "俼僴僀僷乕儃儉"
trigger1 = !var(47) && fvar(19)<2
trigger2 = var(47)
trigger2 = var(58):= 3300
var(55) = 3300
ignorehitpause = 1


;愭峴擖椡擣幆
[State -1, Varset]
type = Varset
trigger1 = var(55) != var(57)
var(56) = helper(30000),var(19)
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = 1
var(57) = var(55)
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = Var(55)
trigger1 = Var(56) > 0
var(56) = -1

[State -1, Varset]
type = Varset
trigger1 = var(37) != var(39)
var(38) = helper(30000),var(19)
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = 1
var(39) = var(37)
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = Var(37)
trigger1 = Var(38) > 0
var(38) = -1

;昁嶦媄敪摦乮抧忋媄乯

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = 3000
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(17)
trigger1 = stateno = 3100 && var(47) = 3100
trigger2 = stateno = 3100 && var(47) = 3101
trigger3 = stateno = 3100 && var(47) = 3102
trigger4 = stateno = 3100 && var(47) = 3103
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = 3300
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(17)
trigger1 = stateno = 3100 && var(47) = 3100
trigger2 = stateno = 3100 && var(47) = 3101
trigger3 = stateno = 3100 && var(47) = 3102
trigger4 = stateno = 3100 && var(47) = 3103
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [3000,3300]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(17) 
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger7 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger8 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger9 = stateno = 1200 && Animelemtime(9) <= 0 && var(47) = 1200
trigger10 = stateno = 1210 && Animelemtime(9) <= 0 && var(47) = 1210
trigger11 = stateno = 1220 && Animelemtime(9) <= 0 && var(47) = 1220
trigger12 = stateno = 1230 && Animelemtime(9) <= 0 && var(47) = [1230,1231]
trigger13 = stateno = 1400 && Animelemtime(12) <= 0 && var(47) = 1400
trigger14 = stateno = 1410 && Animelemtime(12) <= 0 && var(47) = 1410
trigger15 = stateno = 1420 && Animelemtime(12) <= 0 && var(47) = 1420
trigger16 = stateno = 1430 && Animelemtime(9) <= 0 && var(47) = 1430
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = (var(58) = [1000,1630]) || (var(58) = [3000,3300])
triggerall = var(58) != [1200,1230]
triggerall = !var(17)
trigger1 = stateno = 1200 && Animelemtime(9) <= 0 && var(47) = 1200
trigger2 = stateno = 1210 && Animelemtime(9) <= 0 && var(47) = 1210
trigger3 = stateno = 1220 && Animelemtime(9) <= 0 && var(47) = 1220
trigger4 = stateno = 1230 && Animelemtime(9) <= 0 && var(47) = [1230,1231]
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = (var(58) = [1000,1630]) || (var(58) = [3000,3300])
triggerall = var(58) != [1400,1430]
triggerall = !var(17)
trigger1 = stateno = 1400 && Animelemtime(12) <= 0 && var(47) = 1400
trigger2 = stateno = 1410 && Animelemtime(12) <= 0 && var(47) = 1410
trigger3 = stateno = 1420 && Animelemtime(12) <= 0 && var(47) = 1420
trigger4 = stateno = 1430 && Animelemtime(11) >= 0 && Animelemtime(13) <= 0 && var(47) = 1431
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = (var(58) = [1000,1630]) || (var(58) = [3000,3300])
triggerall = var(58) != [1300,1330]
triggerall = !var(17)
trigger1 = stateno = 1350 && Animelemtime(3) <= 0 && var(47) = 1350
trigger2 = stateno = 1355 && Animelemtime(3) <= 0 && var(47) = 1350
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1000,1630]
triggerall = var(58) != [1450,1480]
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(17) 
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger7 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger8 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)-50
triggerall = var(58) = [1450,1480]
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = fvar(37) = 0
triggerall = !var(17) 
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger7 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger8 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = (var(58) = [1000,1630]) || (var(58) = [3000,3300])
triggerall = var(58) != [1450,1480]
triggerall = !var(17)
trigger1 = stateno = 220 && Animelemtime(12) <= 0 && var(47) = 220
trigger2 = stateno = 240 && Animelemtime(10) <= 0 && var(47) = 240
trigger3 = stateno = 250 && anim = 251 && Animelemtime(2) <= 0 && var(47) = 250
trigger4 = stateno = 420 && Animelemtime(6) = 0 && var(47) = 420
trigger5 = stateno = 440 && Animelemtime(9) <= 0 && var(47) = 440
trigger6 = stateno = 441 && Animelemtime(6) <= 0 && var(47) = 441
trigger7 = stateno = 450 && Animelemtime(8) = 0 && var(47) = 450
trigger8 = stateno = 451 && Animelemtime(7) = 0 && var(47) = 451
trigger9 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
trigger10 = stateno = 930 && Animelemtime(6) <= 0 && var(47) = 930
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)-50
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = var(58) = [1450,1480]
triggerall = !var(17)
trigger1 = stateno = 220 && Animelemtime(12) <= 0 && var(47) = 220
trigger2 = stateno = 240 && Animelemtime(10) <= 0 && var(47) = 240
trigger3 = stateno = 250 && anim = 251 && Animelemtime(2) <= 0 && var(47) = 250
trigger4 = stateno = 420 && Animelemtime(6) = 0 && var(47) = 420
trigger5 = stateno = 440 && Animelemtime(9) <= 0 && var(47) = 440
trigger6 = stateno = 441 && Animelemtime(6) <= 0 && var(47) = 441
trigger7 = stateno = 450 && Animelemtime(8) = 0 && var(47) = 450
trigger8 = stateno = 451 && Animelemtime(7) = 0 && var(47) = 451
trigger9 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
trigger10 = stateno = 930 && Animelemtime(6) <= 0 && var(47) = 930
ignorehitpause = 0

[State -1]
type = ChangeState
value = 40
triggerall = numhelper(30000)
triggerall = helper(30000),var(8) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = [41,43]
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 220 && Animelemtime(12) <= 0 && var(47) = 220
trigger5 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger6 = stateno = 240 && Animelemtime(10) <= 0 && var(47) = 240
trigger7 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger8 = stateno = 250 && anim = 251 && Animelemtime(2) <= 0 && var(47) = 250
trigger9 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger10 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger11 = stateno = 420 && Animelemtime(6) = 0 && var(47) = 420
trigger12 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger13 = stateno = 440 && Animelemtime(9) <= 0 && var(47) = 440
trigger14 = stateno = 441 && Animelemtime(6) <= 0 && var(47) = 441
trigger15 = stateno = 450 && Animelemtime(8) = 0 && var(47) = 450
trigger16 = stateno = 451 && Animelemtime(7) = 0 && var(47) = 451
trigger17 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
trigger18 = stateno = 930 && Animelemtime(6) <= 0 && var(47) = 930
ignorehitpause = 0

[State -2, ChangeState]
type = ChangeState
triggerall = fvar(2) >= 72.0
trigger1 = statetype != A
trigger1 = ctrl
value = 5300
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(5)
triggerall = var(5) = 1530
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(17)
triggerall = var(47)
trigger1 = stateno = 1500 && var(38) = 1500
trigger2 = stateno = 1510 && var(38) = 1510
trigger3 = stateno = 1520 && var(38) = 1520
trigger4 = stateno = 1600 && var(38) = 1600
trigger5 = stateno = 1610 && var(38) = 1610
trigger6 = stateno = 1620 && var(38) = 1620
trigger7 = stateno = 1630 && var(38) = 1630
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(5)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = (var(5) = 1530)
triggerall = var(47)
triggerall = !var(17)
trigger1 = Stateno = [600,655]
ignorehitpause = 0

