; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
; 
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
; 

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = a
y = b
z = c
a = x
b = y
c = z
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;-| Super Motions |--------------------------------------------------------
[Command]
name = "Rosario"
command =~D,DF,F,D,DF,F,x
time = 20

[Command]
name = "Rosario"
command =~D,DF,F,D,DF,F,~x
time = 20

[Command]
name = "Rosario"
command =~D,DF,F,D,DF,F,y
time = 20

[Command]
name = "Rosario"
command =~D,DF,F,D,DF,F,~y
time = 20

[Command]
name = "Rosario"
command =~D,DF,F,D,DF,F,z
time = 20

[Command]
name = "Rosario"
command =~D,DF,F,D,DF,F,~z
time = 20

[Command]
name = "Stardust"
command =~D,DB,B,D,DB,B,x
time = 20

[Command]
name = "Stardust"
command =~D,DB,B,D,DB,B,~x
time = 20

[Command]
name = "Stardust"
command =~D,DB,B,D,DB,B,y
time = 20

[Command]
name = "Stardust"
command =~D,DB,B,D,DB,B,~y
time = 20

[Command]
name = "Stardust"
command =~D,DB,B,D,DB,B,z
time = 20

[Command]
name = "Stardust"
command =~D,DB,B,D,DB,B,~z
time = 20

[Command]
name = "Parallel EX"
command =~D,DF,F,x+y
time = 18

[Command]
name = "Parallel EX"
command =~D,DF,F,x+z
time = 18

[Command]
name = "Parallel EX"
command =~D,DF,F,y+z
time = 18

[Command]
name = "Flashing EX"
command =~D,DB,B,x+y
time = 18

[Command]
name = "Flashing EX"
command =~D,DB,B,x+z
time = 18

[Command]
name = "Flashing EX"
command =~D,DB,B,y+z
time = 18

[Command]
name = "Star EX"
command =~B,D,DB,x+y
time = 18

[Command]
name = "Star EX"
command =~B,D,DB,x+z
time = 18

[Command]
name = "Star EX"
command =~B,D,DB,y+z
time = 18

[Command]
name = "Radiant Flash"
command = x+y+z
time = 15

;-| Special Motions |------------------------------------------------------
[Command]
name = "Parallel X"
command =~D,DF,F,x
time = 16

[Command]
name = "Parallel X"
command =~D,DF,F,~x
time = 16

[Command]
name = "Parallel Y"
command =~D,DF,F,y
time = 16

[Command]
name = "Parallel Y"
command =~D,DF,F,~y
time = 16

[Command]
name = "Parallel Z"
command =~D,DF,F,z
time = 16

[Command]
name = "Parallel Z"
command =~D,DF,F,~z
time = 16

[Command]
name = "Aero"
command =~F,D,DF,x
Time = 16

[Command]
name = "Aero"
command =~F,D,DF,~x
Time = 16

[Command]
name = "Aero"
command =~F,D,DF,y
Time = 16

[Command]
name = "Aero"
command =~F,D,DF,~y
Time = 16

[Command]
name = "Aero"
command =~F,D,DF,z
Time = 16

[Command]
name = "Aero"
command =~F,D,DF,~z
Time = 16

[Command]
name = "Flashing X"
command =~D,DB,B,x
time = 16

[Command]
name = "Flashing X"
command =~D,DB,B,~x
time = 16

[Command]
name = "Flashing Y"
command =~D,DB,B,y
time = 16

[Command]
name = "Flashing Y"
command =~D,DB,B,~y
time = 16

[Command]
name = "Flashing Z"
command =~D,DB,B,z
time = 16

[Command]
name = "Flashing Z"
command =~D,DB,B,~z
time = 16

[Command]
name = "Star X"
command =~B,D,DB,x
Time = 16

[Command]
name = "Star X"
command =~B,D,DB,~x
Time = 16

[Command]
name = "Star Y"
command =~B,D,DB,y
Time = 16

[Command]
name = "Star Y"
command =~B,D,DB,~y
Time = 16

[Command]
name = "Star Z"
command =~B,D,DB,z
Time = 16

[Command]
name = "Star Z"
command =~B,D,DB,~z
Time = 16

[Command]
name = "Leafa"
command =~D,D,x
Time = 16

[Command]
name = "Leafa"
command =~D,D,~x
Time = 16

[Command]
name = "Leafa"
command =~D,D,y
Time = 16

[Command]
name = "Leafa"
command =~D,D,~y
Time = 16

[Command]
name = "Leafa"
command =~D,D,z
Time = 16

[Command]
name = "Leafa"
command =~D,D,~z
Time = 16

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

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

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

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

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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1

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

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

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

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

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "down_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

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

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

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

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

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

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

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

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

[Command]
name = "downfwd"
command = $DF
time = 1

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

[Command]
name = "downback"
command = $DB
time = 1

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

[Command]
name = "upback"
command = $UB
time = 1

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

[Command]
name = "upfwd"
command = $UF
time = 1

[command]
name="rls_dir"
command=~U
time=1

[command]
name="rls_dir"
command=~U
time=1

[command]
name="rls_dir"
command=~UF
time=1

[command]
name="rls_dir"
command=~F
time=1

[command]
name="rls_dir"
command=~DF
time=1

[command]
name="rls_dir"
command=~D
time=1

[command]
name="rls_dir"
command=~DB
time=1

[command]
name="rls_dir"
command=~B
time=1

[command]
name="rls_dir"
command=~UB
time=1

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

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

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

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

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

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

[Command]
name = "hold_s"
command = /s
time = 1

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

[Command]
name = "holddownfwd"
command = /$DF
time = 1

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

[Command]
name = "holddownback"
command = /$DB
time = 1

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

[Command]
name = "holdupback"
command = /$UB
time = 1

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

[Command]
name = "holdupfwd"
command = /$UF
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.  
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

[State -1, Rosario]
type = Changestate
value = 4000
TriggerAll = Var(57) <= 0
triggerall = command = "Rosario"
triggerall = statetype != A
triggerall = power >= 3000
triggerall = Var(46) = 0
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

[State -1, AP Rosario]
type = Changestate
value = 4000
TriggerAll = Var(57) <= 0
triggerall = command = "Rosario"
triggerall = statetype != A
triggerall = Var(45) >= 350
triggerall = Var(46) = 1
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

[State -1, Stardust]
type = Changestate
value = 4100
TriggerAll = Var(57) <= 0
triggerall = command = "Stardust"
triggerall = statetype != A
triggerall = power >= 3000
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

[State -1, Radiant Flash]
type = ChangeState
value = 3000
TriggerAll = Var(57) <= 0
triggerall = Var(47) = 3
triggerall = Var(49) <= 0
triggerall = StateType != A
triggerall = command = "Radiant Flash"
triggerall = MoveType != H
triggerall = !(Numhelper(30000))
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger5 = StateNo = [1231,1233]

[State -1, Air Star EX]
type = Changestate
value = 2230
TriggerAll = Var(57) <= 0
triggerall = command = "Parallel EX"
triggerall = statetype = A
triggerall = power >= 1000
triggerall = Var(46) = 0
trigger1 = ctrl
trigger2 = var(20)
trigger3 = var(21)
trigger5 = StateNo = [1231,1233]

[State -1, AP Air Star EX]
type = Changestate
value = 2230
TriggerAll = Var(57) <= 0
triggerall = command = "Parallel EX"
triggerall = statetype = A
triggerall = Var(45) >= 150
triggerall = Var(46) = 1
trigger1 = ctrl
trigger2 = var(20)
trigger3 = var(21)
trigger5 = StateNo = [1231,1233]

[State -1, Parallel EX]
type = Changestate
value = 2000
TriggerAll = Var(57) <= 0
triggerall = command = "Parallel EX"
triggerall = statetype != A
triggerall = power >= 1000
triggerall = Var(46) = 0
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

