
;===========================================================================
; 펞ĎXe[gi|Qj
;===========================================================================
;---------------------------------------------------------------------------
; IvVݒ
;---------------------------------------------------------------------------

[Statedef -2]

[State -2,Option];K[hLZUhݒ
type = Varset
trigger1 = 1
var(53) = 0 ;K[hLZUh̗Lݒł܂D
            ;LɂƃK[h̍dLZčUhs\ɂȂ܂D
            ;0ŖD1ŗLD

[State -2,Option];KOoݒ
type = Varset
trigger1 = 1
var(54) = 1 ;KỎoLݒł܂D
            ;0ŉoD1ŉoLD

[State -2,Option];VXebZ[WWݒ
type = Varset
trigger1 = 1
var(57) = 65 ;VXebZ[WYWݒł܂D
             ;ftHg65D[- Up] [+ Down]

;---------------------------------------------------------------------------
; IvVݒI
;---------------------------------------------------------------------------





















;---------------------------------------------------------------------------
;␳֌W
;---------------------------------------------------------------------------
;΍U
[State -2,΍U]
type = VarSet
triggerall = var(12) = 0
trigger1 = EnemyNear,MoveType = A
trigger1 = MoveType = A
var(12) = 1

[State -2,΍UZbg]
type = VarSet
trigger1 = EnemyNear,ctrl
trigger2 = EnemyNear,MoveType = H
trigger3 = StateNo = [903,923]
var(12) = 0

;qbgJEg
[State -2,qbg]
type = VarAdd
trigger1 = MoveHit = 1
trigger2 = ProjHit = 1
var(13) = 1

[State -2,qbg]
type = VarSet
triggerall = var(13) != 0
trigger1 = enemy,movetype != H
var(13) = 0

[State -2,R{␳1]
type = VarSet
trigger1 = var(13) = 0
fVar(10) = 1

[State -2,R{␳1]
type = VarSet
trigger1 = var(13) = 1
fVar(10) = 0.75

[State -2,R{␳2]
type = VarSet
trigger1 = var(13) = 2
fVar(10) = 0.5

[State -2,R{␳3]
type = VarSet
trigger1 = var(13) >= 3
fVar(10) = 0.25

[State -2,΍U␳]
type = VarSet
trigger1 = var(12) != 0
fVar(11) = 1.25

[State -2,΍U␳Zbg]
type = varset
triggerall = fVar(11) != 1
trigger1 = var(12) = 0
fVar(11) = 1

[State -2,wʃqbg␳]
type = VarSet
TriggerAll = enemynear,movetype != H
Trigger1 = (Facing = enemynear,Facing)
fVar(12) = 1.5

[State -2,wʃqbg␳Zbg]
type = varset
triggerall = fVar(12) != 1
Trigger1 = (Facing != enemynear,Facing)
trigger2 = StateNo = 610
trigger3 =  fVar(10) != 1
fVar(12) = 1

;֘A
[State -2,␳qbg]
type = VarAdd
triggerall = enemynear,StateType = A
trigger1 = MoveHit = 1
trigger2 = ProjHit = 1
var(18) = 1

[State -2,␳qbg]
type = VarSet
triggerall = var(18) != 0
trigger1 = enemynear,movetype != H
var(18) = 0

[State -2,␳]
type = varset
trigger1 = Var(18) >= 4
fVar(20) = 0.50*(var(18))

[State -2,␳Zbg]
type = varset
triggerall = enemynear,movetype != H
trigger1 = var(18) = 0
fVar(20) = 0

[State -2,g͎s]
type = VarSet
triggerall = var(19) = 0
triggerall = stateno = [5020,5100]
triggerall = Pos Y < -1
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(19) = 1
ignorehitpause = 1

[State -2,gZbg]
type = VarSet
trigger1 = var(19) != 0
trigger1 = Movetype != H
var(19) = 0
ignorehitpause = 1

[State -2,]
type = Varadd
trigger1 = Command = "holdback"
trigger1 = Time
var(42) = 1
ignorehitpause = 1

[State -2,]
type = Varadd
trigger1 = Command = "holddown"
trigger1 = Time
var(43) = 1
ignorehitpause = 1

[State -2,]
type = varset
trigger1 = Command != "holdback"
trigger1 = var(42) >= 1
var(42) = 0
ignorehitpause = 1

[State -2,]
type = varset
trigger1 = Command != "holddown"
trigger1 = var(43) >= 1
var(43) = 0
ignorehitpause = 1

[State -2,]
type = VarSet
trigger1 = var(42) >= 30
var(44) = 30

[State -2,]
type = Varset
trigger1 = var(43) >= 30
var(45) = 30

[State -2,]
type = varadd
trigger1 = Command != "holdback"
trigger1 = var(42) >= 0
trigger1 = var(44) >= 1
trigger1 = Time
var(44) = -1

[State -2,]
type = varadd
trigger1 = Command != "holddown"
trigger1 = var(43) >= 0
trigger1 = var(45) >= 1
trigger1 = Time
var(45) = -1

[State -2,]
type = varset
trigger1 = StateType != A
var(5) = 0

;---------------------------------------------------------------------------
; KO֘A
;---------------------------------------------------------------------------
[State 8600, wp[o]
type = Helper
triggerall = var(54) = 1
triggerall = teammode = single || teammode = turns
triggerall = NumHelper(8600) = 0
triggerall = var(41) = 0
trigger1 = WinKO && Matchover
helpertype = Normal
name = "K.O."
stateno = 8600
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 73640
pausemovetime = 73640
ignorehitpause = 1
ID = 8600

[State 8600, wp[o]
type = Helper
triggerall = var(54) = 1
triggerall = teammode = single || teammode = turns
triggerall = NumHelper(8600) = 0
triggerall = var(41) = 1
trigger1 = WinKO && Matchover
helpertype = Normal
name = "Super K.O."
stateno = 8650
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 73640
pausemovetime = 73640
ignorehitpause = 1
ID = 8600

[State -2, 炷]
type = PlaySnd
triggerall = WinKO && var(0) = 0;
trigger1 = numhelper(8600) = 0
value = s4,0
IgnoreHitPause = 1
persistent = 0
volume = 255

[State -2,VarSet]
type = VarSet
trigger1 = WinKO
var(0) = 1
ignorehitpause = 1

[State -2, 炷]
type = PlaySnd
triggerall = teammode = single || teammode = turns
trigger1 = !Alive
trigger1 = stateno = 5150
trigger1 = Anim = 5140 && AnimElemTime(1) = 1
value = s7,2
IgnoreHitPause = 1
persistent = 0
volume = 255

[State -2, 炷]
type = PlaySnd
triggerall = teammode = single || teammode = turns
trigger1 = !Alive
trigger1 = matchover && var(0) = 0
value = s7,3
IgnoreHitPause = 1
persistent = 0
volume = 255

[State -2, 炷]
type = PlaySnd
triggerall = teammode = simul
trigger1 = !Alive && var(0) = 0;sk
value = s7,2+random%3
IgnoreHitPause = 1
persistent = 0
volume = 255

[State -2,VarSet]
type = VarSet
triggerall = teammode = single || teammode = turns
trigger1 = matchover;Lose
var(0) = 2
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
triggerall = teammode = simul
trigger1 = !Alive
var(0) = 3
ignorehitpause = 1
;-----------------------------------
[State -2, Nbv{[h]
type = DisplayToClipboard
trigger1 = 1
text = "Cancel=%d, Throw=%d, Button=%d, Body-Distance X=%d,Y=%d \n"
params = var(1),var(2),var(3),floor(P2BodyDist X),floor(P2BodyDist Y)

;[State -2, Nbv{[hiǉpj]
;type = AppendToClipboard
;trigger1 = 1
;text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
;params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)

[State -2, Nbv{[hiǉpj]
type = AppendToClipboard
trigger1 = 1
text = "Var(1)=%d,Var(43)=%d, Var(45)=%d,Var(4)=%d,Var(3)=%d \n"
params = Var(1),Var(43),Var(45),Var(4),Var(3)

;[State -2, Nbv{[hiǉpj]
;type = AppendToClipboard
;trigger1 = 1
;text = "Var(6)=%d,Var(7)=%d, Var(8)=%d,Var(9)=%d,Var(19)=%d \n"
;params = Var(6),Var(7),Var(8),Var(9),Var(19)

;===========================================================================
; 펞ĎXe[gi|Rj
;===========================================================================
[Statedef -3]

[State -3, 炷]
type = PlaySnd
triggerall = Time = 1
triggerall = Roundstate = 2
triggerall = Alive
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5070
value = 10, 1+random%4
channel = 1

[State -3, ~߂]
type = StopSnd
trigger1 = !Alive
Channel = 1

[State -3, 炷]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40  ;WvXe[g
trigger2 = stateno = 52  ;nXe[g
trigger3 = stateno = 5120;Nオ
value = 0, 2

[State -3, 炷]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5210  ;󒆎g
trigger2 = stateno = 5201  ;n㐡Oł̋󒆎g
trigger3 = stateno = 521   ;앗̒ng
value = 5, 1

[State -3, 炷]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5210  ;󒆎g
value = 6, 0