;仚仚僐儅儞僪愭峴擖椡仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;Reversal 昁嶦媄敪摦
[State -1, ChangeState]
type = ChangeState
value = ifelse((var(55)=[1450,1480]),Var(55)-50,var(55))
triggerall = Var(55) = 195 || var(55) = 800 || var(55) = 950 || ((Var(55) = [1000,3300]) && roundstate = 2)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = fvar(2) < 72
trigger1 = ctrl 
trigger2 = fvar(2) < 72
trigger2 = stateno = 5001
trigger2 = hitover
trigger3 = fvar(2) < 72
trigger3 = stateno = 5011
trigger3 = hitover
trigger4 = statetype = S
trigger4 = stateno = 151 || stateno = 6151
trigger4 = hitover
trigger5 = statetype = C
trigger5 = stateno = 153 || stateno = 6153
trigger5 = hitover
trigger6 = statetype = S
trigger6 = stateno = [4000,4015]
trigger6 = animelemtime(5) = 0
trigger7 = statetype = C
trigger7 = stateno = [4100,4115]
trigger7 = animelemtime(3) = 0
trigger8 = fvar(2) < 72
trigger8 = stateno = 5120
trigger8 = AnimelemTime(12) = 0
trigger9 = stateno = 5400
trigger9 = AnimelemTime(9) = 0
trigger10 = stateno = 5410
trigger10 = AnimelemTime(12) = 0
trigger11 = ((stateno = [200,450]) && stateno != 441) || stateno = 900 || stateno = [920,930]
trigger11 = movetype = A && time <= 3
trigger12 = stateno = 40
trigger12 = pos Y = 0
ignorehitpause = 0

;昁嶦媄敪摦乮嬻拞媄乯
[State -1, 0]
type = ChangeState
value = var(37)
triggerall = var(37) = 1530
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = var(50) = 0
triggerall = !var(17)
trigger1 = ctrl
trigger2 = stateno = [600,655]
trigger2 = movetype = A && time <= 3
ignorehitpause = 0

;仚仚捠忢峌寕仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

;儔儕傾僢僩
[State -1]
type = ChangeState
value = 930
triggerall = (Command = "z" && Command = "holdfwd" && Command != "holddown") || var(55) = 930
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl
ignorehitpause = 0

;僿僢僪僶僢僩
[State -1]
type = ChangeState
value = 900
triggerall = (Command = "z" && Command = "holdback" && Command != "holddown") || var(55) = 900
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

;棫偪戝僷儞僠
[State -1]
type = ChangeState
value = 220
trigger1 = (Command = "z" && Command != "holddown") || var(55) = 220
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 220 || var(58) = 930
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 240 && Animelemtime(10) <= 0 && var(47) = 240
trigger6 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger7 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger8 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger9 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger10 = stateno = 440 && Animelemtime(9) <= 0 && var(47) = 440
trigger11 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僠儑僢僾
[State -1]
type = ChangeState
value = 920
triggerall = (Command = "y" && Command = "holdfwd" && Command != "holddown") || var(55) = 920
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl
ignorehitpause = 0

;棫偪拞僷儞僠
[State -1]
type = ChangeState
value = 210
trigger1 = (Command = "y" && Command != "holddown") || var(55) = 210
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 210 || var(58) = 920
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger4 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger5 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮

;棫偪彫僷儞僠(嬤)
[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(11*const(size.xscale)),205,200)
triggerall = (Command = "x" && Command != "holddown") || var(55) = 200
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(17)
trigger1 = ctrl 
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 1
trigger3 = Stateno = 205
trigger3 = Animelemtime(4) >= 1
trigger4 = Stateno = 400
trigger4 = (Animelemtime(4) >= 1) && (Animelemtime(6) <= 1)
trigger4 = var(40):= 1
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棫偪戝僉僢僋
[State -1]
type = ChangeState
value = 250
trigger1 = (Command = "c" && Command != "holddown") || var(55) = 250
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = 250
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 250
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 220 && Animelemtime(12) <= 0 && var(47) = 220
trigger5 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger6 = stateno = 240 && Animelemtime(10) <= 0 && var(47) = 240
trigger7 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger8 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger9 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger10 = stateno = 420 && Animelemtime(6) = 0 && var(47) = 420
trigger11 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger12 = stateno = 440 && Animelemtime(9) <= 0 && var(47) = 440
trigger13 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
trigger14 = stateno = 930 && Animelemtime(6) <= 0 && var(47) = 930
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棫偪拞僉僢僋(嬤)
[State -1]
type = ChangeState
value = 245
trigger1 = (Command = "b" && Command != "holddown") || var(55) = 240
trigger1 = P2bodydist X <= ceil(33*const(size.xscale))
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

;棫偪拞僉僢僋(墦)
[State -1]
type = ChangeState
value = 240
trigger1 = (Command = "b" && Command != "holddown") || var(55) = 240
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(33*const(size.xscale)),245,240)
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 240
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger6 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger7 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger8 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棫偪庛僉僢僋
[State -1]
type = ChangeState
value = 230
triggerall = (Command = "a" && Command != "holddown") || var(55) = 230
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = 230
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 230
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒戝僷儞僠
[State -1]
type = ChangeState
value = 420
trigger1 = (Command = "z" && Command = "holddown") || var(55) = 420
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = 420
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 420
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 240 && Animelemtime(10) <= 0 && var(47) = 240
trigger6 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger7 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger8 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger9 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger10 = stateno = 440 && Animelemtime(9) <= 0 && var(47) = 440
trigger11 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒拞僷儞僠
[State -1]
type = ChangeState
value = 410
trigger1 = (Command = "y" && Command = "holddown") || var(55) = 410
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 410
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger4 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger5 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒彫僷儞僠
[State -1]
type = ChangeState
value = 400
triggerall = (Command = "x" && Command = "holddown") || var(55) = 400
triggerall = var(50) = 0
triggerall = !var(17)
triggerall = StateType != A
trigger1 = ctrl
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 1
trigger3 = Stateno = 205
trigger3 = Animelemtime(4) >= 1
trigger4 = Stateno = 400
trigger4 = (Animelemtime(4) >= 1) && (Animelemtime(6) < 1)
trigger4 = var(40):= 1
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒戝僉僢僋
[State -1]
type = ChangeState
value = 450
trigger1 = (Command = "c" && Command = "holddown") || var(55) = 450
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = 450
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 450
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 220 && Animelemtime(12) <= 0 && var(47) = 220
trigger5 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger6 = stateno = 240 && Animelemtime(10) <= 0 && var(47) = 240
trigger7 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger8 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger9 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger10 = stateno = 420 && Animelemtime(6) = 0 && var(47) = 420
trigger11 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger12 = stateno = 440 && Animelemtime(9) <= 0 && var(47) = 440
trigger13 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
trigger14 = stateno = 930 && Animelemtime(6) <= 0 && var(47) = 930
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒拞僉僢僋
[State -1]
type = ChangeState
value = 440
trigger1 = (Command = "z" && Command = "holddown") || var(55) = 440
trigger1 = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = 440
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 440
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger6 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger7 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger8 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒彫僉僢僋
[State -1]
type = ChangeState
value = 430
trigger1 = (Command = "a" && Command = "holddown") || var(55) = 430
triggerall = var(50) = 0
trigger1 = StateType != A
trigger1 = ctrl 
ignorehitpause = 0

[State -1]
type = ChangeState
value = 430
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 430
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
ignorehitpause = 0


;仚仚僕儍儞僾峌寕仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

;僼儔僀儞僌僋儘僗僠儑僢僾
[State -1]
type = ChangeState
value = 940
triggerall = (Command = "z" && Command = "holddown") || Var(37) = 940
triggerall = vel X >= 0
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = pos Y <= ceil(-42*const(size.yscale))
trigger1 = ctrl
ignorehitpause = 0