[State -1, AP Parallel EX]
type = Changestate
value = 2000
TriggerAll = Var(57) <= 0
triggerall = command = "Parallel EX"
triggerall = statetype != A
triggerall = Var(45) >= 150
triggerall = Var(46) = 1
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

[State -1, Star EX]
type = Changestate
value = 2200
TriggerAll = Var(57) <= 0
triggerall = command = "Star EX"
triggerall = statetype != A
triggerall = power >= 1000
triggerall = Var(46) = 0
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

[State -1, AP Star EX]
type = Changestate
value = 2200
TriggerAll = Var(57) <= 0
triggerall = command = "Star EX"
triggerall = statetype != A
triggerall = Var(45) >= 150
triggerall = Var(46) = 1
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

[State -1, Flashing EX]
type = Changestate
value = 2100
TriggerAll = Var(57) <= 0
triggerall = command = "Flashing EX"
triggerall = statetype != A
triggerall = power >= 1000
triggerall = Var(46) = 0
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]
trigger6 = StateNo = 5120 && time = [4,9]

[State -1, AP Flashing EX]
type = Changestate
value = 2101
TriggerAll = Var(57) <= 0
triggerall = command = "Flashing EX"
triggerall = statetype != A
triggerall = Var(45) >= 150
triggerall = Var(46) = 1
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]
trigger6 = StateNo = 5120 && time = [4,9]

[State -1, Max Mode]
type = ChangeState
value = 6000
TriggerAll = Var(57) <= 0
triggerall = var(45) >= 100
triggerall = Var(46) != 1
triggerall = StateType != A
triggerall = command = "a"
triggerall = MoveType != H
triggerall = !Numhelper(6003)
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Max Mode Off]
type = ChangeState
value = 6005
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 1
triggerall = StateType != A
triggerall = command = "a"
triggerall = MoveType != H
trigger1 = ctrl || (StateNo = [100,101])

;===========================================================================
;---------------------------------------------------------------------------
[State -1, Aero]
type = ChangeState
value = 1300
TriggerAll = Var(57) <= 0
triggerall = Statetype != A
triggerall = command = "Aero"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = StateNo = 5120 && time = [4,9]

[State -1, Parallel Light]
type = ChangeState
value = 1000
TriggerAll = Var(57) <= 0
triggerall = Statetype != A
triggerall = command = "Parallel X"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Parallel Medium]
type = ChangeState
value = 1010
TriggerAll = Var(57) <= 0
triggerall = Statetype != A
triggerall = command = "Parallel Y"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Parallel Heavy]
type = ChangeState
value = 1020
TriggerAll = Var(57) <= 0
triggerall = Statetype != A
triggerall = command = "Parallel Z"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Star Light]
type = ChangeState
value = 1200
TriggerAll = Var(57) <= 0
triggerall = Statetype != A
triggerall = command = "Star X"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Star Medium]
type = ChangeState
value = 1210
TriggerAll = Var(57) <= 0
triggerall = Statetype != A
triggerall = command = "Star Y"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Star Heavy]
type = ChangeState
value = 1220
TriggerAll = Var(57) <= 0
triggerall = Statetype != A
triggerall = command = "Star Z"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Air Star Light]
type = ChangeState
value = 1230
TriggerAll = Var(57) <= 0
triggerall = Statetype = A
triggerall = command = "Parallel X"
trigger1 = ctrl
trigger2 = var(20)

[State -1, Air Star Medium]
type = ChangeState
value = 1240
TriggerAll = Var(57) <= 0
triggerall = Statetype = A
triggerall = command = "Parallel Y"
trigger1 = ctrl
trigger2 = var(20)

[State -1, Air Star Heavy]
type = ChangeState
value = 1250
TriggerAll = Var(57) <= 0
triggerall = Statetype = A
triggerall = command = "Parallel Z"
trigger1 = ctrl
trigger2 = var(20)

[State -1, Flashing Light]
type = ChangeState
value = 1100
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 0
triggerall = command = "Flashing X"
triggerall = StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, AP Flashing Light]
type = ChangeState
value = 1102
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 1
triggerall = command = "Flashing X"
triggerall = StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Flashing Medium]
type = ChangeState
value = 1110
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 0
triggerall = command = "Flashing Y"
triggerall = StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, AP Flashing Medium]
type = ChangeState
value = 1111
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 1
triggerall = command = "Flashing Y"
triggerall = StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Flashing Heavy]
type = ChangeState
value = 1120
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 0
triggerall = command = "Flashing Z"
triggerall = StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, AP Flashing Heavy]
type = ChangeState
value = 1121
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 1
triggerall = command = "Flashing Z"
triggerall = StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Leafa]
type = ChangeState
value = 1400
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 0
triggerall = Statetype != A
triggerall = command = "Leafa"
triggerall = !(Numhelper(1401) || NumHelper(1421))
triggerall = Var(48) >= 360
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, AP Leafa]
type = ChangeState
value = 1420
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 1
triggerall = Statetype != A
triggerall = command = "Leafa"
triggerall = !(Numhelper(1401) || NumHelper(1421))
triggerall = Var(48) >= 360
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Guard Counter]
type = ChangeState
value = 950
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 0
triggerall = StateType != A
triggerall = power >= 1000
triggerall = Command = "Guard_Counter" && Command != "holddown" && Command = "holdfwd"
trigger1 = Stateno = 150 || Stateno = 152

[State -1, Guard Counter]
type = ChangeState
value = 950
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 0
triggerall = StateType != A
triggerall = power >= 1000
triggerall = Command = "Guard_Counter" && Command != "holddown" && Command = "holdback"
trigger1 = Stateno = 150 || Stateno = 152

[State -1, AP Guard Counter]
type = ChangeState
value = 950
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 1
triggerall = StateType != A
triggerall = Var(45) >= 100
triggerall = Command = "Guard_Counter" && Command != "holddown" && Command = "holdfwd"
trigger1 = Stateno = 150 || Stateno = 152

[State -1, AP Guard Counter]
type = ChangeState
value = 950
TriggerAll = Var(57) <= 0
triggerall = Var(46) = 1
triggerall = StateType != A
triggerall = Var(45) >= 100
triggerall = Command = "Guard_Counter" && Command != "holddown" && Command = "holdback"
trigger1 = Stateno = 150 || Stateno = 152

;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(57) <= 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(57) <= 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
TriggerAll = Var(57) <= 0
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
TriggerAll = Var(57) <= 0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(57) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 200
trigger2 = movecontact

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
TriggerAll = Var(57) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
TriggerAll = Var(57) <= 0
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 210) && movecontact
trigger3 = (stateno = 410) && movecontact

;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(57) <= 0
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 400) && movecontact

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
TriggerAll = Var(57) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
TriggerAll = Var(57) <= 0
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = [210,220]) && movecontact
trigger3 = (stateno = 410) && movecontact

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(57) <= 0
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
TriggerAll = Var(57) <= 0
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 600 && movecontact

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(57) <= 0
triggerall = command = "z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 610 && movecontact

;---------------------------------------------------------------------------
[state jump cancel]
type=changestate
value=40
TriggerAll = Var(57) <= 0
trigger1=command="holdup"
trigger1=statetype = C
trigger1=stateno = [400,420]
trigger1=movecontact

;-------------------------------------------------------------------------------------------------------------
;AI
;-------------------------------------------------------------------------------------------------------------

; var(51) - 揋ID
; var(52) - 斀墳懍搙
; var(53) - 斀墳懍搙儗儀儖愝掕
; var(54) - 僈乕僪儗儀儖愝掕
; var(55) - EnemyNear愗傝懼偊
; var(56) - VarRandom
; var(57) - AI

[State -1]
Type = VarSet
Trigger1 = ((Var(57) = 0) && (RoundState < 3) && (AILevel > 0))
var(57) = 3;仼偙偺悢抣傪曄偊偰偔偩偝偄(1乣5) ;AILevel
IgnoreHitPause = 1