[State -3, 炷];΍Uqbg
type = PlaySnd
triggerall = numexplod(7130) = 0
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = Var(4) != 1
trigger1 = fVar(11) = 1.25
trigger1 = movehit = 1
value = 1,6
persistent = 0
ignorehitpause = 1

[State -3, GtFNg];wʍUqbg
type = Playsnd
triggerall = numexplod(7140) = 0
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = Var(4) != 1
trigger1 = fVar(12) = 1.5
trigger1 = movehit = 1
value = 1,6
persistent = 0
ignorehitpause = 1

[State -3, GtFNg]
type = Explod
triggerall = Time = 1
trigger1 = stateno = 5210  ;󒆎g
trigger2 = stateno = 5201  ;n㐡Oł̋󒆎g
trigger3 = stateno = 815  ;
anim = 10000
facing = 1
postype = p1
pos = ifelse(stateno=815,30,0),-60
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; VXebZ[W
;---------------------------------------------------------------------------


[State -3, GtFNg];Uh
type = Explod
triggerall = Time = 1
triggerall = teamside = 1
trigger1 = stateno = [903,904]
trigger2 = stateno = [913,914]
trigger3 = stateno = [923,924]
anim = ifelse(facing=1,7100,7101)
facing = 1
postype = back
pos = ifelse(facing=1,15,305),var(57);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7100

[State -3, GtFNg];Uh
type = Explod
triggerall = Time = 1
triggerall = teamside = 2
trigger1 = stateno = [903,904]
trigger2 = stateno = [913,914]
trigger3 = stateno = [923,924]
anim = ifelse(facing=-1,7102,7103)
facing = -1
postype = back
pos = ifelse(facing=-1,15,305),var(57);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7100

[State -3, GtFNg];g
type = Explod
triggerall = Time = 1
triggerall = teamside = 1
trigger1 = stateno = 5210  ;󒆎g
trigger2 = stateno = 5201  ;n㐡Oł̋󒆎g
trigger3 = stateno = 521   ;앗̒ng
anim = ifelse(facing=1,7110,7111)
facing = 1
postype = back
pos = ifelse(facing=1,15,305),var(57);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7110

[State -3, GtFNg];g
type = Explod
triggerall = Time = 1
triggerall = teamside = 2
trigger1 = stateno = 5210  ;󒆎g
trigger2 = stateno = 5201  ;n㐡Oł̋󒆎g
trigger3 = stateno = 521   ;앗̒ng
anim = ifelse(facing=-1,7112,7113)
facing = -1
postype = back
pos = ifelse(facing=-1,15,305),var(57);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7110

[State -3, GtFNg];
type = Explod
triggerall = Time = 1
triggerall = teamside = 1
trigger1 = stateno = 815
anim = ifelse(facing=1,7120,7121)
facing = 1
postype = back
pos = ifelse(facing=1,305,15),var(57);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7120

[State -3, GtFNg];
type = Explod
triggerall = Time = 1
triggerall = teamside = 2
trigger1 = stateno = 815
anim = ifelse(facing=-1,7122,7123)
facing = -1
postype = back
pos = ifelse(facing=-1,305,15),var(57);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7120

[State -3, GtFNg];΍U
type = Explod
triggerall = teamside = 1
triggerall = numexplod(7130) = 0
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = Var(4) != 1
trigger1 = fVar(11) = 1.25
trigger1 = movehit = 1
anim = ifelse(facing=1,7130,7131)
facing = 1
postype = back
pos = ifelse(facing=1,15,305),var(57);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7130

[State -3, GtFNg];΍U
type = Explod
triggerall = teamside = 2
triggerall = numexplod(7130) = 0
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = Var(4) != 1
trigger1 = fVar(11) = 1.25
trigger1 = movehit = 1
anim = ifelse(facing=-1,7132,7133)
facing = -1
postype = back
pos = ifelse(facing=-1,15,305),var(57);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7130

[State -3, GtFNg];wʍU
type = Explod
triggerall = teamside = 1
triggerall = numexplod(7140) = 0
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = Var(4) != 1
trigger1 = fVar(12) = 1.5
trigger1 = movehit = 1
anim = ifelse(facing=1,7140,7141)
facing = 1
postype = back
pos = ifelse(facing=1,15,305),var(57) + 12 * numexplod(7130);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7140

[State -3, GtFNg];wʍU
type = Explod
triggerall = teamside = 2
triggerall = numexplod(7140) = 0
trigger1 = StateNo != [800,870]
trigger1 = StateNo != [903,924]
trigger1 = Var(4) != 1
trigger1 = fVar(12) = 1.5
trigger1 = movehit = 1
anim = ifelse(facing=-1,7142,7143)
facing = -1
postype = back
pos = ifelse(facing=-1,15,305),var(57) + 12 * numexplod(7130);65
sprpriority = 3
ownpal = 1
scale = .5,.5
ontop = 1
pausemovetime = 73640
supermovetime = 73640
supermove = 1
bindtime = -1
persistent = 0
ignorehitpause = 1
ID = 7140

[State -3,];Z
type = Varset
triggerall = RoundState = 2
trigger1 = Movetype = H
var(4) = 0

[State -3,];Z
type = Varset
triggerall = RoundState = 2
trigger1 = Stateno != [2000,3120]
var(41) = 0

[State -3,];Z
type = Varset
triggerall = RoundState = 2
trigger1 = Stateno = [2000,3120]
var(41) = 1

[State -3,];ꔻ
type = Varset
triggerall = numenemy
trigger1 = enemy,name = "BLITZTANK" && enemy,authorname = "HM";AJcLdL
trigger2 = enemy,name = "Dragon Claw" || enemy,name = "temtan" || enemy,name = "Zinc" || enemy,name = "blockhead";IWi
trigger3 = enemy,name = "justice" || enemy,authorname = "ukege" || enemy,name = "robo-ky";Guilty Gear
trigger4 = enemy,name = "Honda Tadakatsu" || enemy,name = "Mei Fang" || enemy,name = "Ming-Vase" || enemy,name = "CATHERINE-MVC";퍑BASARA_X,AJin[g
trigger5 = enemy,name = "Mech-HISUI" || enemy,name = "RajaaMechHisui" || enemy,name = "Megamari" || enemy,name = "metal_patchouli" || enemy,name = "Shanghai Doll" ||enemy,name = "Medicine Melancholy" || enemy,name = "ShangHoi_san";Melty_Blood,Project
trigger6 = enemy,name = "Iron-Man" || enemy,name = "IronMan_ZEROGOU" || enemy,name = "Marvel vs. Capcom's IronMan" || enemy,name = "Marvel vs. Capcom's WarMachine";MARVEL VS CAPCOMn
trigger7 = enemy,name = "Tron Bonne SxP" || enemy,name = "servbot" || enemy,name = "Colossus" || enemy,name = "DrDoom" || enemy,name = "Sentinel" || enemy,name = "Baby Commando";MARVEL VS CAPCOMn
trigger8 = enemy,name = "Megaman" || enemy,name = "Tronbonne" || enemy,name = "Roll" || enemy,name = "Apocalypse" || enemy,name = "Onslaught" || enemy,name = "CyberAkuma";MARVEL VS CAPCOMn
trigger9 = enemy,name = "Ravange" || enemy,name = "Gi Gi" || enemy,name = "Blade";EH[U[h
trigger10 = enemy,name = "RockMan" || enemy,name = "MegaManEXE" || enemy,name = "Rock Volnutt" || enemy,authorname = " ChAoTiC";bN}(AW)
trigger11 = enemy,authorname = "Cyberbots";TCo[{bc
trigger12 = enemy,name = "MAXIMA_PRO" || enemy,name = "Mongori" || enemy,name = "Cyber-Woo" || enemy,name = "ochamaro" || enemy,name = "Fio";SNK
trigger13 = enemy,name = "Robo Rock" || enemy,name = "Robo Rock Type-2"  || enemy,name = "ROBO-K'" || enemy,name = "robo-kula" ;{AW
trigger14 = enemy,name = "phobos" || enemy,name = "tesse" || enemy,name = "Politank Z" || enemy,name = "taros" || enemy,name = "mokujin" || enemy,name = "monolith" || enemy,name = "KOSMOS" || enemy,name = "ARX-7" || enemy,name = "Chrome Dome";̑
trigger15 = enemy,authorname = "Yamabe Yui" || enemy,name = "Sukapon" || enemy,name = "Houou" || enemy,name = "Bocoboco" || enemy,name = "d4_skapon";WCJt@Cg
trigger16 = enemy,name = "dachon" || enemy,name = "garakku" || enemy,name = "ghoston" || enemy,name = "gigant" || enemy,name = "legend" || enemy,name = "Ra" || enemy,name = "shenron";WCJt@Cg
trigger17 = enemy,name = "skapokan" || enemy,name = "skater" || enemy,name = "wy" || enemy,name = "zbr" || enemy,name = "Neo";WCJt@Cg
trigger18 = enemy,name = "Jaguar v2.0" || enemy,name = "Shadow" || enemy,name = "Thorn"  || enemy,name = "Pyros" || enemy,name = "Electra";One Most Fall 2097
trigger19 = enemy,name = "Katana" || enemy,name = "Shreddar" || enemy,name = "Frail" || enemy,name = "Gargoyle" || enemy,name = "Chronos" || enemy,name = "Nova + AI";One Most Fall 2097
trigger20 = enemy,name = "rocky" || enemy,name = "golems" || enemy,name = "Killer Majinga";hSNGXg
trigger21 = enemy,name = "Metabee" || enemy,authorname = "Rokusho" || enemy,authorname = "Brass" || enemy,authorname = "PepperCat";_bg
trigger22 = enemy,authorname = "Drowin3" || enemy,name = "suigintou";[[Cf(RvQ[dl܂)
trigger23 = enemy,name = "HATSUNE MIKU" || enemy,name = "Miku" || enemy,name = "KAITO"
trigger24 = enemy,name = "NineBall=Seraph" || enemy,name = "VAVA" || enemy,name = "phantasma" || enemy,name = "MAXMILIAN";ΏlL
trigger25 = enemy,name = "Char's Zugock" || enemy,name = "WING GUNDAM ZERO" || enemy,name = "QUEEN THE SPADE" || enemy,name = "BLACK JOKER" || enemy,name = "CLUB ACE" || enemy,name = "JACK in DIA";K_nc܂悭킩w
var(40) = 1
ignorehitpause = 1