;僕儍儞僾戝僷儞僠
[State -1]
type = ChangeState
value = 620
trigger1 = Command = "z" || Var(37) = 620 || Var(37) = 940
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(pos Y<=ceil(-42*const(size.yscale)),940,620)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = Var(5) = 620 || Var(5) = 940
triggerall = !var(17)
trigger1 = Stateno = 600 && var(47) = 600
trigger2 = Stateno = 610 && var(47) = 620
trigger3 = Stateno = 630 && var(47) = 630
trigger4 = Stateno = 640 && var(47) = 640
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾拞僷儞僠
[State -1]
type = ChangeState
value = 610
trigger1 = Command = "y" || Var(37) = 610
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = 610
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = Var(5) = 610
triggerall = !var(17)
trigger1 = Stateno = 600 && var(47) = 600
trigger2 = Stateno = 630 && var(47) = 630
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾彫僷儞僠
[State -1]
type = ChangeState
value = 600
trigger1 = Command = "x" || Var(37) = 600
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾戝僉僢僋
[State -1]
type = ChangeState
value = 650
trigger1 = Command = "c" || Var(37) = 650
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = 650
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(5) = 650
triggerall = !var(17)
trigger1 = Stateno = 600 && var(47) = 600
trigger2 = Stateno = 610 && var(47) = 610
trigger3 = Stateno = 620 && var(47) = 620
trigger4 = Stateno = 630 && var(47) = 630
trigger5 = Stateno = 640 && var(47) = 640
trigger6 = Stateno = 940 && var(47) = 940
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾拞僉僢僋
[State -1]
type = ChangeState
value = 640
trigger1 = Command = "b" || Var(37) = 640
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = 640
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(5) = 640
triggerall = !var(17)
trigger1 = Stateno = 600 && var(47) = 600
trigger2 = Stateno = 610 && var(47) = 610
trigger3 = Stateno = 630 && var(47) = 630
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞彫僉僢僋
[State -1]
type = ChangeState
value = 630
trigger1 = Command = "a" || Var(37) = 630
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0


;仚仚僗僥僢僾堏摦仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

; 慜僗僥僢僾
[State -1]
type = ChangeState
value = ifelse(p2dist X >= 0,100,105)
triggerall = Var(55) = 100
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = stateno = 101
trigger2 = AnimelemTime(3) >= 0
ignorehitpause = 0

; 屻僗僥僢僾
[State -1]
type = ChangeState
value = ifelse(p2dist X >= 0,105,100)
triggerall = Var(55) = 105
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = stateno = 106
trigger2 = AnimelemTime(5) >= 0
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = numhelper(30000)
triggerall = helper(30000),var(9) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 100 || var(58) = 105
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 220 && Animelemtime(12) <= 0 && var(47) = 220
trigger5 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger6 = stateno = 240 && Animelemtime(10) <= 0 && var(47) = 240
trigger7 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger8 = stateno = 250 && anim = 251 && Animelemtime(2) <= 0 && var(47) = 250
trigger9 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger10 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger11 = stateno = 420 && Animelemtime(6) = 0 && var(47) = 420
trigger12 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
trigger13 = stateno = 440 && Animelemtime(9) <= 0 && var(47) = 440
trigger14 = stateno = 441 && Animelemtime(6) <= 0 && var(47) = 441
trigger15 = stateno = 450 && Animelemtime(8) = 0 && var(47) = 450
trigger16 = stateno = 451 && Animelemtime(7) = 0 && var(47) = 451
trigger17 = stateno = 920 && ((Animelemtime(5) = 0) || (Animelemtime(7) = 0) || (Animelemtime(9) = 0)) && var(47) = 920
trigger18 = stateno = 930 && Animelemtime(6) <= 0 && var(47) = 930
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;愭峴擖椡夝彍
[State -1, Varset]
type = Varset
trigger1 = !var(17)
trigger1 = !Var(56)
trigger1 = !fvar(19)
var(55) = 0

[State -1, Varset]
type = Varset
trigger1 = !Var(55)
var(57) = 0

[State -1, VarSet]
type = VarSet
trigger1 = !var(17)
trigger1 = !var(47)
trigger1 = var(58)
var(58) = 0

[State -1, Varset]
type = Varset
trigger1 = !var(17)
trigger1 = !Var(38)
trigger1 = !fvar(19)
var(37) = 0

[State -1, Varset]
type = Varset
trigger1 = !Var(37)
var(39) = 0

[State -1, VarSet]
type = VarSet
trigger1 = !var(17)
trigger1 = !var(47)
trigger1 = var(5)
var(5) = 0

;仮仮AI憖嶌仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮

[State -1, VarSet]
type = VarSet
trigger1 = var(50) >= 1
trigger1 = enemy,prevstateno = 5110
trigger1 = enemy,time = 1
fvar(39) = 40

[State -1, VarAdd]
type = VarAdd
trigger1 = fvar(39) > 0
fvar(39) = -1

;棫偪僽儘
[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) >= 2
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && (helper(30000),var(0)=1) 
trigger1 = (random < (120+var(50)*20)*fvar(31) && var(50) < 8)||(random < 400*fvar(31) && var(50) = 8)
trigger2 = stateno = [120,131]
trigger2 = (random < (60+var(50)*10)*fvar(31)&&var(50) < 8)||(random < 200*fvar(31)&&var(50) = 8)
trigger3 = (stateno = [4000,4115]) && time<=5 && random < (450+var(50)*75)*fvar(31)
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2)=1
trigger4 = (random < (120+var(50)*20)*fvar(31)&&var(50) < 8)||(random < 400*fvar(31)&&var(50) = 8)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1 && (stateno = [150,153]) && helper(30000),var(2)=1
trigger5 = (random < (120+var(50)*20)*fvar(31)&&var(50) < 8)||(random < 400*fvar(31)&&var(50) = 8)
slot = 0
attr = SA, NA, SA, HA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) >= 2
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && (helper(30000),var(0)=1)
trigger1 = (random < (150+var(50)*25+p2bodydist X)*fvar(31)&&var(50) < 8)||(random < (500+p2bodydist X)*fvar(31)&&var(50) = 8)
trigger2 = stateno = [120,131]
trigger2 = (random < (90+var(50)*15+p2bodydist X)*fvar(31)&&var(50) < 8)||(random < (300+p2bodydist X)*fvar(31)&&var(50) = 8)
trigger3 = (stateno = [4000,4115]) && time<=5 && random < (450+var(50)*75)*fvar(31)
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2)=1
trigger4 = (random < (150+var(50)*25)*fvar(31)&&var(50) < 8)||(random < 500*fvar(31)&&var(50) = 8)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1 && (stateno = [150,153]) && helper(30000),var(2)=1
trigger5 = (random < (150+var(50)*25)*fvar(31)&&var(50) < 8)||(random < 500*fvar(31)&&var(50) = 8)
slot = 1
attr = SA, NP, SP
stateno = 4010
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) >= 2
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && (helper(30000),var(0)=1)
trigger1 = (random < (150+var(50)*25+p2bodydist X)*fvar(31)&&var(50) < 8)||(random < (500+p2bodydist X)*fvar(31)&&var(50) = 8)
trigger2 = (stateno = [4000,4115]) && time<=5 && random < (450+var(50)*75)*fvar(31)
trigger3 = (stateno = [6150,6153]) && helper(30000),var(2)=1
trigger4 = (random < (150+var(50)*25)*fvar(31)&&var(50) < 8)||(random < 500*fvar(31)&&var(50) = 8)
trigger4 = numhelper(30000) && helper(30000),var(4) = 1 && (stateno = [150,153]) && helper(30000),var(2)=1
trigger4 = (random < (150+var(50)*25)*fvar(31)&&var(50) < 8)||(random < 500*fvar(31)&&var(50) = 8)
slot = 6
attr = SA, HP
stateno = 4010
time = 1