;僈乕僪儗儀儖愝掕
[State -3, Guard Level]
type = VarSet
Trigger1 = 1
V = 54
value = 10;仼偙偺悢抣傪曄偊傞(0乣10)
IgNoreHitPause = 1

;斀墳懍搙儗儀儖愝掕
[State -3, Counter Speed Level]
type = VarSet
Trigger1 = 1
V = 53
value = 7;仼偙偺悢抣傪曄偊傞(1乣11) 仸11偱挻斀墳
IgNoreHitPause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愝掕偄偠傞偺偼偙偙傑偱
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -1, 儔僂儞僪廔椆屻丄AI僗僀僢僠OFF]
Type = VarSet
TriggerAll = Var(57) = [1,6]
Trigger1 = Win = 1
Trigger2 = Lose = 1
Trigger3 = DrawGame = 1
Trigger4 = RoundState = 4
V = 57
Value = -Var(57)
IgnoreHitPause = 1

[State -1, 俀儔僂儞僪栚奐巒屻丄AI僗僀僢僠ON]
Type = VarSet
Trigger1 = Var(57) = [-6,-1]
Trigger1 = RoundState = 2
V = 57
Value = -Var(57)
IgnoreHitPause = 1

;========================================================================================================
;傾僗僫AI
;========================================================================================================

[State -1]
Type = ChangeState
Value = 105
TriggerAll = Var(57) != 0
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = P2Life < Life
TriggerAll = FrontEdgeBodyDist < 90
TriggerAll = Ctrl
Trigger1 = StateNo != 105
Trigger1 = PrevStateNo != 105
Trigger1 = (EnemyNear(Var(55)),StateNo = [5000,5999]) || (EnemyNear(Var(55)),StateNo = [40000,46999])

[State -1]
Type = ChangeState
Value = 195
TriggerAll = Var(57) != 0
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = P2Life < Life
TriggerAll = Ctrl
Trigger1 = StateNo != 195
Trigger1 = PrevStateNo != 195
Trigger1 = (EnemyNear(Var(55)),StateNo = [5000,5999]) || (EnemyNear(Var(55)),StateNo = [40000,46999])

;--------------------------------------------------------------------------------------------------------
;寗撍偒
;--------------------------------------------------------------------------------------------------------

; Throw
[State -1, Throw]
type = ChangeState
value = 800
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),StateType != A
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < 0
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 10
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;僗僞乕僟僗僩丒僗僾儔僢僔儏
[State -1, Stardust]
type = Changestate
value = 4100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 3000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(70000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -14 || Helper(70000),Var(59) - EnemyNear(Var(55)),Time = [1,9]
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 120
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(15) = [-35,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僷儔儗儖丒僗僾儔僢僔儏(EX)
[State -1, Parallel EX]
type = Changestate
value = 2000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(70000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -6 || Helper(70000),Var(59) - EnemyNear(Var(55)),Time = [1,6]
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 95
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(7) = [-55,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(EX)
[State -1, Flashing EX]
type = Changestate
value = 2100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -15
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(16) = [-100,-40])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(EX)
[State -1, Flashing EX]
type = Changestate
value = 2101
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -4
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(5) = [-100,-40])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僔儏乕僥傿儞僌丒僗僞乕(EX)
[State -1, Star EX]
type = Changestate
value = 2200
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -6
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(7) = [-30,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;嬻拞僔儏乕僥傿儞僌丒僗僞乕(EX)
[State -1, Air Star EX]
type = Changestate
value = 2230
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -12
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 90
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(13) = [-10,70])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = [1231,1233]

; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -7
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 73
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -15)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -4
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 85
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(5) = [-45,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 200
trigger2 = (MoveContact || MoveReversed)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -7
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 64
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) = [-45,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -7
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 65
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -50)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -8
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 102
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(9) = [-50,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 210) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -7
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 67
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -30)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = [210,220]) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -6
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 50
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(7) = [-45,20])
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -5
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 55
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(6) = [-65,30])
trigger1 = ctrl
trigger2 = Stateno = 600 && movecontact

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -8
TriggerAll = !EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = !InGuardDist && (!Helper(60000),InGuardDist || !(Pos X > EnemyNear(Var(55)),Pos X || EnemyNear(Var(55)),Facing = -1))
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 77
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(9) = [-40,55])
trigger1 = ctrl
trigger2 = Stateno = 610 && movecontact

;--------------------------------------------------------------------------------------------------------
;朶傟
;--------------------------------------------------------------------------------------------------------

; Throw
[State -1, Throw]
type = ChangeState
value = 800
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),StateType != A
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 10
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;僗僞乕僟僗僩丒僗僾儔僢僔儏
[State -1, Stardust]
type = Changestate
value = 4100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 3000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(70000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -14 || Helper(70000),Var(59) - EnemyNear(Var(55)),Time = [1,9]
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 120
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(15) = [-35,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僷儔儗儖丒僗僾儔僢僔儏(EX)
[State -1, Parallel EX]
type = Changestate
value = 2000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(70000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -6 || Helper(70000),Var(59) - EnemyNear(Var(55)),Time = [1,6]
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 95
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(7) = [-55,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(EX)
[State -1, Flashing EX]
type = Changestate
value = 2100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -15
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(16) = [-100,-40])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(EX)
[State -1, Flashing EX]
type = Changestate
value = 2101
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -4
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(5) = [-100,-40])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僔儏乕僥傿儞僌丒僗僞乕(EX)
[State -1, Star EX]
type = Changestate
value = 2200
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -6
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(7) = [-30,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;嬻拞僔儏乕僥傿儞僌丒僗僞乕(EX)
[State -1, Air Star EX]
type = Changestate
value = 2230
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -12
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 90
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(13) = [-10,70])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = [1231,1233]

; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 73
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -15)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 85
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(5) = [-45,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 200
trigger2 = (MoveContact || MoveReversed)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 64
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) = [-45,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 65
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -50)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 102
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(9) = [-50,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 210) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 67
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -30)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = [210,220]) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 50
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(7) = [-45,20])
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 55
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(6) = [-65,30])
trigger1 = ctrl
trigger2 = Stateno = 600 && movecontact

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = EnemyNear(Var(55)),Vel X >= 0
TriggerAll = PrevStateNo = [140,159]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 77
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(9) = [-40,55])
trigger1 = ctrl
trigger2 = Stateno = 610 && movecontact

;--------------------------------------------------------------------------------------------------------
;愗傝懼偊偟
;--------------------------------------------------------------------------------------------------------

; Throw
[State -1, Throw]
type = ChangeState
value = 800
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),StateType != A
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < 0
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 10
TriggerAll = StateNo != 100
Trigger1 = Ctrl

;僗僞乕僟僗僩丒僗僾儔僢僔儏
[State -1, Stardust]
type = Changestate
value = 4100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 3000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(70000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -14 || Helper(70000),Var(59) - EnemyNear(Var(55)),Time = [1,9]
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 120
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(15) = [-35,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僷儔儗儖丒僗僾儔僢僔儏(EX)
[State -1, Parallel EX]
type = Changestate
value = 2000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(70000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -6 || Helper(70000),Var(59) - EnemyNear(Var(55)),Time = [1,6]
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 95
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(7) = [-55,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(EX)
[State -1, Flashing EX]
type = Changestate
value = 2100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -15
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(16) = [-100,-40])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(EX)
[State -1, Flashing EX]
type = Changestate
value = 2101
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -4
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(5) = [-100,-40])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僔儏乕僥傿儞僌丒僗僞乕(EX)
[State -1, Star EX]
type = Changestate
value = 2200
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -6
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 150
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(7) = [-30,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;嬻拞僔儏乕僥傿儞僌丒僗僞乕(EX)
[State -1, Air Star EX]
type = Changestate
value = 2230
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -12
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 90
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(13) = [-10,70])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = [1231,1233]

; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -7
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 73
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -15)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -4
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 85
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(5) = [-45,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 200
trigger2 = (MoveContact || MoveReversed)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -7
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 64
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) = [-45,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -7
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 65
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -50)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -8
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 102
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(9) = [-50,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 210) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),StateNo < 1000 || (Var(56) = [0,99-(Var(57)*18)])
TriggerAll = EnemyNear(Var(55)),StateNo < 2000
TriggerAll = EnemyNear(Var(55)),AnimTime < -7
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 67
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -30)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = [210,220]) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -6
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 50
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(7) = [-45,20])
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -5
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 55
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(6) = [-65,30])
trigger1 = ctrl
trigger2 = Stateno = 600 && movecontact

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = A && EnemyNear(Var(55)),StateNo >= 200
TriggerAll = EnemyNear(Var(55)),AnimTime < -8
TriggerAll = !EnemyNear(Var(55)),Ctrl
TriggerAll = EnemyNear(Var(55)),Time >= Var(52) || Var(53) > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 77
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(9) = [-40,55])
trigger1 = ctrl
trigger2 = Stateno = 610 && movecontact

;--------------------------------------------------------------------------------------------------------
;婲偒峌傔 
;--------------------------------------------------------------------------------------------------------

; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 73
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 85
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 200
trigger2 = (MoveContact || MoveReversed)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 64
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 65
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

;儕乕僼傽彚姭(撍寕)
[State -1, Leafa]
type = ChangeState
value = 1400
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
triggerall = !(Numhelper(1401) || NumHelper(1411))
triggerall = Var(48) >= 360
triggerall = Var(46) = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 80
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;儕乕僼傽彚姭(撍晽)
[State -1, AP Leafa]
type = ChangeState
value = 1420
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
triggerall = !(Numhelper(1401) || NumHelper(1411))
triggerall = Var(48) >= 360
triggerall = Var(46) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -17
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 170
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -7
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 50
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(7) = [-45,20])
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -6
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 55
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(6) = [-65,30])
trigger1 = ctrl
trigger2 = Stateno = 600 && movecontact

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -9
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 77
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(9) = [-40,55])
trigger1 = ctrl
trigger2 = Stateno = 610 && movecontact

;慚岝妎惲
[State -1, Radiant Flash]
type = ChangeState
value = 3000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = !NumHelper(30000)
triggerall = Var(47) >= 3
triggerall = Var(49) <= 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != [2,3]
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (Stateno = [200,499]) && (movecontact || movereversed)
trigger3 = (Stateno = [1000,1999]) && (movecontact || movereversed)
trigger4 = (Stateno = [200,499])
trigger5 = (Stateno = [1000,1999])

[State -1, Max Mode]
type = ChangeState
value = 6000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
triggerall = !Numhelper(6003)
triggerall = var(45) >= 200
triggerall = Var(46) != 1
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != [2,3]
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100
trigger1 = ctrl || (StateNo = [100,101])

[State -1, 僕儍儞僾]
type = ChangeState
value = 39
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 50
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Fvar(37) != 0.5
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5120,5129]
TriggerAll = EnemyNear(Var(55)),AnimTime >= -15
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
trigger1 = Ctrl

; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != [2,3]
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5110,5129]
TriggerAll = !InGuardDist
TriggerAll = BackEdgeBodyDist > 60
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 70
Trigger1 = Ctrl

; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != [2,3]
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5110,5129]
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100
Trigger1 = Ctrl

[State -1]
Type = ChangeState
Value = 19
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != [2,3]
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType = L
TriggerAll = EnemyNear(Var(55)),StateNo = [5110,5129]
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X != [70,90]
Trigger1 = Ctrl

;--------------------------------------------------------------------------------------------------------
;宷偓 
;--------------------------------------------------------------------------------------------------------

;慚岝妎惲
[State -1, Radiant Flash]
type = ChangeState
value = 3000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = !NumHelper(30000)
triggerall = Var(47) >= 3
triggerall = Var(49) <= 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (Stateno = [200,499]) && (movecontact || movereversed)
trigger3 = (Stateno = [1000,1999]) && (movecontact || movereversed)
trigger4 = (Stateno = [200,499])
trigger5 = (Stateno = [1000,1999])

;儅僓乕僘丒儘僓儕僆
[State -1, Rosario]
type = Changestate
value = 4000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = Power >= 3000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 350
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 11 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)+Ceil(fvar(25)*fvar(30)**10)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**11)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9)+(fvar(30)*10))||1
TriggerAll = Var(31):=Var(31)+Ceil((fvar(30)*11))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 95
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-45,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僗僞乕僟僗僩丒僗僾儔僢僔儏
[State -1, Stardust]
type = Changestate
value = 4100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = Power >= 3000
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 15 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)+Ceil(fvar(25)*fvar(30)**10)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**11)+Ceil(fvar(25)*fvar(30)**12)+Ceil(fvar(25)*fvar(30)**13)+Ceil(fvar(25)*fvar(30)**14)+Ceil(fvar(25)*fvar(30)**15)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9)+(fvar(30)*10))||1
TriggerAll = Var(31):=Var(31)+Ceil((fvar(30)*11)+(fvar(30)*12)+(fvar(30)*13)+(fvar(30)*14)+(fvar(30)*15))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 120
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-35,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 8 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 73
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) > -15)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 5 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 85
TriggerAll = EnemyNear(Var(55)),StateType = S || (FVar(29)+Var(31) = [-45,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 200
trigger2 = (MoveContact || MoveReversed)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 8 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 64
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-45,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 8 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 65
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) > -50)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 9 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 102
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-50,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 210) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 8 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 67
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) > -30)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = [210,220]) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

[State -1, 僕儍儞僾]
type = ChangeState
value = 39
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),StateType = A
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 80
TriggerAll = P2BodyDist Y < -20
Trigger1 = StateNo = [400,420]
Trigger1 = MoveContact

;僄傾儘丒儁僱僩儗僀僞乕
[State -1, Aero]
type = ChangeState
value = 1300
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 13 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),StateType = A
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)+Ceil(fvar(25)*fvar(30)**10)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**11)+Ceil(fvar(25)*fvar(30)**12)+Ceil(fvar(25)*fvar(30)**13)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9)+(fvar(30)*10))||1
TriggerAll = Var(31):=Var(31)+Ceil((fvar(30)*11)+(fvar(30)*12)+(fvar(30)*13))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 50
TriggerAll = (FVar(29)+Var(31) = [-150,-60])
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = StateNo = 5120 && time = [4,9]