;===============================================================================
;Winnie_AI
;===============================================================================

[State -3,AILvFlagSet]
type = varset
triggerall = var(59) = 0||(roundState<2&&ctrl)
triggerall = !IsHelper
trigger1 = Command = "AI_00"|| Command="AI_01"||Command="AI_02"||Command="AI_03"
trigger2 = Command = "AI_04"|| Command="AI_05"||Command="AI_06"||Command="AI_07"
trigger3 = Command = "AI_08"|| Command="AI_09"||Command="AI_10"||Command="AI_11"
trigger4 = Command = "AI_12"|| Command="AI_13"||Command="AI_14"||Command="AI_15"
trigger5 = Command = "AI_16"|| Command="AI_17"||Command="AI_18"||Command="AI_19"
trigger6 = Command = "AI_20"|| Command="AI_21"||Command="AI_22"||Command="AI_23"
trigger7 = Command = "AI_24"|| Command="AI_25"||Command="AI_26"||Command="AI_27"
trigger8 = Command = "AI_28"|| Command="AI_29"||Command="AI_30"||Command="AI_31"
trigger9 = Command = "AI_32"|| Command="AI_33"||Command="AI_34"||Command="AI_35"
trigger10= Command = "AI_36"|| Command="AI_37"||Command="AI_38"||Command="AI_39"
trigger11= Command = "AI_40"|| Command="AI_41"||Command="AI_42"||Command="AI_43"
trigger12= Command = "AI_44"|| Command="AI_45"||Command="AI_46"||Command="AI_47"
trigger13= Command = "AI_48"|| Command="AI_49"||Command="AI_50"
Trigger14 = NumHelper(40000) > 0 && RoundState = 2
Trigger14 = Helper(40000),Var(1) = 1
;trigger15 = 1
var(59) = 1


[State -3, EhIAAIXCb`OFF]
Type = VarSet
TriggerAll = Var(59) = [1,9]
Trigger1 = Win = 1
Trigger2 = Lose = 1
Trigger3 = DrawGame = 1
Trigger4 = RoundState = 4
V = 59
Value = -Var(59)
IgnoreHitPause = 1

[State -3, QEhڊJnAAIXCb`ON]
Type = VarSet
Trigger1 = Var(59) = [-9,-1]
Trigger1 = RoundState = 2
V = 59
Value = -Var(59)
IgnoreHitPause = 1

[State -3,gK[EnemyNear̔ʐ؂ւp]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Life > 0
V = 49
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,gK[EnemyNear̔ʐ؂ւp]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = EnemyNear,Life = 0
V = 49
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,s]
Type = VarRandom
TriggerAll = Var(58) >= 0
TriggerAll = StateNo != 120
Trigger1 = Time = 1
Trigger2 = Time %60= 1
Trigger2 = StateNo != 0 && StateNo != 50 && StateNo != 110 && StateNo != 115 && StateNo != 5210
Trigger3 = Time %20= 0
Trigger3 = StateNo = 0 || StateNo = 110 || StateNo = 115||stateno = 1300||stateno = 750
Trigger4 = Time %10= 0
Trigger4 = StateNo = 50 || StateNo = 5210 || (StateNo = [200,600]) && Var(2)/100%10 = 3
V = 58
Range = 0,99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2]
Type = Helper
Trigger1 = RoundState != 0
Trigger1 = NumHelper(25000) = 0
StateNo = 25000
PosType = Left
Pos = -999, 999
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 25000


;AI
[State -2]
Type = Helper
TriggerAll = Var(59) = 0
TriggerAll = NumHelper(40000) = 0
TriggerAll = Ctrl
TriggerAll = RoundState = 2
TriggerAll = PrevStateNo = [190,194]
TriggerAll = StateNo = 0
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
StateNo = 40000
PosType = P1
Pos = 0, 0
KeyCtrl = 1
Ownpal = 1
ID = 40000
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2, Facing]
type = VarSet
trigger1 = 1
var(52) = -(Facing)*(EnemyNear(var(49)),Facing)
ignorehitpause = 1

[State -3, 薀CW]
Type = VarSet
Trigger1 = 1
fvar(38) = IfElse(P2StateType=C,(EnemyNear(var(49)),Const(movement.crouch.friction)),(EnemyNear(var(49)),Const(movement.stand.friction)))
IgnoreHitPause = 1

[State -2, Gʏ펞㉺^vZ]
Type = VarSet
Trigger1 = fvar(39) != EnemyNear(var(49)),Const(movement.yaccel)
Trigger1 = P2StateNo != [5000,5210]
Trigger1 = EnemyNear(var(49)),Alive
Trigger1 = EnemyNear(var(49)),Vel Y != 0
Trigger1 = !(P2StateNo = 5610&& P2MoveType = H)
FV = 39
Value = EnemyNear(var(49)),Const(movement.yaccel)
IgnoreHitPause = 1

[State -2, Gꎞ㉺^vZ]
Type = VarSet
Trigger1 = fvar(39) != EnemyNear(var(49)),GetHitVar(yaccel)
Trigger1 = EnemyNear(var(49)),Alive
Trigger1 = P2StateNo = [5000,5210]
Trigger1 = !(P2StateNo = 5610&& P2MoveType = H)
FV = 39
Value = EnemyNear(var(49)),GetHitVar(yaccel);(ŌĂyaccell)
IgnoreHitPause = 1

[State -2, GXe[g㉺^vZ]
Type = VarSet
Trigger1 = fvar(39) != 0.4
Trigger1 = EnemyNear(var(49)),Alive
Trigger1 = P2StateNo = 5610
Trigger1 = P2MoveType = H
FV = 39
Value = 0.42;(ŌĂyaccell)
IgnoreHitPause = 1

[State -2, ㉺^vZZbg]
Type = VarSet
Trigger1 = fvar(39) != 0
Trigger1 = EnemyNear(var(49)),Vel Y = 0
FV = 39
Value = 0
IgnoreHitPause = 1

[State -2, 傫vZ]
type = VarSet
trigger1 = 1
var(56) = -Enemynear(var(49)),Const(size.air.front)-Enemynear(var(49)),Const(size.air.back)

[state -2]
type=Helper
triggerall=!ishelper
;trigger1 = var(59) = 1
trigger1=!numhelper(50000)
helpertype=normal
name="right_edge"
ID=50000
pos=0, 0
postype=right
facing=-1
stateno=50000
ownpal=1
supermovetime=99999
pausemovetime=99999

[state -2]
type=Helper
triggerall=!ishelper
trigger1=!numhelper(50010)
;trigger1 = var(59) = 1
helpertype=normal
name="left_edge"
ID=50010
pos=0, 0
postype=Left
facing=1
stateno=50010
ownpal=1
supermovetime=99999
pausemovetime=99999

;50000̓Xe[WE[܂ł̑傫
;50010̓Xe[W[܂ł̑傫
;===============================================================================
;Ԃ
;===============================================================================
[State -1, 22C]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerall = p2bodydist X = [-5,66.5-Const(size.ground.front)]
		triggerall = random = [0,100]
		triggerall = Floor(life*1000/Const(data.life)) > 600
		triggerall = Helper(25000),var(43)||Helper(25000),var(1)||prevstateno = 420
trigger1 = ctrl || stateno = 40||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1220

[State -1, 22B]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerall = p2bodydist X = [-5,66.5-Const(size.ground.front)]
		triggerall = random = [0,100]
		triggerall = Floor(life*1000/Const(data.life)) > 600
		triggerall = Helper(25000),var(43)||Helper(25000),var(1)||prevstateno = 420
trigger1 = ctrl || stateno = 40||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1210

[State -1, 22A]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerall = p2bodydist X = [-5,66.5-Const(size.ground.front)]
		triggerall = random = [0,100]
		triggerall = Floor(life*1000/Const(data.life)) > 600
		triggerall = Helper(25000),var(43)||Helper(25000),var(1)||prevstateno = 420
trigger1 = ctrl || stateno = 40||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1200