;孅僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) >= 2
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && (helper(30000),var(0)=1)
trigger1 = (random < (90+var(50)*15)*fvar(31)&&var(50) < 8)||(random < 300*fvar(31)&&var(50) = 8)
trigger2 = stateno = [120,131]
trigger2 = (random < (60+var(50)*10)*fvar(31)&&var(50) < 8)||(random < 200*fvar(31)&&var(50) = 8)
trigger3 = (stateno = [4000,4115]) && time<=5 && random < (450+var(50)*75)*fvar(31)
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2)=1
trigger4 = (random < (90+var(50)*15)*fvar(31)&&var(50) < 8)||(random < 300*fvar(31)&&var(50) = 8)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1 && (stateno = [150,153]) && helper(30000),var(2)=1
trigger5 = (random < (90+var(50)*20)*fvar(31)&&var(50) < 8)||(random < 300*fvar(31)&&var(50) = 8)
slot = 2
attr = C, NA, SA, HA
stateno = 4100
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) >= 2
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && (helper(30000),var(0)=1)
trigger1 = (random < (150+var(50)*25+p2bodydist X)*fvar(31)&&var(50) < 8)||(random < (500+p2bodydist X)*fvar(31)&&var(50) = 8)
trigger2 = stateno = [120,131]
trigger2 = (random < (90+var(50)*15+p2bodydist X)*fvar(31)&&var(50) < 8)||(random < (300+p2bodydist X)*fvar(31)&&var(50) = 8)
trigger3 = (stateno = [4000,4115]) && time<=5 && random < (450+var(50)*75)*fvar(31)
trigger4 = (stateno = [6150,6153]) && (helper(30000),var(2)=1)
trigger4 = (random < (150+var(50)*25)*fvar(31)&&var(50) < 8)||(random < 500*fvar(31)&&var(50) = 8)
trigger5 = numhelper(30000) && helper(30000),var(4) = 1 && (stateno = [150,153]) && helper(30000),var(2)=1 
trigger5 = (random < (150+var(50)*25)*fvar(31)&&var(50) < 8)||(random < 500*fvar(31)&&var(50) = 8)
slot = 3
attr = C, NP, SP
stateno = 4110
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) >= 2
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && (helper(30000),var(0)=1)
trigger1 = (random < (150+var(50)*25+p2bodydist X)*fvar(31)&&var(50) < 8)||(random < (550+p2bodydist X)*fvar(31)&&var(50) = 8)
trigger2 = (stateno = [4000,4115]) && time<=5 && random < (450+var(50)*75)*fvar(31)
trigger3 = (stateno = [6150,6153]) && helper(30000),var(2)=1
trigger3 = (random < (150+var(50)*25)*fvar(31)&&var(50) < 8)||(random < 500*fvar(31)&&var(50) = 8)
trigger4 = numhelper(30000) && helper(30000),var(4) = 1 && (stateno = [150,153]) && helper(30000),var(2)=1
trigger4 = (random < (150+var(50)*25)*fvar(31)&&var(50) < 8)||(random < 500*fvar(31)&&var(50) = 8)
slot = 7
attr = C, HP
stateno = 4110
time = 1

;嬻拞僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) >= 2
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&time>5)) && (helper(30000),var(0)=1)
trigger1 = (random < (180+var(50)*30-(vel Y<-2)*150)*fvar(31)&&var(50) < 8)||(random < (900-(vel Y<-2)*150)*fvar(31)&&var(50) = 8)
trigger2 = (stateno = [4200,4205]) && time<=5 && random < (450+var(50)*75)*fvar(31)
trigger3 = (stateno = [6154,6155]) && helper(30000),var(2)=1
trigger3 = (random < (180+var(50)*30-(vel Y<-2)*150)*fvar(31)&&var(50) < 8)||(random < (900-(vel Y<-2)*150)*fvar(31)&&var(50) = 8)
trigger4 = numhelper(30000) && helper(30000),var(4) = 1 && (stateno = [154,155]) && helper(30000),var(2)=1
trigger4 = (random < (180+var(50)*30-(vel Y<-2)*150)*fvar(31)&&var(50) < 8)||(random < (900-(vel Y<-2)*150)*fvar(31)&&var(50) = 8)
slot = 4
attr = SCA, AA
stateno = 4200
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) >= 2
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&time>5)) && (helper(30000),var(0)=1)
trigger1 = (random < (150+var(50)*25-(vel Y<-2)*150+p2bodydist X)*fvar(31)&&var(50) < 8)||(random < (750-(vel Y<-2)*150+p2bodydist X)*fvar(31))
trigger2 = (stateno = [4200,4205]) && time<=5 && random < (450+var(50)*75)*fvar(31)
trigger3 = (stateno = [6154,6155]) && helper(30000),var(2)=1
trigger3 = (random < (150+var(50)*25-(vel Y<-2)*150)*fvar(31)&&var(50) < 8)||(random < (750-(vel Y<-2)*150)*fvar(31)&&var(50) = 8)
trigger4 = numhelper(30000) && helper(30000),var(4) = 1 && (stateno = [154,155]) && helper(30000),var(2)=1
trigger4 = (random < (150+var(50)*25-(vel Y<-2)*150)*fvar(31)&&var(50) < 8)||(random < (750-(vel Y<-2)*150)*fvar(31)&&var(50) = 8)
slot = 5
attr = SCA, AP
stateno = 4205
time = 1

[State -1, 僈乕僪]
type = changestate
value = 120
triggerall = var(50) >= 1
triggerall = StateNo != [120,155]
triggerall = ctrl || stateno = 21
triggerall = statetype != A
triggerall = enemynear,HitDefAttr != SCA,NT,ST,HT
triggerall = inguarddist
trigger1 = Random <= (180+var(50)*30)*fvar(31) && var(50) < 8
trigger2 = enemy,numproj > 0
trigger2 = Random <= (240+var(50)*40)*fvar(31) && var(50) < 8
trigger3 = P2BodyDist X > 90
trigger3 = Random <= (300+var(50)*50)*fvar(31) && var(50) < 8
trigger4 = EnemyNear,Time > 50
trigger4 = Random <= (360+var(50)*60)*fvar(31) && var(50) < 8
trigger5 = var(50) = 8
ctrl = 0

[State -1, velset]
type = velset
trigger1 = var(50) >= 1
trigger1 = stateno = [120,132]
trigger1 = statetype != A
x = 0

[State -1, 捛寕僄傾僯乕僗儅僢僔儏]
type = ChangeState
value = 1620
triggerall = roundstate = 2
triggerall = var(50) >= 3
triggerall = var(51) = [0,100)
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(165*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-100*const(size.yscale)),ceil(-30*const(size.yscale))]
triggerall = movetype = I
triggerall = ctrl||stateno=21
trigger1 = var(41) < (fvar(10)=1)*4+(fvar(10)=2)*6+(fvar(10)=3)*9+(fvar(10)=4)*999999999
trigger1 = numtarget(421)
trigger1 = target(421),statetype = A
trigger2 = frontedgebodydist <= 150
trigger2 = numtarget(940)
trigger2 = target(940),statetype = A
ignorehitpause = 0

[State -1, 懳嬻僄傾僯乕僗儅僢僔儏EX]
type = ChangeState
value = 1630
triggerall = roundstate = 2
triggerall = var(50) >= 6
triggerall = var(51) = [20,30)
triggerall = power >= 500
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(100*const(size.xscale))+(enemy,vel X)*3,ceil(160*const(size.xscale))+(enemy,vel X)*3]
triggerall = P2BodyDist Y = [ceil(-160*const(size.yscale))-(enemy,vel Y)*3,ceil(-100*const(size.yscale))-(enemy,vel Y)*3]
triggerall = p2statetype = A
triggerall = p2stateno != [5040,5050]
triggerall = movetype = I
trigger1 = p2movetype = A
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger2 = stateno = [4000,4015]
trigger2 = animelemtime(5) = 0
trigger3 = stateno = [4100,4115]
trigger3 = animelemtime(3) = 0
ignorehitpause = 0

[State -1, 僉儍儞僙儖扙弌]
type = ChangeState
value = 1620 - (P2StateType = C)*300
triggerall = roundstate = 2
triggerall = var(50) >= 6
triggerall = var(51) = [0,100)
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = p2movetype = A
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger7 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger8 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
ignorehitpause = 0

[State -1, 帺廳偟側偄僉儍儞僙儖]
type = ChangeState
value = 3000 + (power >= 2000 && enemynear,life >= 100)*300
triggerall = roundstate = 2
triggerall = PalNo = 12
triggerall = numhelper(30000)
triggerall = helper(30000),var(18) = 1
triggerall = StateType != A
triggerall = var(50) >= 3
triggerall = fvar(39) = 0
triggerall = power >= 1000
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(65*const(size.xscale))]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype = H 
triggerall = !var(17)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = stateno = 210 && Animelemtime(8) <= 0 && var(47) = 210
trigger4 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger5 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger7 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
trigger8 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
ignorehitpause = 0