;僷儔儗儖丒僗僾儔僢僔儏(Z)
[State -1, Parallel Heavy]
type = ChangeState
value = 1020 - (EnemyNear(Var(55)),StateNo = [120,159]) * 20
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 10 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)+Ceil(fvar(25)*fvar(30)**10)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9)+(fvar(30)*10))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 110
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-50,-10])
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(X)
[State -1, Flashing Light]
type = ChangeState
value = 1100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
triggerall = Var(46) = 0
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 20 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)+Ceil(fvar(25)*fvar(30)**10)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**11)+Ceil(fvar(25)*fvar(30)**12)+Ceil(fvar(25)*fvar(30)**13)+Ceil(fvar(25)*fvar(30)**14)+Ceil(fvar(25)*fvar(30)**15)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**16)+Ceil(fvar(25)*fvar(30)**17)+Ceil(fvar(25)*fvar(30)**18)+Ceil(fvar(25)*fvar(30)**19)+Ceil(fvar(25)*fvar(30)**20)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9)+(fvar(30)*10))||1
TriggerAll = Var(31):=Var(31)+Ceil((fvar(30)*11)+(fvar(30)*12)+(fvar(30)*13)+(fvar(30)*14)+(fvar(30)*15)+(fvar(30)*16)+(fvar(30)*17)+(fvar(30)*18)+(fvar(30)*19)+(fvar(30)*20))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 150 - (Helper(60000),Var(59) = 1) * 70
TriggerAll = EnemyNear(Var(55)),StateType = S || (FVar(29)+Var(31) = [-75,-45]) || (EnemyNear(Var(55)),StateNo = [120,159])
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(X)
[State -1, Flashing Light]
type = ChangeState
value = 1102
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
triggerall = Var(46) = 1
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 5 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 150 - (Helper(60000),Var(59) = 1) * 70
TriggerAll = EnemyNear(Var(55)),StateType = S || (FVar(29)+Var(31) = [-75,-45]) || (EnemyNear(Var(55)),StateNo = [120,159])
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;僔儏乕僥傿儞僌丒僗僞乕(X)
[State -1, Star Light]
type = ChangeState
value = 1200
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 5 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 150
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-25,-10])
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;儕乕僼傽彚姭(撍寕)
[State -1, Leafa]
type = ChangeState
value = 1400
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
triggerall = !(Numhelper(1401) || NumHelper(1411))
triggerall = Var(48) >= 360
triggerall = Var(46) = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(59) = 1
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;儕乕僼傽彚姭(撍晽)
[State -1, AP Leafa]
type = ChangeState
value = 1420
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
triggerall = !(Numhelper(1401) || NumHelper(1411))
triggerall = Var(48) >= 360
triggerall = Var(46) = 1
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 17 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)+Ceil(fvar(25)*fvar(30)**10)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**11)+Ceil(fvar(25)*fvar(30)**12)+Ceil(fvar(25)*fvar(30)**13)+Ceil(fvar(25)*fvar(30)**14)+Ceil(fvar(25)*fvar(30)**15)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**16)+Ceil(fvar(25)*fvar(30)**17)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9)+(fvar(30)*10))||1
TriggerAll = Var(31):=Var(31)+Ceil((fvar(30)*11)+(fvar(30)*12)+(fvar(30)*13)+(fvar(30)*14)+(fvar(30)*15)+(fvar(30)*16)+(fvar(30)*17))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 170
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-150,-15])
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;僷儔儗儖丒僗僾儔僢僔儏(EX)
[State -1, Parallel EX]
type = Changestate
value = 2000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 7 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 95
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-55,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(EX)
[State -1, Flashing EX]
type = Changestate
value = 2100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = Power >= 1000 && Var(46) = 0
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 16 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)+Ceil(fvar(25)*fvar(30)**10)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**11)+Ceil(fvar(25)*fvar(30)**12)+Ceil(fvar(25)*fvar(30)**13)+Ceil(fvar(25)*fvar(30)**14)+Ceil(fvar(25)*fvar(30)**15)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**16)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9)+(fvar(30)*10))||1
TriggerAll = Var(31):=Var(31)+Ceil((fvar(30)*11)+(fvar(30)*12)+(fvar(30)*13)+(fvar(30)*14)+(fvar(30)*15)+(fvar(30)*16))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 150
TriggerAll = EnemyNear(Var(55)),StateType = S || (FVar(29)+Var(31) = [-100,-40])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僼儔僢僔儞僌丒儁僱僩儗僀僞乕(EX)
[State -1, Flashing EX]
type = Changestate
value = 2101
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = Var(46) = 1 && Var(45) >= 150
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 5 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 150
TriggerAll = EnemyNear(Var(55)),StateType = S || (FVar(29)+Var(31) = [-100,-40])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

;僔儏乕僥傿儞僌丒僗僞乕(EX)
[State -1, Star EX]
type = Changestate
value = 2200
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = Power >= 1000 && Var(46) = 0 || Var(46) = 1 && Var(45) >= 150
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 7 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = Helper(60000),Var(32) != 950
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 170
TriggerAll = EnemyNear(Var(55)),StateType != A || (FVar(29)+Var(31) = [-30,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)
trigger3 = var(21)
trigger4 = StateNo = 810 && AnimElem = 8, > 0 && MoveContact
trigger5 = StateNo = [1231,1233]

; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 50
TriggerAll = (FVar(29)+Var(31) = [-45,20]) || PrevStateNo = 39 && EnemyNear(Var(55)),StateType = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact

; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 55
TriggerAll = (FVar(29)+Var(31) = [-65,30]) || Stateno = 600
trigger1 = ctrl
trigger2 = Stateno = 600 && MoveContact

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = Floor(FVar(26)+Var(30)) < 77
TriggerAll = (FVar(29)+Var(31) = [-40,55]) || Stateno = 610
trigger1 = ctrl
trigger2 = Stateno = 610 && MoveContact

;嬻拞僔儏乕僥傿儞僌丒僗僞乕(X)
[State -1, Air Star]
type = Changestate
value = 1220
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = NumHelper(60000)
TriggerAll = FVar(32) >= 4 || Var(32) >= 13 || (EnemyNear(Var(55)),StateNo = [120,159]) || (Numhelper(1401) || NumHelper(1411)) || (Helper(60000),Var(32) = [800,2999])
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = Helper(60000),Var(59) = 0
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = Var(30):=Ceil(fvar(25))+Ceil(fvar(25)*fvar(30)**1)+Ceil(fvar(25)*fvar(30)**2)+Ceil(fvar(25)*fvar(30)**3)+Ceil(fvar(25)*fvar(30)**4)+Ceil(fvar(25)*fvar(30)**5)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**6)+Ceil(fvar(25)*fvar(30)**7)+Ceil(fvar(25)*fvar(30)**8)+Ceil(fvar(25)*fvar(30)**9)+Ceil(fvar(25)*fvar(30)**10)||1
TriggerAll = Var(30):=Var(30)+Ceil(fvar(25)*fvar(30)**11)+Ceil(fvar(25)*fvar(30)**12)+Ceil(fvar(25)*fvar(30)**13)||1
TriggerAll = Var(31):=Ceil(fvar(28)+(fvar(30)*1)+(fvar(30)*2)+(fvar(30)*3)+(fvar(30)*4)+(fvar(30)*5)+(fvar(30)*6)+(fvar(30)*7)+(fvar(30)*8)+(fvar(30)*9)+(fvar(30)*10))||1
TriggerAll = Var(31):=Var(31)+Ceil((fvar(30)*11)+(fvar(30)*12)+(fvar(30)*13))||1
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 90
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(13) = [-10,70])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(20)

[State -1, Max Mode]
type = ChangeState
value = 6000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
triggerall = !Numhelper(6003)
triggerall = var(45) >= 200
triggerall = Var(46) != 1
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100 - (P2BodyDist Y < -60) * 50
trigger1 = ctrl || (StateNo = [100,101])

[State -1, 僕儍儞僾]
type = ChangeState
value = 39
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(59) = 1
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 100
Trigger1 = Ctrl
Trigger2 = StateNo = [400,420]
Trigger2 = MoveContact

; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 40
Trigger1 = Ctrl

[State -1]
Type = ChangeState
Value = 19
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 200
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType = H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X != [70,90]
Trigger1 = Ctrl

;--------------------------------------------------------------------------------------------------------
;堏摦 
;--------------------------------------------------------------------------------------------------------

[State -1, 僕儍儞僾]
type = ChangeState
value = 39
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 15
TriggerAll = StateNo != [105,106]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Fvar(37) != 0.5
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
triggerAll = ctrl
trigger1   = (P2BodyDist X = [80,140])||(P2BodyDist X >150)
trigger1   = EnemyNear(Var(55)),movetype != H &&(EnemyNear(Var(55)),movetype = A||(P2BodyDist X = [60,155]))
trigger1   = EnemyNear(Var(55)),animtime <= -30||(P2BodyDist X = [60,155])

; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 50
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != [2,3]
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = BackEdgeBodyDist > 60
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [50,80]
Trigger1 = Ctrl

; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 60
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 90
Trigger1 = Ctrl

[State -1]
Type = ChangeState
Value = 19
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 60
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl

;--------------------------------------------------------------------------------------------------------
;媄怳傝 
;--------------------------------------------------------------------------------------------------------