[State -1, Uh]
type = ChangeState
triggerall = var(59)
triggerall = (StateType != A)
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerall = p2bodydist X = [-5,60]
		triggerall = random = [0,50]
		triggerall = Floor(life*1000/Const(data.life)) > 600
		triggerall = Helper(25000),var(43)
trigger1 = ctrl || (stateno = [18,19])
trigger2 = Var(53) != 0
trigger2 = stateno = [150,153]
trigger2 = power >= 1000
value = 910

[State -1, nUh]
type = ChangeState
triggerall = var(59)
triggerall = (StateType != A)
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerall = p2bodydist X = [-5,60]
		triggerall = random = [0,50]
		triggerall = Floor(life*1000/Const(data.life)) > 600
		triggerall = Helper(25000),var(43)
trigger1 = ctrl || (stateno = [18,19])
trigger2 = Var(53) != 0
trigger2 = stateno = [150,153]
trigger2 = power >= 1000
value = 900

;===============================================================================
;؂Ԃ
;===============================================================================
[State -1, 22C]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		triggerall = EnemyNear(var(49)),statetype != A
		Triggerall = EnemyNear(var(49)),MoveType = A
		triggerall = !EnemyNear(var(49)),Ctrl
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerAll = EnemyNear(var(49)),AnimTime <= -7
		triggerall = p2bodydist X = [-5,66.5-Const(size.ground.front)]
		triggerall = random = [0,Floor(life*10/Const(data.life))]
		triggerall = prevstateno = 5120||Helper(25000),var(1)||prevstateno = 420
trigger1 = ctrl || stateno = 40||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1220

[State -1, 22B]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		triggerall = EnemyNear(var(49)),statetype != A
		Triggerall = EnemyNear(var(49)),MoveType = A
		triggerall = !EnemyNear(var(49)),Ctrl
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerAll = EnemyNear(var(49)),AnimTime <= -5
		triggerall = p2bodydist X = [-5,55-Const(size.ground.front)]
		triggerall = random = [0,Floor(life*100/Const(data.life))]
		triggerall = prevstateno = 5120||Helper(25000),var(1)||prevstateno = 420
trigger1 = ctrl || stateno = 40||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1210

[State -1, 22A]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		triggerall = EnemyNear(var(49)),statetype != A
		Triggerall = EnemyNear(var(49)),MoveType = A
		triggerall = !EnemyNear(var(49)),Ctrl
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerAll = EnemyNear(var(49)),AnimTime <= -4
		triggerall = p2bodydist X = [-5,55-Const(size.ground.front)]
		triggerall = random = [0,Floor(life*1000/Const(data.life))]
		triggerall = prevstateno = 5120||Helper(25000),var(1)||prevstateno = 420
trigger1 = ctrl || stateno = 40||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1200

[State -1, 󒆍Uh]
type = ChangeState
triggerall = var(59)
triggerall = (StateType = A)
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		Triggerall = EnemyNear(var(49)),MoveType = A
		triggerall = !EnemyNear(var(49)),Ctrl
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerAll = EnemyNear(var(49)),time < 5
		triggerall = p2bodydist X = [-5,60]
		triggerall = vel Y >= 0
		triggerall = Enemynear(var(49)),HitDefAttr = SA,AA
		triggerall = random = [0,500-Floor(life*1000/Const(data.life))]
trigger1 = ctrl || (stateno = [18,19])
value = 920

[State -1, Uh]
type = ChangeState
triggerall = var(59)
triggerall = (StateType != A)
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		Triggerall = EnemyNear(var(49)),MoveType = A
		triggerall = !EnemyNear(var(49)),Ctrl
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerAll = EnemyNear(var(49)),time < 5
		triggerall = p2bodydist X = [-5,60]
		triggerall = Enemynear(var(49)),HitDefAttr = C,AA
		triggerall = random = [0,500-Floor(life*1000/Const(data.life))]
trigger1 = ctrl || (stateno = [18,19])
trigger2 = Var(53) != 0
trigger2 = stateno = [150,153]
trigger2 = power >= 1000
value = 910

[State -1, nUh]
type = ChangeState
triggerall = var(59)
triggerall = (StateType != A)
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = EnemyNear(var(49)),movetype != H
		Triggerall = EnemyNear(var(49)),StateNo != [120,155]
		Triggerall = EnemyNear(var(49)),MoveType = A
		triggerall = !EnemyNear(var(49)),Ctrl
		triggerAll = EnemyNear(var(49)),vel X >= 0
		triggerAll = EnemyNear(var(49)),time < 5
		triggerall = p2bodydist X = [-5,60]
		triggerall = Enemynear(var(49)),HitDefAttr = SA,AA
		triggerall = Helper(25000),var(58) != 400
		triggerall = prevstateno != 100
		triggerall = random = [0,500-Floor(life*1000/Const(data.life))]
trigger1 = ctrl || (stateno = [18,19])
trigger2 = Var(53) != 0
trigger2 = stateno = [150,153]
trigger2 = power >= 1000
value = 900



;===============================================================================
;K[h
;===============================================================================
[State -3,AI]
Type = ChangeState
Value = 120
TriggerAll = var(59) = 1
TriggerAll = RoundState=2
triggerAll = Ctrl ||(stateno = [18,19])
TriggerAll = StateNo!=[120,159]
Trigger1 =! EnemyNear(var(49)),HitDefAttr= ,NT,ST,HT
Trigger1 = InguardDist
Trigger2 = InguardDist
Trigger2 = EnemyNear,NumHelper>0 && EnemyNear,NumProj>0
Trigger3 =! EnemyNear(var(49)),HitDefAttr= ,NT,ST,HT
Trigger3 = P2BodyDist X=[-50,50]
Trigger3 = NumHelper(25000)>0
Trigger3 = Helper(25000),InguardDist
IgnoreHitPause=1

;===============================================================================
;ŏIU
;===============================================================================

[State -1, ŏIU]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = power >= 3000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = (Helper(25000),var(58) = [1100,1120])||(Helper(25000),var(58) = [1060,1080])
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = facing = 1
		triggerall = NumHelper(50000)
		triggerall = Helper(50000),var(1) = [0,100]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])


[State -1, ŏIU]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = power >= 3000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = (Helper(25000),var(58) = [1100,1120])||(Helper(25000),var(58) = [1060,1080])
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = facing = -1
		triggerall = NumHelper(50010)
		triggerall = Helper(50010),var(1) = [0,100]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])

[State -1, ŏIU]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = power >= 3000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = (Helper(25000),var(58) = [1030,1050])
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])

[State -1, ŏIU]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = power >= 3000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = (Helper(25000),var(58) = [1200,1215])||((Helper(25000),var(58) = 1220)&&(time>=11))
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])

;===============================================================================
;󒆂炢R{
;===============================================================================

[State -1, 214A]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = (Helper(25000),var(59) = 923)
		triggerall = (Helper(25000),var(58) = 410)
		triggerall = time > 13
		triggerall = Enemynear(var(49)),stateno != [120,159]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1100

[State -1, ႪB]
type = ChangeState
value = 410
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = (Helper(25000),var(58) = 923)
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = 400) || (stateno = 220)

[State -1, ];󒆓
type = ChangeState
value = 850
triggerall = var(59)
triggerall = statetype = A
triggerall = ctrl
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		triggerall = Helper(25000),var(56) = [0,4]
		TriggerAll = Enemynear(var(49)),MoveType = H
		TriggerAll = Enemynear(var(49)),stateno != [120,159]
		triggerall = Enemynear(var(49)),statetype = A
trigger1 = ctrl

[State -1, OWv]
type = ChangeState
value = 37
triggerall = var(59)
triggerAll = statetype != A
triggerAll = ctrl||(stateno = [18,19])
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(47)
trigger1 = (Helper(25000),var(58) = 903)

[State -1, 22C]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = (Helper(25000),var(58) = [850,860])||((Helper(25000),var(58) = 420)&&(p2bodydist X = [0,120]))
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = statetype != A
trigger1 = ctrl || stateno = 40
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1220

[State -1, U]
type = ChangeState
value = 2200
triggerall = var(59)
triggerall = power >= 1000
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = (Helper(25000),var(58) = [1200,1215])||((Helper(25000),var(58) = 1220)&&(time>=11))
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = power < 3000
trigger1 = var(1) = 1
trigger1 = (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])
ignorehitpause = 1

[State -1, U]
type = ChangeState
value = 2100
triggerall = var(59)
triggerall = power >= 1000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = (Helper(25000),var(58) = [1200,1215])||((Helper(25000),var(58) = 1220)&&(time>=11))
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])

[State -1, U]
type = ChangeState
value = 2100
triggerall = var(59)
triggerall = power >= 1000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = 1100
		triggerall = (Helper(25000),var(59) = [2000,2020])
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])

[State -1, 214]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = [2000,2020]
;		triggerall = Helper(25000),var(59) = [1030,1050]
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1100


[State -1, U]
type = ChangeState
value = 2100
triggerall = var(59)
triggerall = power >= 1000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = 1100||Helper(25000),var(58) = 1070
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Enemynear(var(49)),stateno = 1091
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])