[State -1, 帺廳偟側偄SC]
type = ChangeState
value = 3000 + (power >= 2000 && enemynear,life >= 100)*300
triggerall = roundstate = 2
triggerall = PalNo = 12
triggerall = numhelper(30000)
triggerall = helper(30000),var(18) = 1
triggerall = StateType != A
triggerall = var(50) >= 5
triggerall = fvar(39) = 0
triggerall = power >= 1000
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(65*const(size.xscale))]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype = H 
triggerall = movetype = I
triggerall = !var(17)
triggerall = numtarget
trigger1 = stateno = 1200 && Animelemtime(9) <= 0 && var(47) = 1200
trigger2 = stateno = 1210 && Animelemtime(9) <= 0 && var(47) = 1210
trigger3 = stateno = 1220 && Animelemtime(9) <= 0 && var(47) = 1220
trigger4 = stateno = 1230 && Animelemtime(9) <= 0 && var(47) = [1230,1231]
trigger5 = stateno = 1400 && Animelemtime(12) <= 0 && var(47) = 1400
trigger6 = stateno = 1410 && Animelemtime(12) <= 0 && var(47) = 1410
trigger7 = stateno = 1420 && Animelemtime(12) <= 0 && var(47) = 1420
trigger8 = stateno = 1430 && Animelemtime(9) <= 0 && var(47) = 1430
ignorehitpause = 0

[State -1, SC僴僀僷乕儃儉]
type = ChangeState
value = 3000
triggerall = roundstate = 2
triggerall = var(50) >= 5
triggerall = var(51) = [30,99]
triggerall = power >= 1000
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(68*const(size.xscale))+(enemy,vel X)]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype = H
triggerall = p2stateno = [5600,5630]
triggerall = movetype = I
triggerall = var(18) < 1
triggerall = !var(17)
trigger1 = numtarget(1200)
trigger1 = stateno = 1200 && Animelemtime(9) <= 0 && var(47) = 1200
trigger2 = numtarget(1210)
trigger2 = stateno = 1210 && Animelemtime(9) <= 0 && var(47) = 1210
trigger3 = numtarget(1220)
trigger3 = stateno = 1220 && Animelemtime(9) <= 0 && var(47) = 1220
ignorehitpause = 0

[State -1, 僴僀僷乕儃儉]
type = ChangeState
value = 3000 + (power >= 2000 && enemynear,life >= 100)*300
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) >= 1
triggerall = var(51) = [30,99]
triggerall = fvar(39) = 0
triggerall = var(18) < 1
triggerall = power >= 1000
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(70*const(size.xscale))]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H || PalNo = 12
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger2 = movetype = I
trigger2 = stateno = [4000,4015]
trigger2 = animelemtime(5) = 0
trigger3 = movetype = I
trigger3 = stateno = [4100,4115]
trigger3 = animelemtime(3) = 0
trigger4 = fvar(2) < 72
trigger4 = stateno = 5120
trigger4 = AnimelemTime(12) = 0
trigger5 = stateno = 5400
trigger5 = AnimelemTime(9) = 0
trigger6 = stateno = 5410
trigger6 = AnimelemTime(12) = 0
ignorehitpause = 0

[State -1, 僽乕儊儔儞儗僀僪]
type = ChangeState
value = 3100
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) >= 1
triggerall = var(51) = [0,40)
triggerall = power >= 1000
triggerall = P2BodyDist X = [ceil(10*const(size.xscale)),ceil(50*const(size.xscale))+(enemy,vel X)]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = random < 200
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger2 = movetype = I
trigger2 = stateno = [4000,4015]
trigger2 = animelemtime(5) = 0
trigger3 = movetype = I
trigger3 = stateno = [4100,4115]
trigger3 = animelemtime(3) = 0
trigger4 = !var(17) 
trigger4 = stateno = 210 && Animelemtime(6) <= 0 && var(47) = 210 && var(50) >= 3
trigger5 = !var(17) 
trigger5 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245 && var(50) >= 3
trigger6 = !var(17) 
trigger6 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410 && var(50) >= 3
ignorehitpause = 0

[State -1, SC僽乕儊儔儞儗僀僪]
type = ChangeState
value = 3100
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) >= 5
triggerall = var(51) = [0,40)
triggerall = power >= 1000
triggerall = P2BodyDist X = [ceil(10*const(size.xscale)),ceil(50*const(size.xscale))]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno = [5000,5030]
triggerall = !var(17) 
trigger1 = numtarget(1400)
trigger1 = stateno = 1400 && Animelemtime(12) <= 0 && var(47) = 1400
trigger2 = numtarget(1410)
trigger2 = stateno = 1410 && Animelemtime(12) <= 0 && var(47) = 1410
trigger3 = numtarget(1420)
trigger3 = stateno = 1420 && Animelemtime(12) <= 0 && var(47) = 1420
ignorehitpause = 0

[State -1, SC僗僞儞僈儞僿僢僪僶僢僩]
type = ChangeState
value = 3200
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) >= 5
triggerall = var(51) = [0,30)
triggerall = power >= 1000
triggerall = P2BodyDist X = [ceil(60*const(size.xscale)),ceil(100*const(size.xscale))]
triggerall = P2BodyDist Y = 0
triggerall = p2statetype != A
triggerall = !var(17) 
trigger1 = stateno = 1220
trigger1 = Animelemtime(9) <= 0 && var(47) = 1220
trigger1 = numtarget(1220)
trigger1 = target(1220),stateno = [5600,5630]
ignorehitpause = 0

[State -1, 懳嬻僗僞儞僈儞僿僢僪僶僢僩]
type = ChangeState
value = 3200
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) >= 1
triggerall = var(51) = [0,20)
triggerall = power >= 1000
triggerall = P2BodyDist X = [ceil(10*const(size.xscale)),ceil(100*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-160*const(size.yscale)),ceil(-10*const(size.yscale))]
triggerall = p2statetype = A
triggerall = enemy, vel Y > 0
triggerall = movetype = I
triggerall = enemy,movetype = A
trigger1 = ctrl||stateno=21||stateno=[120,131]
ignorehitpause = 0

[State -1, 懳旘傃摴嬶僗僞儞僈儞僿僢僪僶僢僩]
type = ChangeState
value = 3200
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) >= 1
triggerall = var(51) = [0,10)
triggerall = power >= 1000
triggerall = P2BodyDist X >= ceil(100*const(size.xscale))
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = enemy,numproj != 0
triggerall = movetype = I
triggerall = enemy,movetype = A
trigger1 = ctrl||stateno=21||stateno=[120,131]
ignorehitpause = 0

[State -1, 儕僶僒搳偘]
type = ChangeState
value = 800
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [50,100]
triggerall = fvar(39) = 0
triggerall = var(18) < 2
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))+(enemy,vel X)]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = movetype = I
trigger1 = fvar(2) < 72
trigger1 = stateno = 5120
trigger1 = AnimelemTime(12) = 0
trigger2 = stateno = 5400
trigger2 = AnimelemTime(9) = 0
trigger3 = stateno = 5410
trigger3 = AnimelemTime(12) = 0
ignorehitpause = 0

[State -1, 僷儚乕儃儉]
type = ChangeState
value = 1000 + (random%3)*10
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [0,30)
triggerall = fvar(39) = 0
triggerall = var(18) < 4
triggerall = StateType != A
triggerall = power < 1000
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(60*const(size.xscale))+(enemy,vel X)]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = movetype = I
trigger1 = ctrl||stateno=21
trigger1 = !numtarget(1200)
trigger2 = stateno = [4000,4015]
trigger2 = animelemtime(5) = 0
trigger3 = stateno = [4100,4115]
trigger3 = animelemtime(3) = 0
trigger4 = fvar(2) < 72
trigger4 = stateno = 5120
trigger4 = AnimelemTime(12) = 0
trigger5 = stateno = 5400
trigger5 = AnimelemTime(9) = 0
trigger6 = stateno = 5410
trigger6 = AnimelemTime(12) = 0
ignorehitpause = 0