;慚岝妎惲
[State -1, Radiant Flash]
type = ChangeState
value = 3000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = !NumHelper(30000)
triggerall = Var(47) >= 3
triggerall = Var(49) <= 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != [2,3]
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100 - (EnemyNear(Var(55)),Vel X <= 0) * 50
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (Stateno = [200,499]) && (movecontact || movereversed)
trigger3 = (Stateno = [1000,1999]) && (movecontact || movereversed)
trigger4 = (Stateno = [200,499])
trigger5 = (Stateno = [1000,1999])

[State -1, Max Mode]
type = ChangeState
value = 6000
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
triggerall = !Numhelper(6003)
triggerall = var(45) >= 200
triggerall = Var(46) != 1
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 100 - (EnemyNear(Var(55)),Vel X <= 0) * 50
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Max Mode]
type = ChangeState
value = 6005
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
triggerall = var(45) < 100
triggerall = Var(46) = 1
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 150 - (EnemyNear(Var(55)),Vel X <= 0) * 50
trigger1 = ctrl || (StateNo = [100,101])

; Throw
[State -1, Throw]
type = ChangeState
value = 800
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),StateType != A
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 10
TriggerAll = StateNo != 100
Trigger1 = Ctrl

; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 73
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -15)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 85
TriggerAll = EnemyNear(Var(55)),StateType = S || (P2BodyDist Y + Helper(60000),FVar(5) = [-45,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 200
trigger2 = (MoveContact || MoveReversed)

[State -1, Stand Medium Punch]
type = ChangeState
value = 210
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 64
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) = [-45,-10])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 65
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -50)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && (MoveContact || MoveReversed)
trigger3 = (stateno = 400) && (MoveContact || MoveReversed)

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 102
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(9) = [-50,-25])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 210) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 67
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(8) > -30)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = [210,220]) && (MoveContact || MoveReversed)
trigger3 = (stateno = 410) && (MoveContact || MoveReversed)

;僷儔儗儖丒僗僾儔僢僔儏(Z)
[State -1, Parallel Heavy]
type = ChangeState
value = 1020
TriggerAll = Var(57) > 0
TriggerAll = Random <= (6 - Var(57)) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 110
TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(10) > -45)
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;儕乕僼傽彚姭(撍寕)
[State -1, Leafa]
type = ChangeState
value = 1400
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
triggerall = !(Numhelper(1401) || NumHelper(1411))
triggerall = Var(48) >= 360
triggerall = Var(46) = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = Helper(60000),Var(36) != [2,3]
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 150
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

;儕乕僼傽彚姭(撍晽)
[State -1, AP Leafa]
type = ChangeState
value = 1420
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
triggerall = !(Numhelper(1401) || NumHelper(1411))
triggerall = Var(48) >= 360
triggerall = Var(46) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 170
;TriggerAll = EnemyNear(Var(55)),StateType != A || (P2BodyDist Y + Helper(60000),FVar(17) > -100)
trigger1 = ctrl || StateNo = 39 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(20)

; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 50
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(7) = [-45,20])
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 55
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(6) = [-65,30]) 
trigger1 = ctrl
trigger2 = Stateno = 600 && movecontact

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(57) * 100
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = FVar(36) = 0
TriggerAll = FVar(35) = 0
TriggerAll = NumHelper(60000)
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = !InGuardDist
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 77
TriggerAll = (P2BodyDist Y + Helper(60000),FVar(9) = [-40,55])
trigger1 = ctrl
trigger2 = Stateno = 610 && movecontact

;--------------------------------------------------------------------------------------------------------
;僈乕僪 
;--------------------------------------------------------------------------------------------------------

;揝対惓嵢
[State -1]
type = changestate
value = 950
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(54) * 100
triggerall = Var(46) = 0
TriggerAll = Power > 2000 - (Life<LifeMax*0.4)*1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 50
TriggerAll = EnemyNear(Var(55)),StateType != A || P2BodyDist Y + Helper(60000),FVar(15) > -30
trigger1 = StateNo = 150 || StateNo = 152

;揝対惓嵢
[State -1]
type = changestate
value = 950
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(54) * 100
triggerall = Var(46) = 1
TriggerAll = Var(45) >= 250 - (Life<LifeMax*0.4) * 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(55)),Alive
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = EnemyNear(Var(55)),MoveType != H
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X < 50
TriggerAll = EnemyNear(Var(55)),StateType != A || P2BodyDist Y + Helper(60000),FVar(15) > -30
trigger1 = StateNo = 150 || StateNo = 152

;僈乕晄旔偗
[State -1]
type = ChangeState
value = 100
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(54) * 100
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
triggerall = stateno != 5210
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(55)),MoveType = A
TriggerAll = InGuardDist || NumHelper(60000) && Helper(60000),InGuardDist
triggerall = (Fvar(38) = [3,3.1]) || Fvar(38) = 4
Trigger1 = Ctrl

;僈乕晄旔偗
[State -1]
type = ChangeState
value = 105
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(54) * 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = BackEdgeBodyDist > 70 || Fvar(38) = 4
TriggerAll = EnemyNear(Var(55)),MoveType = A
TriggerAll = InGuardDist || NumHelper(60000) && Helper(60000),InGuardDist
triggerall = EnemyNear(Var(55)),HitDefAttr = ,NT,ST,HT
Trigger1 = Ctrl

;僈乕晄旔偗
[State -1]
type = ChangeState
value = 39
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(54) * 100
TriggerAll = StateNo != 100
TriggerAll = StateNo != 105
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(55)),MoveType = A
TriggerAll = InGuardDist || NumHelper(60000) && Helper(60000),InGuardDist
triggerall = EnemyNear(Var(55)),HitDefAttr = ,NT,ST,HT
Trigger1 = Ctrl

[State -1, 僈乕僪堏峴]
Type = ChangeState
TriggerAll = Var(57) > 0
TriggerAll = Random <= Var(54) * 100
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = fvar(38) != [3,4]
TriggerAll = fvar(37) != 0.5 || StateType != A
TriggerAll = ctrl || StateNo = 52 || (StateNo = [100,101])
Trigger1 = Inguarddist
Trigger2 = NumHelper(60000)
Trigger2 = Helper(60000),Inguarddist
Trigger3 = NumHelper(80000)
Trigger3 = Helper(80000),Inguarddist
Trigger4 = !Inguarddist && fvar(37) = 5
Value = 120

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪僿儖僷乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 60000]
anim = 0
ctrl = 0

[State -1]
type = SelfState
Trigger1 = !ishelper
value = 0

[State -1];摟柧忬懺偵偡傞
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State -1]
Type = Turn
Trigger1 = Facing = EnemyNear(Root,Var(55)),Facing
IgnoreHitPause = 1

[State -1];柍揋
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = PosSet
Trigger1 = IsHelper
x = Ceil(EnemyNear(Root,Var(55)),Pos X)-10*Facing
y = 999
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State -1]
type = DestroySelf
TriggerAll = isHelper
Trigger1 = RoundState > 2
Trigger2 = Root,Alive = 0
IgnoreHitPause = 1

[State 60000,棫偪僈乕僪帪妛廗梡]
type = VarSet
trigger1 = Root,StateNo = 130 || (Root,StateNo = [150,151]) 
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = S
var(50) = 1
ignorehitpause = 1

[State 60000,壓抜僈乕僪帪妛廗梡]
type = VarSet
trigger1 = Root,StateNo = 131 || (Root,StateNo = [152,153])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = C
var(50) = 2
ignorehitpause = 1

[State 60000,嬻拞僈乕僪帪妛廗梡]
type = VarSet
trigger1 = Root,StateNo = 132 || (Root,StateNo = [154,155])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = A
var(50) = 3
ignorehitpause = 1

[State 60000,儕僐僀儖梡]
type = VarSet
trigger1 = Root,PrevStateNo = 145
trigger1 = Root,StateNo != [120,159]
var(50) = 4
ignorehitpause = 1