[State -1, 236-Add]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = 1050
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = AnimElemTime(3) >= 2
trigger1 = stateno = [1030,1050]
value = 1070

[State -1, 236-Add]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = stateno = [1000,1020]
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = 1000||Helper(25000),var(58) = 1020
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1  =var(1) = 1
trigger1 = AnimElemTime(3) >= 3
trigger2  =var(1) = 0
trigger2 = AnimElemTime(4) >= 0
value = 1050


[State -1, 236C]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = 1070
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = p2bodydist X >= 120
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1020

[State -1, 236A]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = 1070||Helper(25000),var(58) = 913||(Helper(25000),var(58) = 903&&!Helper(25000),var(47))||(Helper(25000),var(58) = 410&&time>13)
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = !Helper(25000),var(57)
		triggerall = (p2bodydist X = [80,120])||Helper(25000),var(58) = 913||(Helper(25000),var(58) = 903&&!Helper(25000),var(47))||(Helper(25000),var(58) = 410&&time>13)
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1000


[State -1, U]
type = ChangeState
value = 2100
triggerall = var(59)
triggerall = power >= 1000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(EnemyNear(var(49)),StateType != L)
	TriggerAll = EnemyNear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12) && !(p2stateno = 5210 && EnemyNear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !EnemyNear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(59) = 210
		triggerall = Helper(25000),var(58) = 1100
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(57)
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])


[State -1, 214]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(59) = 410
		triggerall = Helper(25000),var(58) = 210
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(57)
;		triggerall = time > 13
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1100

[State -1, B]
type = ChangeState
value = 210
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(59) = 400
		triggerall = Helper(25000),var(58) = 410
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(57)
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 200)
trigger3 = var(1) = 1
trigger3 = stateno = 410
trigger3 = AnimElemTime(7) >= 0

[State -1, ႪB]
type = ChangeState
value = 410
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(59) = 700
		triggerall = Helper(25000),var(58) = 400
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(57)
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 400) || (stateno = 220)

[State -1, ႪA]
type = ChangeState
value = 400
triggerall = var(59)
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(59) = 400
		triggerall = Helper(25000),var(58) = 700
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(57)
		triggerall = stateno = 1
		triggerall = !ctrl
trigger1 = !ctrl

[State -1, [r]
type = ChangeState
value = 700
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(59) = 1025
		triggerall = Helper(25000),var(58) = 400
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(57)
trigger1 = ctrl

[State -1, ႪA]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = 1025
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(57)
		triggerall = stateno = 1
		triggerall = !ctrl
		triggerall = time >= 3
;		triggerall = (P2bodydist X = [-5,73.5-Const(size.air.front)+floor(4*Enemynear(var(49)),Vel X+floor(4*vel X))])
;		Triggerall = (Enemynear(var(49)),Pos Y = [-0-floor(4*(Enemynear(var(49)),Vel Y)+(4*(4+1)/2)*fvar(39)-floor(4*vel Y)-(4*(4+1)/2)*0.72),5-floor(4*(Enemynear(var(49)),Vel Y)+(4*(4+1)/2)*fvar(39)-floor(4*vel Y)-(4*(4+1)/2)*0.72)])
trigger1 = !ctrl

[State -1, R{pҋ@Xe[g]
type = ChangeState
value = 1
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = stateno != 1
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = A
		triggerall = Helper(25000),var(58) = 1025||Helper(25000),var(58) = 700
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = Helper(25000),var(57)
trigger1 = ctrl
;===============================================================================
;nキ炢R{
;===============================================================================
[State -1, U]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = power >= 1000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Helper(25000),var(58) = [1030,1050]
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = facing = 1
		triggerall = NumHelper(50000)
		triggerall = Helper(50000),var(1) >= 350
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])

[State -1, U]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = power >= 1000
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Helper(25000),var(58) = [1030,1050]
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = facing = -1
		triggerall = NumHelper(50010)
		triggerall = Helper(50010),var(1) >= 350
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913) || (stateno = [1000,1020]) || (stateno = [1030,1080]) || (stateno = [1100,1120]) || (stateno = [1200,1220])

[State -1, |]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = stateno = [1000,1020]
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Helper(25000),var(58) = [1000,1020]
		triggerall = Enemynear(var(49)),stateno = [5000,5120]
		triggerall = facing = 1
		triggerall = NumHelper(50000)
		triggerall = Helper(50000),var(0) = [0,120]
trigger1  =var(1) = 1
trigger1 = AnimElemTime(3) >= 1
trigger2  =var(1) = 0
trigger2 = AnimElemTime(4) >= 0
value = 1025

[State -1, |]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = stateno = [1000,1020]
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Helper(25000),var(58) = [1000,1020]
		triggerall = Enemynear(var(49)),stateno = [5000,5120]
		triggerall = facing = -1
		triggerall = NumHelper(50010)
		triggerall = Helper(50010),var(0) = [0,120]
trigger1  =var(1) = 1
trigger1 = AnimElemTime(3) >= 1
trigger2  =var(1) = 0
trigger2 = AnimElemTime(4) >= 0
value = 1025

[State -1, 236-Add]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Helper(25000),var(58) = 1040
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1 = AnimElemTime(3) >= 2
trigger1 = stateno = [1030,1050]
value = 1070

[State -1, 236-Add]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = stateno = [1000,1020]
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Helper(25000),var(58) = 1010
		triggerall = Enemynear(var(49)),stateno != [120,159]
trigger1  =var(1) = 1
trigger1 = AnimElemTime(3) >= 2
trigger2  =var(1) = 0
trigger2 = AnimElemTime(4) >= 0
value = 1040

[State -1, 236B]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Helper(25000),var(58) = 210
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = time > 13
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1010

[State -1, ႪA]
type = ChangeState
value = 400
triggerall = var(59)
triggerAll = statetype != A
triggerAll = ctrl||(( var(1) = 1)&&((stateno = 400) || (stateno = 220)))||((stateno = 400)&&(AnimElemTime(3) >= 0)&&(Var(1) = 0))||(stateno = [18,19])
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = (Enemynear(var(49)),stateno != [120,159])||p2bodydist X >= 30||random <= 200||Helper(25000),var(58) = 220
Triggerall = Enemynear(var(49)),GetHitVar(yvel) = 0
Triggerall = Enemynear(var(49)),GetHitVar(HitShakeTime) + Enemynear(var(49)),GetHitVar(HitTime) >= 4-1
Trigger1 = Enemynear(var(49)),GetHitVar(HitShakeTime) > 4
Trigger1 = abs(P2BodyDist X)=[-5,-Const(size.ground.front)+73.5-25]
Trigger2 = (abs(Enemynear(var(49)),Vel X) = abs(Enemynear(var(49)),GetHitVar(xvel))) || Enemynear(var(49)),Vel X = 0
Trigger2 = Enemynear(var(49)),GetHitVar(HitShakeTime) <= 4
Trigger2 = abs(P2BodyDist X+(abs(Enemynear(var(49)),GetHitVar(xvel))*(1-fvar(38)**(4-Enemynear(var(49)),GetHitVar(HitShakeTime)))/(1-fvar(38)))*var(52))=[-5,-Const(size.ground.front)+73.5-25]
Trigger3 = !((abs(Enemynear(var(49)),Vel X) = abs(Enemynear(var(49)),GetHitVar(xvel))) || Enemynear(var(49)),Vel X = 0)
Trigger3 = Enemynear(var(49)),GetHitVar(HitShakeTime) <= 4
Trigger3 = abs(P2BodyDist X-((Enemynear(var(49)),Vel X)*(1-fvar(38)**(4-Enemynear(var(49)),GetHitVar(HitShakeTime)))/(1-fvar(38)))*var(52))=[-5,-Const(size.ground.front)+73.5-25]

[State -1, A]
type = ChangeState
value = 200
triggerall = var(59)
triggerAll = statetype != A
triggerAll = ctrl||(var(1) = 1&&((stateno = 200) || (stateno = 400)))||(stateno = 200)&&(AnimElemTime(3) >= 0)&&(Var(1) = 0)
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype = S||Helper(25000),var(58) = 200
		triggerall = stateno != 400
		triggerall = anim != 201
Triggerall = Enemynear(var(49)),GetHitVar(yvel) = 0
Triggerall = Enemynear(var(49)),GetHitVar(HitShakeTime) + Enemynear(var(49)),GetHitVar(HitTime) >= 4-1
Trigger1 = Enemynear(var(49)),GetHitVar(HitShakeTime) > 4
Trigger1 = abs(P2BodyDist X)=[-5,-Const(size.ground.front)+63.5-20]
Trigger2 = (abs(Enemynear(var(49)),Vel X) = abs(Enemynear(var(49)),GetHitVar(xvel))) || Enemynear(var(49)),Vel X = 0
Trigger2 = Enemynear(var(49)),GetHitVar(HitShakeTime) <= 4
Trigger2 = abs(P2BodyDist X+(abs(Enemynear(var(49)),GetHitVar(xvel))*(1-fvar(38)**(4-Enemynear(var(49)),GetHitVar(HitShakeTime)))/(1-fvar(38)))*var(52))=[-5,-Const(size.ground.front)+63.5-20]
Trigger3 = !((abs(Enemynear(var(49)),Vel X) = abs(Enemynear(var(49)),GetHitVar(xvel))) || Enemynear(var(49)),Vel X = 0)
Trigger3 = Enemynear(var(49)),GetHitVar(HitShakeTime) <= 4
Trigger3 = abs(P2BodyDist X-((Enemynear(var(49)),Vel X)*(1-fvar(38)**(4-Enemynear(var(49)),GetHitVar(HitShakeTime)))/(1-fvar(38)))*var(52))=[-5,-Const(size.ground.front)+63.5-20]