[State -1, 僄傾僯乕僗儅僢僔儏EX]
type = ChangeState
value = 1630
triggerall = roundstate = 2
triggerall = var(50) >= 3
triggerall = var(51) = [20,40)
triggerall = power >= 500
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-5*const(size.xscale)),ceil(33*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-40*const(size.yscale)),0]
triggerall = p2statetype != L
triggerall = p2statetype = A
trigger1 = !var(17) 
trigger1 = stateno = 210 && Animelemtime(5) <= 0 && var(47) = 210
trigger2 = !var(17) 
trigger2 = stateno = 245 && Animelemtime(6) <= 0 && var(47) = 245
trigger3 = !var(17) 
trigger3 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
ignorehitpause = 0

[State -1, 嬤懳嬻僄傾僯乕僗儅僢僔儏]
type = ChangeState
value = ifelse((P2BodyDist Y > ceil(-80*const(size.xscale))),1620,ifelse((P2BodyDist Y < ceil(-130*const(size.xscale))),1600,1610))
triggerall = roundstate = 2
triggerall = var(50) >= 6
triggerall = var(51) = [20,25)
triggerall = StateType != A
triggerall = P2BodyDist X = [(enemy,vel X)*3,ceil(60*const(size.xscale))+(enemy,vel X)*3]
triggerall = p2stateno != [5040,5050]
triggerall = movetype = I
trigger1 = stateno = [4000,4015]
trigger1 = animelemtime(5) = 0
trigger2 = stateno = [4100,4115]
trigger2 = animelemtime(3) = 0
trigger3 = ctrl||stateno=21||stateno=[120,131]
trigger3 = P2BodyDist Y = [ceil(-180*const(size.yscale))-(enemy,vel Y)*3,ceil(-50*const(size.yscale))-(enemy,vel Y)*3]
trigger3 = p2statetype = A
trigger3 = enemy,vel Y >= 0
ignorehitpause = 0

[State -1, 墦懳嬻僄傾僯乕僗儅僢僔儏]
type = ChangeState
value = ifelse((P2BodyDist X < ceil(55*const(size.xscale))),1600,ifelse((P2BodyDist X > ceil(110*const(size.xscale))),1620,1610))
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [20,25)
triggerall = StateType != A
triggerall = P2BodyDist X = [(enemy,vel X)*3,ceil(165*const(size.xscale))+(enemy,vel X)*3]
triggerall = (P2BodyDist Y = [ceil(-130*const(size.yscale))-(enemy,vel Y)*3,ceil(-80*const(size.yscale))-(enemy,vel Y)*3])
triggerall = p2statetype = A
triggerall = p2stateno != [5040,5050]
triggerall = movetype = I
trigger1 = stateno = [4000,4015]
trigger1 = animelemtime(5) = 0
trigger2 = stateno = [4100,4115]
trigger2 = animelemtime(3) = 0
trigger3 = p2movetype != A
trigger3 = ctrl||stateno=21
trigger3 = Random <= (240+var(50)*40)*fvar(31)
ignorehitpause = 0

[State -1, 僄傾僗僞儞僺乕僩]
type = ChangeState
value = ifelse((P2Dist X < ceil(60*const(size.xscale))),1300,ifelse((P2Dist X > ceil(200*const(size.xscale))),1320,1310))
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [0,40)
triggerall = StateType = C
triggerall = (P2Dist X = [(enemy,vel X),ceil(55*const(size.xscale))+(enemy,vel X)])||P2Dist X >= ceil(60*const(size.xscale))
triggerall = (P2Dist X = [ceil(95*const(size.xscale))+(enemy,vel X),ceil(150*const(size.xscale))+(enemy,vel X)])||P2Dist X < ceil(60*const(size.xscale))||P2Dist X > ceil(200*const(size.xscale))
triggerall = (P2Dist X = [ceil(205*const(size.xscale))+(enemy,vel X),ceil(260*const(size.xscale))+(enemy,vel X)])||P2Dist X <= ceil(200*const(size.xscale))
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = movetype = I
trigger1 = stateno = 153 || stateno = 6153
trigger1 = hitover
trigger2 = stateno = [4100,4115]
trigger2 = animelemtime(3) = 0
trigger3 = ctrl||stateno=21
trigger3 = Random <= 200 + (p2statetype = C) *100
trigger4 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430 && Var(50) >= 3
trigger5 = fvar(2) < 72
trigger5 = stateno = 5120
trigger5 = AnimelemTime(12) = 0
trigger6 = stateno = 5400
trigger6 = AnimelemTime(9) = 0
trigger7 = stateno = 5410
trigger7 = AnimelemTime(12) = 0
trigger8 = p2stateno = [5100,5110]
trigger8 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 嬤僼儔僢僔儏僠儑僢僾]
type = ChangeState
value = 1210 + (random%2)*10
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [0,50)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-5*const(size.xscale)),ceil(55*const(size.xscale))]
triggerall = p2statetype = S
triggerall = p2movetype != A
triggerall = p2movetype = I
triggerall = p2stateno = 5300 || p2stateno = 7500
triggerall = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 墦僼儔僢僔儏僠儑僢僾]
type = ChangeState
value = 1200 + (random%3)*10
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [50,60)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(30*const(size.xscale)),ceil(100*const(size.xscale))+(enemy,vel X)]
triggerall = p2statetype = S
triggerall = p2movetype != A
triggerall = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 拞僼儔僢僔儏僠儑僢僾]
type = ChangeState
value = 1210
triggerall = roundstate = 2
triggerall = var(50) >= 3
triggerall = (var(51) = [20,80)) || (p2stateno = [5000,5030])
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(55*const(size.xscale))]
triggerall = p2statetype != L
triggerall = p2statetype != A
trigger1 = !var(17) 
trigger1 = stateno = 210 && Animelemtime(5) <= 0 && var(47) = 210
trigger2 = !var(17) 
trigger2 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger3 = !var(17) 
trigger3 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
ignorehitpause = 0

[State -1, 彫僼儔僢僔儏僠儑僢僾]
type = ChangeState
value = 1200 + (power>=500&&random<300)*30
triggerall = roundstate = 2
triggerall = var(50) >= 3
triggerall = (var(51) = [20,80)) || (p2stateno = [5000,5030])
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(35*const(size.xscale)),ceil(55*const(size.xscale))]
triggerall = p2statetype != L
triggerall = p2statetype != A
trigger1 = !var(17) 
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(47) = 200
trigger2 = !var(17) 
trigger2 = stateno = 205 && Animelemtime(5) <= 0 && var(47) = 205
trigger3 = !var(17) 
trigger3 = stateno = 230 && Animelemtime(6) <= 0 && var(47) = 230
trigger4 = !var(17) 
trigger4 = stateno = 400 && Animelemtime(5) <= 0 && var(47) = 400
trigger5 = !var(17) 
trigger5 = stateno = 430 && Animelemtime(5) <= 0 && var(47) = 430
ignorehitpause = 0

[State -1, 僽儘僼儔僢僔儏僠儑僢僾]
type = ChangeState
value = 1200
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [30,40)
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(66*const(size.xscale))+(enemy,vel X)]
triggerall = P2BodyDist Y = [ceil(-35*const(size.yscale))-(enemy,vel Y),0]
triggerall = p2statetype != L
trigger1 = movetype = I
trigger1 = stateno = [4000,4015]
trigger1 = animelemtime(5) = 0
trigger2 = movetype = I
trigger2 = stateno = [4100,4115]
trigger2 = animelemtime(3) = 0
ignorehitpause = 0

[State -1, 墦僗儔僢僔儏僄儖儃乕]
type = ChangeState
value = 1400 + (power>=500&&random<300)*30
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [80,85]
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(110*const(size.xscale)),ceil(175*const(size.xscale))+(enemy,vel X)]
triggerall = P2BodyDist Y = [ceil(-35*const(size.yscale))-(enemy,vel Y),0]
triggerall = p2statetype != L
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
trigger1 = random < 200-(p2statetype = C)*100
trigger2 = fvar(2) < 72
trigger2 = stateno = 5120
trigger2 = AnimelemTime(12) = 0
trigger3 = stateno = 5400
trigger3 = AnimelemTime(9) = 0
trigger4 = stateno = 5410
trigger4 = AnimelemTime(12) = 0
ignorehitpause = 0