[State 60000,偦偺懠]
type = null;VarSet
trigger1 = Root,StateNo = 125
trigger2 = Root,StateNo = 140
trigger3 = Root,StateNo = 145
var(50) = 5
ignorehitpause = 1

[State 60000,儕僙僢僩]
type = VarSet
TriggerAll = var(50)
TriggerAll = Root,StateNo != [120,155]
TriggerAll = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger1 = (Root,StateNo != [35,52]) && (Root,StateNo != [100,119])
trigger2 = var(50)!=4
trigger2 = Root,MoveType = A || Root,StateNo = 7000
trigger3 = var(50)=4
trigger3 = Root,MoveType = A && Enemy(Root,Var(55)),MoveType = H && (Enemy(Root,Var(55)),StateNo!=[120,169])
var(50) = 0
ignorehitpause = 1

[State 60000,捈慜峌寕婰壇]
type = VarSet
trigger1 = !var(51)
trigger1 = (Root,StateNo = [200,620]) || (Root,StateNo = [1400,1410]) || Root,StateNo = 800
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(51) = Root,StateNo
ignorehitpause = 1

[State 60000,憡庤搳偘婰壇]
type = VarSet
trigger1 = !var(52)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT
trigger1 = EnemyNear,Time > 1
var(52) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,憡庤time婰壇]
type = VarSet
trigger1 = Root,var(59) > 0
trigger1 = Root,MoveType != H
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(53) = EnemyNear,Time
ignorehitpause = 1

[State 60000,捈慜峌寕婰壇2]
type = VarSet
trigger1 = !var(54)
trigger1 = (Root,StateNo = [700,720]) || (Root,StateNo = [1000,1410])
trigger1 = EnemyNear,MoveType != H
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(54) = Root,StateNo
ignorehitpause = 1

[State 60000,壓抜妛廗]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(1)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(1) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,壓抜妛廗2]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(2)
trigger1 = var(1)
trigger1 = var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,壓抜妛廗3]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(3)
trigger1 = var(2)
trigger1 = var(2) != EnemyNear,StateNo && var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(3) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,拞抜妛廗]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(4)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(4) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,拞抜妛廗2]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(5)
trigger1 = var(4)
trigger1 = var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(5) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,拞抜妛廗3]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(6)
trigger1 = var(5)
trigger1 = var(5) != EnemyNear,StateNo && var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(6) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,搳偘妛廗]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(7)
trigger1 = var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(7) = var(52)
ignorehitpause = 1

[State 60000,搳偘妛廗2]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(8)
trigger1 = var(52)
trigger1 = var(7)
trigger1 = var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(8) = var(52)
ignorehitpause = 1

[State 60000,搳偘妛廗3]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(9)
trigger1 = var(52)
trigger1 = var(8)
trigger1 = var(8) != var(52) && var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(9) = var(52)
ignorehitpause = 1

[State 60000,嬻拞妛廗]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(10)
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(10) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,嬻拞妛廗2]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(11)
trigger1 = var(10)
trigger1 = var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(11) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,嬻拞妛廗3]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(12)
trigger1 = var(11)
trigger1 = var(11) != EnemyNear,StateNo && var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(12) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = !var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(13) = var(1)
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = !var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(13) = var(2)
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = !var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(13) = var(3)
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻敾掕]
type = VarSet
TriggerAll = var(13)
TriggerAll = !var(14)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(14) = -1
ignorehitpause = 1

[State 60000,僈乕僪晄擻敾掕]
type = VarSet
TriggerAll = var(13)
TriggerAll = var(14) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(14) = 1
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗2]
type = VarSet
TriggerAll = !var(15)
TriggerAll = var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(15) = ifelse(var(1)!=var(13),var(1),0)
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗2]
type = VarSet
TriggerAll = !var(15)
TriggerAll = var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(15) = ifelse(var(1)!=var(13),var(2),0)
ignorehitpause = 1夞旔

[State 60000,僈乕僪晄擻妛廗2]
type = VarSet
TriggerAll = !var(15)
TriggerAll = var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(15) = ifelse(var(1)!=var(13),var(3),0)
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻妛廗]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,僈乕僪晄擻敾掕2]
type = VarSet
TriggerAll = var(15)
TriggerAll = !var(16)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(16) = -1
ignorehitpause = 1

[State 60000,僈乕僪晄擻敾掕2]
type = VarSet
TriggerAll = var(15)
TriggerAll = var(16) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(16) = 1
ignorehitpause = 1

[State 60000,庴恎柍揋敾掕]
type = VarSet
TriggerAll = !var(18)
trigger1 = Root,CanRecover
trigger1 = Root,MoveType = H
var(18) = 1
ignorehitpause = 1

[State 60000,庴恎柍揋敾掕]
type = VarSet
TriggerAll = var(18)
trigger1 = Root,CanRecover = 0
trigger1 = Root,MoveType = H
trigger1 = Enemy(Root,Var(55)),MoveType = A
trigger1 = Root,StateNo != 5210
var(19) = 1
ignorehitpause = 1

[State 60000,庴恎柍揋敾掕]
type = VarSet
TriggerAll = var(18)
trigger1 = Root,CanRecover = 0
trigger2 = Root,MoveType != H
trigger3 = Root,StateType = L
trigger4 = Root,StateNo = [5100,5120]
trigger5 = Root,StateNo = 5210
var(18) = 0
ignorehitpause = 1

[State 60000,儕僐僀儖揋No婰壇]
type = VarSet
trigger1 = Root,StateNo = 125
trigger1 = !var(20)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
var(20) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,儕僐僀儖帪揋No儕僙僢僩]
type = VarSet
TriggerAll = var(20)
trigger1 = EnemyNear,Ctrl
trigger2 = EnemyNear,MoveType != A
trigger3 = EnemyNear,StateNo = [120,169]
var(20) = 0
ignorehitpause = 1

[State 60000,儕僐僀儖妛廗]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(21) && var(20)>0
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(21) = var(20)
ignorehitpause = 1

[State 60000,儕僐僀儖妛廗]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(22) && var(20)>0
trigger1 = var(21)
trigger1 = var(21) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(22) = var(20)
ignorehitpause = 1

[State 60000,儕僐僀儖妛廗]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(23) && var(20)>0
trigger1 = var(22)
trigger1 = var(22) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(23) = var(20)
ignorehitpause = 1

[State 60000,儕僐僀儖妛廗]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(24) && var(20)>0
trigger1 = var(23)
trigger1 = var(23) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(24) = var(20)
ignorehitpause = 1

;僨僼僅偱搳偘傜傟側偄(僗僥乕僩傪扗偊側偄僉儍儔梡)
[State -2,G]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = EnemyNear(Root,Var(55)),AuthorName = "YoungKirei & Take.K"
Trigger1 = EnemyNear(Root,Var(55)),name = "Giant_Akiha"
V = 58
Value = 1

;屌傔儖乕僩OFF
[State -2,AI]
Type = VarSet
Trigger1 = EnemyNear(Root,Var(55)),StateNo = [120,159]
Trigger1 = EnemyNear(Root,Var(55)),StateType != L
V = 59
Value = 1

;屌傔儖乕僩OFF
[State -2,AI]
Type = VarSet
Trigger1 = EnemyNear(Root,Var(55)),StateNo != [120,159]
Trigger2 = EnemyNear(Root,Var(55)),MoveType != H
Trigger3 = Root,MoveType = H
Trigger4 = Root,StateType = L
V = 59
Value = 0

;奐枊Helper應掕
[State 60000, AI]
Type = VarSet
TriggerAll = Var(30) = 0
TriggerAll = EnemyNear,NumHelper > 0
TriggerAll = RoundState = 2 && Ctrl = 1
Trigger1 = Enemy,TeamMode = Single
Trigger2 = Enemy,TeamMode = Turns
V = 30
Value = EnemyNear,NumHelper