[State -1, B]
type = ChangeState
value = 210
triggerall = var(59)
triggerAll = statetype != A
triggerAll = ((var(1) = 1)&&(stateno = 200))||((var(1) = 1)&&(stateno = 410)&&(AnimElemTime(7) >= 0))
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
Triggerall = Enemynear(var(49)),GetHitVar(yvel) = 0
Triggerall = Enemynear(var(49)),GetHitVar(HitShakeTime) + Enemynear(var(49)),GetHitVar(HitTime) >= 7-1
Trigger1 = Enemynear(var(49)),GetHitVar(HitShakeTime) > 7
Trigger1 = abs(P2BodyDist X)=[-5,-Const(size.ground.front)+59+5.25*6]
Trigger2 = (abs(Enemynear(var(49)),Vel X) = abs(Enemynear(var(49)),GetHitVar(xvel))) || Enemynear(var(49)),Vel X = 0
Trigger2 = Enemynear(var(49)),GetHitVar(HitShakeTime) <= 7
Trigger2 = abs(P2BodyDist X+(abs(Enemynear(var(49)),GetHitVar(xvel))*(1-fvar(38)**(7-Enemynear(var(49)),GetHitVar(HitShakeTime)))/(1-fvar(38)))*var(52))=[-5,-Const(size.ground.front)+59]
Trigger3 = !((abs(Enemynear(var(49)),Vel X) = abs(Enemynear(var(49)),GetHitVar(xvel))) || Enemynear(var(49)),Vel X = 0)
Trigger3 = Enemynear(var(49)),GetHitVar(HitShakeTime) <= 7
Trigger3 = abs(P2BodyDist X-((Enemynear(var(49)),Vel X)*(1-fvar(38)**(7-Enemynear(var(49)),GetHitVar(HitShakeTime)))/(1-fvar(38)))*var(52))=[-5,-Const(size.ground.front)+59]

[State -1, ႪB]
type = ChangeState
value = 410
triggerall = var(59)
triggerAll = statetype != A
triggerAll = ctrl||((var(1) = 1)&&((stateno = 400) || (stateno = 220)))
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = (Enemynear(var(49)),stateno != [120,159])||p2bodydist X >= 30
Triggerall = Enemynear(var(49)),GetHitVar(yvel) = 0
Triggerall = Enemynear(var(49)),GetHitVar(HitShakeTime) + Enemynear(var(49)),GetHitVar(HitTime) >= 7-1
Trigger1 = Enemynear(var(49)),GetHitVar(HitShakeTime) > 7
Trigger1 = abs(P2BodyDist X)=[-5,-Const(size.ground.front)+66.5]
Trigger2 = (abs(Enemynear(var(49)),Vel X) = abs(Enemynear(var(49)),GetHitVar(xvel))) || Enemynear(var(49)),Vel X = 0
Trigger2 = Enemynear(var(49)),GetHitVar(HitShakeTime) <= 7
Trigger2 = abs(P2BodyDist X+(abs(Enemynear(var(49)),GetHitVar(xvel))*(1-fvar(38)**(7-Enemynear(var(49)),GetHitVar(HitShakeTime)))/(1-fvar(38)))*var(52))=[-5,-Const(size.ground.front)+66.5]
Trigger3 = !((abs(Enemynear(var(49)),Vel X) = abs(Enemynear(var(49)),GetHitVar(xvel))) || Enemynear(var(49)),Vel X = 0)
Trigger3 = Enemynear(var(49)),GetHitVar(HitShakeTime) <= 7
Trigger3 = abs(P2BodyDist X-((Enemynear(var(49)),Vel X)*(1-fvar(38)**(7-Enemynear(var(49)),GetHitVar(HitShakeTime)))/(1-fvar(38)))*var(52))=[-5,-Const(size.ground.front)+66.5]

[State -1, 236A]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Enemynear(var(49)),stateno = [120,159]
		triggerall = (p2bodydist X >= 30&&stateno != 400||Helper(25000),var(58) != 400)
trigger1 = var(1) = 1
trigger1 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1000

[State -1, 236B]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		TriggerAll = Enemynear(var(49)),MoveType = H
		triggerall = Enemynear(var(49)),statetype != A
		triggerall = Helper(25000),var(58) = 410
		triggerall = Enemynear(var(49)),stateno != [120,159]
		triggerall = time > 13
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1010
;===============================================================================
;
;===============================================================================
[State -1, Œ]
type = ChangeState
value = 196
triggerall = var(59)
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
		TriggerAll = (Enemynear(var(49)),MoveType = H&&Enemynear(var(49)),statetype = A)||Enemynear(var(49)),statetype = L
		TriggerAll = (Enemynear(var(49)),StateNo != [120,159])
		TriggerAll = !InGuardDist
		triggerall = !Helper(25000),var(44)
		triggerall = prevstateno = 1100
		triggerall = p2bodydist X >= 120
trigger1 = statetype != A
trigger1 = ctrl||(stateno = [18,19])

[State -1, ]
type = ChangeState
value = 195
triggerall = var(59)
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
		TriggerAll = (Enemynear(var(49)),MoveType = H&&Enemynear(var(49)),statetype = A)||Enemynear(var(49)),statetype = L
		TriggerAll = (Enemynear(var(49)),StateNo != [120,159])
		TriggerAll = !InGuardDist
		triggerall = !Helper(25000),var(45)
trigger1 = statetype != A
trigger1 = ctrl||(stateno = [18,19])

;===============================================================================
;NU
;===============================================================================

[State -1, C]
type = ChangeState
value = 220
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = (Enemynear(var(49)),StateType = L)
		triggerall = ((Helper(25000),var(50)>-(22+3))&&(Enemynear(var(49)),StateNo = 5110))||((Helper(25000),var(50)<=(-22+3))&&(Enemynear(var(49)),StateNo = 5120))
		triggerall = ((Helper(25000),var(50)+Helper(25000),var(51))<=(Helper(25000),var(49)+(22-3)))&&(Helper(25000),var(50)>-22+3&&Enemynear(var(49)),StateNo = 5110)||Helper(25000),var(50)<=-22+3||Helper(25000),var(51)=9999||Helper(25000),var(50)=9999
		triggerall = Helper(25000),var(51)!=9999||Helper(25000),var(50)=9999&&(Enemynear(var(49)),StateNo = 5120)
		triggerall = p2bodydist X = [-5,110+14-Const(size.ground.front)]
		triggerall = random = [0,50]
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = 210)
trigger2 = AnimElemTime(6) >= 0

[State -1, ႪC]
type = ChangeState
value = 420
triggerall = var(59)
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = (Enemynear(var(49)),StateType = L)
		Triggerall = Enemynear(var(49)),StateNo = 5120
		Triggerall = Enemynear(var(49)),AnimTime >= -12+3
		triggerall = p2bodydist X = [-5,115-Const(size.ground.front)]
		triggerall = random = [0,50]
trigger1 = ctrl||(stateno = [18,19])

;===============================================================================
;nZU
;===============================================================================
[State -1, ];n㓊
type = ChangeState
value = 800
triggerall = var(59)
triggerall = statetype != A
triggerall = stateno != 100
triggerAll = ctrl||(stateno = [18,19])
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = Enemynear(var(49)),movetype != H
			triggerall = Enemynear(var(49)),statetype != A
			triggerall = p2bodydist X = [-5,45-Const(size.ground.front)]
			triggerall = Helper(25000),var(56) = [0,4]
trigger1 = (random = [0,50])||Helper(25000),var(58) = 620||prevstateno = 100
trigger2 = Enemynear(var(49)),prevstateno = [120,159]
trigger2 = Enemynear(var(49)),stateno != [120,159]

[State -1, 214A]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = Enemynear(var(49)),movetype != H
			triggerall = Enemynear(var(49)),statetype != A
			triggerall = p2bodydist X = [40,100]
			triggerall = random = [0,5]
			triggerall = Enemynear(var(49)),movetype != A||Enemynear(var(49)),HitdefAttr = SA,AA
trigger1 = statetype != A
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1100

[State -1, 214B]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = Enemynear(var(49)),movetype != H
			triggerall = Enemynear(var(49)),statetype != A
			triggerall = p2bodydist X = [100,130]
			triggerall = random = [0,5]
			triggerall = Enemynear(var(49)),movetype != A||Enemynear(var(49)),HitdefAttr = SA,AA
trigger1 = statetype != A
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1110

[State -1, 214C]
type = ChangeState
triggerall = var(59)
triggerall = var(50) = 0
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = Enemynear(var(49)),movetype != H
			triggerall = Enemynear(var(49)),statetype != A
			triggerall = p2bodydist X = [130,160]
			triggerall = random = [0,5]
			triggerall = Enemynear(var(49)),movetype != A||Enemynear(var(49)),HitdefAttr = SA,AA
trigger1 = statetype != A
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || (stateno = 903) || (stateno = 913)
value = 1120