[State -1, 僗儔僢僔儏僄儖儃乕]
type = ChangeState
value = 1400 + (power>=500&&random<500)*30
triggerall = roundstate = 2
triggerall = var(50) >= 3
triggerall = var(51) = [80,100)
triggerall = StateType != A
triggerall = P2BodyDist X >= ceil(55*const(size.xscale))
triggerall = p2statetype = S
trigger1 = !var(17) 
trigger1 = stateno = 210 && Animelemtime(5) <= 0 && var(47) = 210
trigger2 = !var(17) 
trigger2 = stateno = 245 && Animelemtime(7) <= 0 && var(47) = 245
trigger3 = !var(17) 
trigger3 = stateno = 410 && Animelemtime(6) <= 0 && var(47) = 410
ignorehitpause = 0

[State -1, 懳旘傃摴嬶僗儔僢僔儏僄儖儃乕]
type = ChangeState
value = 1410 + (P2BodyDist X > ceil(200*const(size.xscale))) * 10
triggerall = roundstate = 2
triggerall = var(50) >= 6
triggerall = var(51) = [0,15)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(150*const(size.xscale)),ceil(280*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-35*const(size.yscale)),0]
triggerall = movetype = I
triggerall = p2statetype != C
triggerall = p2statetype != L
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,movetype = A
trigger1 = enemy,numproj != 0
trigger2 = stateno = [4000,4015]
trigger2 = animelemtime(5) = 0
trigger3 = stateno = [4100,4115]
trigger3 = animelemtime(3) = 0
ignorehitpause = 0

[State -1, 懳僊儖僗儔僢僔儏僄儖儃乕]
type = ChangeState
value = ifelse((P2BodyDist X < ceil(120*const(size.xscale))),1400,ifelse((P2BodyDist X > ceil(220*const(size.xscale))),1420,1410))
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = StateType != A
triggerall = movetype = I
triggerall = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,authorname = "GM" && enemy,name = "Gill"
trigger1 = enemy,stateno = 3000 && enemy,animelemtime(10) >= 0
ignorehitpause = 0

[State -1, DDT]
type = ChangeState
value = ifelse((P2BodyDist X < ceil(70*const(size.xscale))),1500,ifelse((P2BodyDist X > ceil(110*const(size.xscale))),1520,1310))
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [80,85]
Triggerall = life > 200
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(10*const(size.xscale)),ceil(150*const(size.xscale))+(enemy,vel X)]
triggerall = p2statetype = S
triggerall = movetype = I
triggerall = ctrl||stateno=21
trigger1 = p2movetype != A
trigger1 = random < 400
trigger2 = var(50) >= 6
trigger2 = p2movetype = A
trigger2 = enemynear,hitdefattr = SC,NT,ST,HT
trigger2 = P2BodyDist X > ceil(70*const(size.xscale))
ignorehitpause = 0

[State -1, 嬻拞DDT]
type = ChangeState
value = 1530
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = StateType = A
triggerall = P2BodyDist X = [ceil(0*const(size.xscale)),ceil((60+(vel X>0)*20)*const(size.xscale))]
triggerall = p2statetype = S
trigger1 = vel Y > 0
trigger1 = Random = [400,500]
trigger1 = ctrl
ignorehitpause = 0

[State -1, 摢撍偒]
type = ChangeState
value = 900
triggerall = roundstate = 2
triggerall = P2bodydist X = [ceil(50*const(size.xscale)),ceil(90*const(size.xscale))+(enemy,vel X)]
triggerall = P2BodyDist Y = 0
triggerall = var(50) >= 1
triggerall = var(51) = [80,85)
triggerall = statetype = S
triggerall = p2statetype = S
triggerall = p2stateno != 40
triggerall = p2stateno != [5000,5099]
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21 
ignorehitpause = 0

[State -1, 儔儕傾僢僩]
type = ChangeState
value = 930
triggerall = roundstate = 2
triggerall = P2bodydist X = [0,ceil(90*const(size.xscale))+(enemy,vel X)]
triggerall = P2BodyDist Y = [ceil(-75*const(size.yscale))-(enemy,vel Y),ceil(-10*const(size.yscale))]
triggerall = var(50) >= 1
triggerall = var(51) = [80,83)
triggerall = statetype = S
triggerall = p2statetype = A
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21 
ignorehitpause = 0

[State -1, 搳偘]
type = ChangeState
value = 800
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [0,29]
triggerall = fvar(39) = 0
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))+(enemy,vel X)]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
ignorehitpause = 0

[State -1, 棫偪彫僷儞僠]
type = ChangeState
value = ifelse(P2bodydist X<=ceil(11*const(size.xscale)),205,200)
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = (var(51) = [20,25)) || p2movetype = H
triggerall = P2BodyDist X = [ceil(-5*const(size.xscale)),ceil(45*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),0]
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
triggerall = !var(17)
trigger1 = ctrl||stateno=21
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 1
trigger3 = Stateno = 205
trigger3 = Animelemtime(4) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(4) >= 1
trigger4 = Animelemtime(6) < 1
trigger4 = var(40):= 1
ignorehitpause = 0

[State -1, 孅彫僷儞僠]
type = ChangeState
value = 400
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = (var(51) = [20,25)) || p2movetype = H
triggerall = P2BodyDist X = [ceil(-5*const(size.xscale)),ceil(45*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),0]
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = !var(17)
trigger1 = ctrl||stateno=21
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 1
trigger3 = Stateno = 205
trigger3 = Animelemtime(4) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(4) >= 1
trigger4 = Animelemtime(6) < 1
trigger4 = var(40):= 1
ignorehitpause = 0

[State -1, 棫偪拞僷儞僠]
type = ChangeState
value = 210
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [40,65)
triggerall = P2BodyDist X = [0,ceil(55*const(size.xscale))+(enemy,vel X)]
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale))-(enemy,vel Y),0]
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
triggerall = ctrl||stateno=21 
trigger1 = var(51) = [40,65)
trigger2 = var(51) = [20,65)
trigger2 = numtarget(620)||numtarget(650)
ignorehitpause = 0

[State -1, 孅拞僷儞僠]
type = ChangeState
value = 410
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [40,65)
triggerall = P2BodyDist X = [0,ceil(85*const(size.xscale))+(enemy,vel X)]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale))-(enemy,vel Y),0]
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = ctrl||stateno=21 
trigger1 = var(51) = [40,65)
trigger2 = var(51) = [20,65)
trigger2 = numtarget(620)||numtarget(650)
ignorehitpause = 0

[State -1, 棫偪戝僷儞僠(墦)]
type = ChangeState
value = 220
triggerall = roundstate = 2
triggerall = P2bodydist X = [ceil(30*const(size.xscale)),ceil(55*const(size.xscale))]
triggerall = var(50) >= 1
triggerall = var(51) = [40,50)
triggerall = statetype = S
triggerall = p2statetype = C
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21 
ignorehitpause = 0

[State -1, 棫偪彫僉僢僋]
type = ChangeState
value = 240
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = P2BodyDist X = [ceil(-5*const(size.xscale)),ceil(45*const(size.xscale))]
triggerall = P2BodyDist Y = 0
triggerall = statetype = S
triggerall = p2stateno != 7500 && p2stateno != [5300,5301]
trigger1 = Random = [100,170]
trigger1 = p2statetype != L
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 棫偪拞僉僢僋(墦)]
type = ChangeState
value = 240
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = P2BodyDist X = (ceil(33*const(size.xscale)),ceil(100*const(size.xscale))+(enemy,vel X)]
triggerall = P2BodyDist Y = [ceil(-30*const(size.yscale))-(enemy,vel Y),0]
triggerall = statetype >= S
triggerall = p2stateno != 7500 && p2stateno != [5300,5301]
trigger1 = Random = [200,240]
trigger1 = p2statetype != L
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 棫偪拞僉僢僋(嬤)]
type = ChangeState
value = 245
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = var(51) = [60,80)
triggerall = P2BodyDist X = [0,ceil(35*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-30*const(size.yscale)),0]
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = ctrl||stateno=21
trigger1 = var(51) = [60,80)
trigger2 = var(51) = [60,100)
trigger2 = numtarget(620)||numtarget(650)
ignorehitpause = 0