[State -1, C]
type = ChangeState
value = 220
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = p2bodydist X = [-5,110+14-Const(size.ground.front)]
		triggerall = random = [0,10]
		triggerall = Enemynear(var(49)),statetype = C
		triggerall = Enemynear(var(49)),movetype != H
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = 210)
trigger2 = AnimElemTime(6) >= 0

[State -1, A]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = p2bodydist X = [-5,64-Const(size.ground.front)]
			triggerall = Enemynear(var(49)),Pos y = [-95.5,-5]
			TriggerAll = !InGuardDist
			triggerall = !Enemynear(var(49)),NumProj
			TriggerAll = Enemynear(var(49)),MoveType != H
			triggerAll = (prevstateno != [5000,5999])
			triggerall = Enemynear(var(49)),statetype = A
			triggerAll = (Enemynear(var(49)),stateno != [5000,5999])
			triggerall = (Enemynear(var(49)),stateno = [0,159])
			triggerall = random = [0,Floor((life*1000/Const(data.life)))]
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = 200) || (stateno = 400)
trigger3 = stateno = 200
trigger3 = AnimElemTime(3) >= 0
trigger3 = Var(1) = 0


[State -1, ႪB]
type = ChangeState
value = 410
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = Enemynear(var(49)),movetype != H
			triggerall = p2bodydist X = [-5,73.5-Const(size.ground.front)]
			triggerall = random = [0,100]
			triggerall = Enemynear(var(49)),movetype = A||(Enemynear(var(49)),movetype = I&&Enemynear(var(49)),Animtime = -7)
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = 400) || (stateno = 220)

[State -1, ႪA]
type = ChangeState
value = 400
triggerall = var(59)
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = Enemynear(var(49)),movetype != H
			triggerall = Enemynear(var(49)),statetype != A
			triggerall = p2bodydist X = [-5,73.5-Const(size.ground.front)]
			triggerall = Enemynear(var(49)),stateno = [0,119]
			triggerall = random = [0,200]
trigger1 = ctrl||(stateno = [18,19])
trigger2 = var(1) = 1
trigger2 = (stateno = 400) || (stateno = 220)
trigger3 = stateno = 400
trigger3 = AnimElemTime(3) >= 0
trigger3 = Var(1) = 0

[State -1, ႪC]
type = ChangeState
value = 420
triggerall = var(59)
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = Enemynear(var(49)),movetype != H
			triggerall = Enemynear(var(49)),statetype != A
			triggerall = p2bodydist X = [-5,115-Const(size.ground.front)]
			triggerall = random = [0,10]
			triggerall = Enemynear(var(49)),stateno != [37,43]
			triggerall = Enemynear(var(49)),stateno = [0,119]
trigger1 = statetype != A
trigger1 = ctrl||(stateno = [18,19])

[State -1, [r]
type = ChangeState
value = 700
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
			triggerall = Enemynear(var(49)),movetype != H
			triggerall = Enemynear(var(49)),statetype != A
			triggerall = p2bodydist X = [60,80+8-Const(size.ground.front)]
			triggerall = random = [0,50]
			Triggerall = !inguarddist
			triggerall = Enemynear(var(49)),stateno = [0,119]
trigger1 = ctrl||(stateno = [18,19])

[State -1, [r]
type = ChangeState
value = 710
triggerall = var(59)
triggerall = statetype != A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(11)
		;p
				triggerall = Enemynear(var(49)),stateno = [0,119]
				triggerall = Enemynear(var(49)),movetype != H
				triggerall = (Enemynear(var(49)),statetype != A && Vel Y >= 0) || Enemynear(var(49)),statetype = A
				triggerall = (P2bodydist X = [5-Const(size.air.front)+var(56)+floor(7*Enemynear(var(49)),Vel X+floor(7*vel X)),46-Const(size.air.front)+floor(7*Enemynear(var(49)),Vel X+floor(7*vel X))])
				Triggerall = (p2bodydist Y = [-115-floor(7*(Enemynear(var(49)),Vel Y)+(7*(7+1)/2)*fvar(39)-floor(7*vel Y)-(7*(7+1)/2)*0.72),-115+80-floor(7*(Enemynear(var(49)),Vel Y)+(7*(7+1)/2)*fvar(39)-floor(7*vel Y)-(7*(7+1)/2)*0.72)])
				triggerall = random = [0,200]
trigger1 = ctrl||(stateno = [18,19])










;===============================================================================
;
;===============================================================================
[State -1, O]
type = ChangeState
value = 18
triggerall = var(59)
triggerAll = statetype != A
triggerAll = ctrl||stateno = 19
triggerall = stateno != [120,159]
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
trigger1 = p2bodydist x >= 60
trigger2 = Enemynear(var(49)),movetype = H
trigger2 = (Enemynear(var(49)),StateType != L)
trigger3 = Helper(25000),var(58) = 400

[State -1, ]
type = ChangeState
value = 19
triggerall = var(59)
triggerAll = statetype != A
triggerAll = ctrl||stateno = 18
triggerall = stateno != [120,159]
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
		triggerall = Helper(25000),var(58) != 400
trigger1 = p2bodydist x = [0,20]
trigger1 = Enemynear(var(49)),movetype != H
;trigger2 = (Enemynear(var(49)),StateType != L)

[State -1, OWv]
type = ChangeState
value = 37
triggerall = var(59)
triggerAll = statetype != A
triggerAll = ctrl||(stateno = [18,19])
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
trigger1 = p2bodydist x = [40,150]
trigger1 = random = [0,50]

[State -1, Wv]
type = ChangeState
value = 38
triggerall = var(59)
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
			triggerall = random = [0,100]
			triggerall = Enemynear(var(49)),Vel X > 0
			triggerall = Enemynear(var(49)),statetype = A
			triggerall = (P2bodydist X = [19-Const(size.air.front)+var(56)+floor(3*Enemynear(var(49)),Vel X),49-Const(size.air.front)+floor(3*Enemynear(var(49)),Vel X)])
			Triggerall = (p2bodydist Y = [-93-floor(3*(Enemynear(var(49)),Vel Y)+(3*(3+1)/2)*fvar(39)),-93+80-floor(3*(Enemynear(var(49)),Vel Y)+(3*(3+1)/2)*fvar(39))])
trigger1 = ctrl||(stateno = [18,19])

[State -1, Wv]
type = ChangeState
value = 39
triggerall = var(59)
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X <= 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
			triggerall = random = [0,100]
			triggerall = Enemynear(var(49)),Vel X > 0
			triggerall = Enemynear(var(49)),statetype = A
			triggerall = (P2bodydist X = [19-Const(size.air.front)+var(56)+floor(3*Enemynear(var(49)),Vel X),49-Const(size.air.front)+floor(3*Enemynear(var(49)),Vel X)])
			Triggerall = (p2bodydist Y = [-93-floor(3*(Enemynear(var(49)),Vel Y)+(3*(3+1)/2)*fvar(39)),-93+80-floor(3*(Enemynear(var(49)),Vel Y)+(3*(3+1)/2)*fvar(39))])
trigger1 = ctrl||(stateno = [18,19])


[State -1, Wv]
type = ChangeState
value = 39
triggerall = var(59)
triggerAll = statetype != A
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X <= 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
			triggerall = random = [0,100]
			triggerall = Enemynear(var(49)),Vel X > 0
			triggerall = Enemynear(var(49)),statetype = A
			triggerall = backedgebodydist <= 30
trigger1 = ctrl||(stateno = [18,19])

[State -1, Xebv]
type = ChangeState
value = 100
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl||(stateno = [18,19])
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
trigger1 = random = [0,20]
trigger1 = p2bodydist X >= 40
trigger2 = p2bodydist X <= 20
trigger2 = Enemynear(var(49)),statetype = L
trigger2 = Enemynear(var(49)),stateno = 5110
trigger2 = random = [0,100]

[State -1, obNXebv]
type = ChangeState
value = 105
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl||(stateno = [18,19])
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
		triggerall = backedgebodydist > 60
trigger1 = Enemynear(var(49)),statetype = L
trigger1 = Enemynear(var(49)),stateno = 5120
trigger1 = random = [0,50]

[State -1, ŕg]
type = ChangeState
value = 521
triggerall = var(59)
triggerall = Alive
triggerall = stateno = 5050 || stateno = 5100
triggerall = Pos Y >= -1
triggerall = var(19) = 0
trigger1 = GetHitVar(HitCount) >= 1

[State -1, Ռ|]
type = ChangeState
triggerall = var(59)
triggerall = statetype = A
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X = [-10,0])&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
		triggerall = random = [0,100]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 600) || (stateno = 610)
value = 720

[State -1, Ռ|]
type = ChangeState
triggerall = var(59)
triggerall = statetype = A
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	TriggerAll = (Life > 0)&&(P2Dist X = [0,10])&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		Triggerall = !inguarddist
		triggerall = !Enemynear(var(49)),NumProj
		triggerAll = Enemynear(var(49)),movetype != A
		triggerall = random = [0,100]
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = (stateno = 600) || (stateno = 610)
value = 720

[State -1, Op]
type = ChangeState
triggerall = var(59)
triggerall = statetype = A
triggerall = ctrl
triggerall = prevstateno != [45,50]
triggerall = prevstateno != 655
triggerall = var(5) = 0
triggerall = random = [0,100]
trigger1 = BackEdgeBodyDist <= 0
value = 650

[State -1, Op]
type = ChangeState
triggerall = var(59)
triggerall = statetype = A
triggerall = ctrl
triggerall = prevstateno != [45,50]
triggerall = prevstateno != 665
triggerall = var(5) = 0
triggerall = random = [0,100]
trigger1 = FrontEdgeBodyDist <= 0
value = 660


;===============================================================================
;󒆋ZU
;===============================================================================
[State -1, ];󒆓
type = ChangeState
value = 850
triggerall = var(59)
triggerall = statetype = A
triggerall = ctrl
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(10)
		;p
			triggerall = !Enemynear(var(49)),NumProj
			triggerall = (random = [0,(6-Helper(25000),var(0))*50])||Helper(25000),var(0) = 1
			triggerall = Helper(25000),var(56) = [0,4]
			TriggerAll = Enemynear(var(49)),MoveType != H
			triggerall = (Enemynear(var(49)),statetype != A && Vel Y >= 0) || Enemynear(var(49)),statetype = A
			triggerall = (P2bodydist X = [19-Const(size.air.front)+var(56)+floor(3*Enemynear(var(49)),Vel X+floor(3*vel X)),49-Const(size.air.front)+floor(3*Enemynear(var(49)),Vel X+floor(3*vel X))])
			Triggerall = (p2bodydist Y = [-93-floor(3*(Enemynear(var(49)),Vel Y)+(3*(3+1)/2)*fvar(39)-floor(3*vel Y)-(3*(3+1)/2)*0.72),-93+80-floor(3*(Enemynear(var(49)),Vel Y)+(3*(3+1)/2)*fvar(39)-floor(3*vel Y)-(3*(3+1)/2)*0.72)])
trigger1 = ctrl

[State -1, WvA]
type = ChangeState
value = 600
triggerall = var(59)
triggerall = statetype = A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(10)
		;p
			triggerall = !Enemynear(var(49)),NumProj
			triggerall = (random = [0,(6-Helper(25000),var(0))*50])||Helper(25000),var(0) = 1
			TriggerAll = Enemynear(var(49)),MoveType != H
			triggerall = (Enemynear(var(49)),statetype != A && Vel Y >= 0) || Enemynear(var(49)),statetype = A
			triggerall = (P2bodydist X = [17.5-Const(size.air.front)+var(56)+floor(4*Enemynear(var(49)),Vel X+floor(4*vel X)),55-Const(size.air.front)+floor(4*Enemynear(var(49)),Vel X+floor(4*vel X))])
			Triggerall = (p2bodydist Y = [-82.5-floor(4*(Enemynear(var(49)),Vel Y)+(4*(4+1)/2)*fvar(39)-floor(4*vel Y)-(4*(4+1)/2)*0.72),-82.5+80-floor(4*(Enemynear(var(49)),Vel Y)+(4*(4+1)/2)*fvar(39)-floor(4*vel Y)-(4*(4+1)/2)*0.72)])
trigger1 = ctrl


[State -1, WvC]
type = ChangeState
value = 620 + var(51)
triggerall = var(59)
;triggerall = var(50) = 0
triggerall = statetype = A
;ZŒ
	triggerall = (RoundState = 2)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(10)
		;p
			triggerall = !Enemynear(var(49)),NumProj
			triggerall = random = [0,50]
			triggerall = (random = [0,(6-Helper(25000),var(0))*50])||Helper(25000),var(0) = 1
			TriggerAll = Enemynear(var(49)),MoveType != H||(Enemynear(var(49)),StateType = L)
			triggerall = (Enemynear(var(49)),statetype != A && Vel Y >= 0) || Enemynear(var(49)),statetype = A
			triggerall = (P2bodydist X = [20-Const(size.air.front)+var(56)+floor(9*Enemynear(var(49)),Vel X+floor(9*vel X)),60-Const(size.air.front)+floor(9*Enemynear(var(49)),Vel X+floor(9*vel X))])
			Triggerall = (p2bodydist Y = [-90-floor(9*(Enemynear(var(49)),Vel Y)+(9*(9+1)/2)*fvar(39)-floor(9*vel Y)-(9*(9+1)/2)*0.72),-90+80-floor(9*(Enemynear(var(49)),Vel Y)+(9*(9+1)/2)*fvar(39)-floor(9*vel Y)-(9*(9+1)/2)*0.72)])
trigger1 = ctrl


[State -1, WvC]
type = ChangeState
value = 620 + var(51)
triggerall = var(59)
;triggerall = var(50) = 0
triggerall = statetype = A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(10)
		;p
			triggerall = !Enemynear(var(49)),NumProj
			triggerall = random = [0,100]
			TriggerAll = Enemynear(var(49)),MoveType != H||(Enemynear(var(49)),StateType = L)
			triggerall = (Enemynear(var(49)),statetype != A && Vel Y >= 0) || Enemynear(var(49)),statetype = A
			triggerall = (P2bodydist X = [20-Const(size.air.front)+var(56)+floor(9*Enemynear(var(49)),Vel X+floor(9*vel X)),60-Const(size.air.front)+floor(9*Enemynear(var(49)),Vel X+floor(9*vel X))])
			Triggerall = (p2bodydist Y = [-90-floor(9*(Enemynear(var(49)),Vel Y)+(9*(9+1)/2)*fvar(39)-floor(9*vel Y)-(9*(9+1)/2)*0.72),-90+80-floor(9*(Enemynear(var(49)),Vel Y)+(9*(9+1)/2)*fvar(39)-floor(9*vel Y)-(9*(9+1)/2)*0.72)])
			Triggerall = (pos Y <= -5-floor(-floor(9*vel Y)-(9*(9+1)/2)*0.72))
trigger1 = ctrl


[State -1, WvB]
type = ChangeState
value = 610
triggerall = var(59)
;triggerall = var(50) = 0
triggerall = statetype = A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(10)
		;p
			triggerall = !Enemynear(var(49)),NumProj
			triggerall = random = [0,600]
			triggerall = (random = [0,(6-Helper(25000),var(0))*50])||Helper(25000),var(0) = 1
			TriggerAll = Enemynear(var(49)),MoveType != H||(Enemynear(var(49)),StateType = L)
			triggerall = (Enemynear(var(49)),statetype != A && Vel Y >= 0) || Enemynear(var(49)),statetype = A
			triggerall = (P2bodydist X = [-50-Const(size.air.front)+var(56)+floor(5*Enemynear(var(49)),Vel X+floor(5*vel X)),72.5-Const(size.air.front)+floor(5*Enemynear(var(49)),Vel X+floor(5*vel X))])
			Triggerall = (p2bodydist Y = [-60-floor(5*(Enemynear(var(49)),Vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.72),-60+80-floor(5*(Enemynear(var(49)),Vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.72)])
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = stateno = 600

[State -1, WvB]
type = ChangeState
value = 610
triggerall = var(59)
;triggerall = var(50) = 0
triggerall = statetype = A
;ZŒ
	triggerall = (RoundState = 2)&&(Enemynear(var(49)),StateType != L)
	TriggerAll = Enemynear(var(49)),Alive&&Alive&&!IsHelper
	triggerall = p2stateno != 5201 && p2stateno != 5120 && !(p2stateno = 5210 && Enemynear(var(49)),time<=12) && !(p2stateno = 5210 && Enemynear(var(49)),time<=12)
	TriggerAll = (Life > 0)&&(P2Dist X > 0)&&(Enemynear(var(49)),Life > 0)
	triggerall = NumHelper(25000)
	;ev
		triggerall = !Helper(25000),var(10)
		;p
			triggerall = !Enemynear(var(49)),NumProj
			triggerall = (random = [0,(6-Helper(25000),var(0))*50])||Helper(25000),var(0) = 1
			TriggerAll = Enemynear(var(49)),MoveType != H||(Enemynear(var(49)),StateType = L)
			triggerall = random = [0,600]
			triggerall = (Enemynear(var(49)),statetype != A && Vel Y >= 0) || Enemynear(var(49)),statetype = A
			triggerall = (P2bodydist X = [22.5-Const(size.air.front)+var(56)+floor(9*Enemynear(var(49)),Vel X+floor(9*vel X)),75-Const(size.air.front)+floor(9*Enemynear(var(49)),Vel X+floor(9*vel X))])
			Triggerall = (p2bodydist Y = [-85-floor(9*(Enemynear(var(49)),Vel Y)+(9*(9+1)/2)*fvar(39)-floor(9*vel Y)-(9*(9+1)/2)*0.72),-85+80-floor(9*(Enemynear(var(49)),Vel Y)+(9*(9+1)/2)*fvar(39)-floor(9*vel Y)-(9*(9+1)/2)*0.72)])
trigger1 = ctrl
trigger2 = var(1) = 1
trigger2 = stateno = 600