[State -1, 偟傖偑傒戝僷儞僠]
type = ChangeState
value = 420
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = P2BodyDist X = [0,ceil(45*const(size.xscale))+(enemy,vel X)]
triggerall = P2BodyDist Y = [ceil(-70*const(size.yscale))-(enemy,vel Y),0]
triggerall = statetype != A
triggerall = Random = [460,480]
trigger1 = p2statetype != L
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 偟傖偑傒彫僉僢僋]
type = ChangeState
value = 430
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = P2BodyDist X = [ceil(20*const(size.xscale)),ceil(60*const(size.xscale))+(enemy,vel X)]
triggerall = statetype != A
trigger1 = Random = [850,890]
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 偟傖偑傒戝僉僢僋]
type = ChangeState
value = 450
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = P2BodyDist X = [ceil(55*const(size.xscale)),ceil(100*const(size.xscale))+(enemy,vel X)]
triggerall = statetype != A
trigger1 = Random = [750,770]
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 僕儍儞僾戝僷儞僠]
type = ChangeState
value = 620
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil((50+(vel X>0)*20)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-50*const(size.yscale)),ceil((60+(var(3)=1)*15)*const(size.yscale))]
triggerall = statetype = A
triggerall = pos Y <= ceil((-50-(var(3)=1)*15)*const(size.yscale))
trigger1 = vel Y > 0
trigger1 = Random = [200,300+(p2statetype=C)*100]
trigger1 = p2statetype != L
trigger1 = ctrl
trigger2 = var(51) = [30,45]
trigger2 = p2movetype = A
trigger2 = stateno = 4250
ignorehitpause = 0

[State -1, 僕儍儞僾戝僉僢僋]
type = ChangeState
value = 650
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = P2BodyDist X = [ceil(0*const(size.xscale)),ceil((80+(vel X>0)*20)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-40*const(size.yscale)),ceil((65+(var(3)=1)*15)*const(size.yscale))]
triggerall = statetype = A
triggerall = pos Y <= ceil((-50-(var(3)=1)*15)*const(size.yscale))
trigger1 = vel Y > 0
trigger1 = Random = [0,100-(p2statetype=C)*50]
trigger1 = p2statetype != L
trigger1 = p2statetype != C
trigger1 = ctrl
trigger2 = var(51) = [0,15]
trigger2 = p2movetype = A
trigger2 = stateno = 4250
ignorehitpause = 0

[State -1, 僼儔僀儞僌僋儘僗僠儑僢僾]
type = ChangeState
value = 940
triggerall = roundstate = 2
triggerall = vel X >= 0
triggerall = var(50) >= 1
triggerall = P2BodyDist X = [ceil(50*const(size.xscale)),ceil(110*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-10*const(size.yscale)),ceil(60*const(size.yscale))]
triggerall = statetype = A
triggerall = pos Y <= ceil(-42*const(size.yscale))
trigger1 = time > 10
trigger1 = Random = [0,10+(p2statetype=C)*20+(p2statetype=A)*40]
trigger1 = p2statetype != L
trigger1 = ctrl
trigger2 = var(51) = [50,55+(p2statetype=A)*20]
trigger2 = p2movetype = A
trigger2 = stateno = 4250
ignorehitpause = 0

[State -1, 僕儍儞僾奐巒]
type = ChangeState
value = 40
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = statetype != A
triggerall = movetype = I
trigger1 = ctrl || stateno = 21
trigger1 = P2BodyDist X = [ceil(40*const(size.xscale)),ceil(80*const(size.xscale)))
trigger1 = enemy,statetype != A
trigger1 = enemy,statetype != L
trigger1 = Random < 40
trigger2 = ctrl || stateno = 21
trigger2 = P2BodyDist X = [ceil(80*const(size.xscale)),ceil(120*const(size.xscale)))
trigger2 = enemy,statetype != A
trigger2 = enemy,statetype != L
trigger2 = Random < 20
trigger3 = ctrl || stateno = 21
trigger3 = P2BodyDist X < ceil(40*const(size.xscale))
trigger3 = Random < 10
trigger4 = ctrl || stateno = 21
trigger4 = P2BodyDist X > ceil(120*const(size.xscale))
trigger4 = Random < 5
trigger5 = ctrl || stateno = 21 || stateno = [120,131]
trigger5 = P2BodyDist X <= 60
trigger5 = Random < (60+(var(50)*10)+(enemynear,hitdefattr = SCA,HT)*200)*fvar(31)
trigger5 = enemynear,hitdefattr = SCA,NT,ST,HT

[State -1, 挧敪]
type = ChangeState
value = 195
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = power < 3000
triggerall = Life > var(52) / 3
triggerall = statetype != A
triggerall = enemy, numproj = 0
triggerall = p2movetype != A
trigger1 = ctrl||stateno=21
trigger1 = prevstateno != 197
trigger1 = P2BodyDist X > 200
trigger1 = Random <= 10
trigger2 = ctrl||stateno=21
trigger2 = prevstateno != 197
trigger2 = Random <= 30
trigger2 = P2BodyDist X > 200
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]

[State -1, 嬻拞庴恎]
type = ChangeState
value = 5210
triggerall = stateno = 5050
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = fvar(2) != 72
triggerall = vel Y > -1
triggerall = alive
triggerall = canrecover
triggerall = pos Y = [-120,-20)
trigger1 = Random < 30 + var(50) * 5
trigger2 = P2BodyDist X = [-90,90]
trigger2 = var(51) = [30,39]
trigger2 = enemy,hitdefattr = SA, AA, AT, AP

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 100
trigger1 = RoundState = 2
trigger1 = Enemynear,movetype != A
trigger1 = var(51) = [0,39]
trigger1 = var(50) >= 1
trigger1 = P2bodydist X = [10,100]
trigger1 = statetype != A
trigger1 = enemy,statetype = S
trigger1 = enemy,movetype = I
trigger1 = (enemy,stateno = 5300) || (enemy,stateno = 7500)
trigger1 = ctrl||stateno=21
ignorehitpause = 0
persistent = 0

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 100
trigger1 = RoundState = 2
trigger1 = Enemynear,movetype != A
trigger1 = var(51) = [0,9]
trigger1 = var(50) >= 1
trigger1 = P2bodydist X >= 180
trigger1 = statetype != A
trigger1 = enemy, numproj = 0
trigger1 = ctrl||stateno=21
ignorehitpause = 0
persistent = 0

[State -1, 屻僟僢僔儏]
type = ChangeState
value = 105
trigger1 = RoundState = 2
trigger1 = Enemy,movetype = A
trigger1 = var(50) >= 1
trigger1 = var(51) = [0,9]
trigger1 = P2bodydist X = [80,100]
trigger1 = BackEdgeBodyDist > 10
trigger1 = statetype != A
trigger1 = enemy, numproj = 0
trigger1 = ctrl||stateno=21
ignorehitpause = 0
persistent = 0

[State -1, 屻僟僢僔儏]
type = ChangeState
value = 105
trigger1 = RoundState = 2
trigger1 = Enemynear,statetype = L
trigger1 = var(50) >= 1
trigger1 = var(51) = [30,99]
trigger1 = P2bodydist X <= 60
trigger1 = BackEdgeBodyDist > 10
trigger1 = statetype != A
trigger1 = enemy, numproj = 0
trigger1 = ctrl||stateno=21
ignorehitpause = 0
persistent = 0

[State -1, 曕偒]
type = ChangeState
value = 21
trigger1 = roundstate = 2
trigger1 = var(50) >= 1
trigger1 = p2bodydist x >= 50
trigger1 = ctrl
trigger1 = random < 300
trigger1 = !InGuardDist
trigger1 = statetype = S
trigger1 = stateno != [120,155]
trigger1 = stateno != [20,21]
trigger1 = stateno != [10,12]
trigger1 = prevstateno != [120,155]
trigger1 = prevstateno != [20,21]
trigger1 = prevstateno != [10,12]

[State -1, velset]
type = velset
trigger1 = var(50) >= 1
trigger1 = stateno = [120,132]
trigger1 = statetype != A
x = 0