[State 60000, AI]
Type = VarSet
TriggerAll = Var(30) = 0
Trigger1 = Enemy,TeamMode = Simul
Trigger1 = Enemy,NumHelper > 0
Trigger1 = RoundState = 2 && Ctrl = 1
V = 30
Value = Enemy,NumHelper

;奐枊Proj應掕
[State 60000, AI]
Type = VarSet
TriggerAll = Var(31) = 0
triggerall = EnemyNear,NumProj > 0
triggerall = EnemyNear,PrevStateNo = [190,199]
Trigger1 = Enemy,TeamMode = Single
Trigger2 = Enemy,TeamMode = Turns
V = 31
Value = EnemyNear,NumProj

[State 60000, AI]
Type = VarSet
TriggerAll = Var(31) = 0
Trigger1 = Enemy,TeamMode = Simul
Trigger1 = Enemy,NumHelper > 0
Trigger1 = EnemyNear,PrevStateNo = [190,199]
V = 31
Value = Enemy,NumProj

[State 60000]
type = Null
trigger1 = enemy,numhelper = Var(30)
trigger1 = Var(35) := 0 || 1
trigger2 = Var(35) >= 180
trigger2 = Var(30) := Var(30) - 1
trigger3 = enemy,numhelper < Var(30)
trigger3 = Var(35) := Var(35) + 1

[State 60000]
type = Null
trigger1 = enemy,numproj = Var(31)
trigger1 = Var(34) := 0 || 1
trigger2 = Var(34) >= 120
trigger2 = Var(31) := Var(31) - 1
trigger3 = enemy,numproj < Var(31)
trigger3 = Var(34) := Var(34) + 1

[State 60000]
type = Null
trigger1 = enemy,numhelper > Var(30)
trigger1 = !root,inguarddist && inguarddist
trigger1 = Var(36) := 3
trigger2 = enemy,numproj > Var(31)
trigger2 = !root,inguarddist && inguarddist
trigger2 = Var(36) := 3
trigger3 = enemy,numhelper > Var(30)
trigger3 = root,inguarddist
trigger3 = Var(36) := 2
trigger4 = enemy,numproj > Var(31)
trigger4 = root,inguarddist
trigger4 = Var(36) := 2
trigger5 = enemy,numhelper > Var(30)
trigger5 = !root,inguarddist
trigger5 = Var(36) := 1
trigger6 = enemy,numproj > Var(31)
trigger6 = !root,inguarddist
trigger6 = Var(36) := 1
trigger7 = enemy,numhelper = Var(30)
trigger7 = root,ctrl || (root,stateno != [120,155])
trigger7 = Var(36) := 0 || 1
trigger8 = enemy,numproj = Var(31)
trigger8 = root,ctrl || (root,stateno != [120,155])
trigger8 = Var(36) := 0 || 1

;-------------------------------------------------------------------------------
;AI峌寕惂屼
;-------------------------------------------------------------------------------

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

[State -2, 慜乆夞偺峌寕傪婰壇]
Type = VarSet
Trigger1 = Root,MoveType = A
Trigger1 = Root,StateNo != Var(32)
V = 33
Value = Var(32)

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

[State -2, 慜夞偺峌寕傪婰壇]
Type = VarSet
Trigger1 = Root,MoveType = A
V = 32
Value = Root,StateNo

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

[State -2, 峌寕婰壇傪儕僙僢僩]
Type = VarRangeSet
Trigger1 = Root,MoveType = H
trigger2 = EnemyNear(Root,Var(55)),StateType = L
trigger3 = EnemyNear(Root,Var(55)),MoveType != H
First = 32
Last  = 33
Value = 0

[state 廳椡壛懍搙]
type=null
triggerall=numenemy
trigger1=Enemy(Root,Var(55)),movetype=h&&Enemy(Root,Var(55)),stateno!=[120,155]
trigger1=fvar(0):=Enemy(Root,Var(55)),gethitvar(yaccel)
trigger2=fvar(0):=Enemy(Root,Var(55)),const(movement.yaccel)

[state 廳椡寁嶼]
type=null
trigger1=numenemy
trigger1=1||fvar(1):=Enemy(Root,Var(55)),vel y+fvar(0)/2
trigger1=1||fvar(2):=Enemy(Root,Var(55)),vel y*2+fvar(0)*2*2/2
trigger1=1||fvar(3):=Enemy(Root,Var(55)),vel y*3+fvar(0)*3*3/2
trigger1=1||fvar(4):=Enemy(Root,Var(55)),vel y*4+fvar(0)*4*4/2
trigger1=1||fvar(5):=Enemy(Root,Var(55)),vel y*5+fvar(0)*5*5/2
trigger1=1||fvar(6):=Enemy(Root,Var(55)),vel y*6+fvar(0)*6*6/2
trigger1=1||fvar(7):=Enemy(Root,Var(55)),vel y*7+fvar(0)*7*7/2
trigger1=1||fvar(8):=Enemy(Root,Var(55)),vel y*8+fvar(0)*8*8/2
trigger1=1||fvar(9):=Enemy(Root,Var(55)),vel y*9+fvar(0)*9*9/2
trigger1=1||fvar(10):=Enemy(Root,Var(55)),vel y*10+fvar(0)*10*10/2
trigger1=1||fvar(11):=Enemy(Root,Var(55)),vel y*11+fvar(0)*11*11/2
trigger1=1||fvar(12):=Enemy(Root,Var(55)),vel y*12+fvar(0)*12*12/2
trigger1=1||fvar(13):=Enemy(Root,Var(55)),vel y*13+fvar(0)*13*13/2
trigger1=1||fvar(14):=Enemy(Root,Var(55)),vel y*14+fvar(0)*14*14/2
trigger1=1||fvar(15):=Enemy(Root,Var(55)),vel y*15+fvar(0)*15*15/2
trigger1=1||fvar(16):=Enemy(Root,Var(55)),vel y*16+fvar(0)*16*16/2
trigger1=1||fvar(17):=Enemy(Root,Var(55)),vel y*17+fvar(0)*17*17/2
trigger1=1||fvar(18):=Enemy(Root,Var(55)),vel y*18+fvar(0)*18*18/2
trigger1=1||fvar(19):=Enemy(Root,Var(55)),vel y*19+fvar(0)*19*19/2
trigger1=1||fvar(20):=Enemy(Root,Var(55)),vel y*20+fvar(0)*20*20/2
trigger1=1||fvar(21):=Enemy(Root,Var(55)),vel y*21+fvar(0)*21*21/2
trigger1=1||fvar(22):=Enemy(Root,Var(55)),vel y*22+fvar(0)*22*22/2
trigger1=1||fvar(23):=Enemy(Root,Var(55)),vel y*23+fvar(0)*23*23/2
trigger1=1||fvar(24):=Enemy(Root,Var(55)),vel y*24+fvar(0)*24*24/2
trigger1=1||fvar(25):=Enemy(Root,Var(55)),vel y*25+fvar(0)*25*25/2
trigger1=1||fvar(26):=Enemy(Root,Var(55)),vel y*26+fvar(0)*26*26/2
trigger1=1||fvar(27):=Enemy(Root,Var(55)),vel y*27+fvar(0)*27*27/2
trigger1=1||fvar(28):=Enemy(Root,Var(55)),vel y*28+fvar(0)*28*28/2
trigger1=1||fvar(29):=Enemy(Root,Var(55)),vel y*29+fvar(0)*29*29/2
trigger1=1||fvar(30):=Enemy(Root,Var(55)),vel y*30+fvar(0)*30*30/2
trigger1=1||fvar(31):=Enemy(Root,Var(55)),vel y*31+fvar(0)*31*31/2
trigger1=1||fvar(32):=Enemy(Root,Var(55)),vel y*32+fvar(0)*32*32/2
trigger1=1||fvar(33):=Enemy(Root,Var(55)),vel y*33+fvar(0)*33*33/2
trigger1=1||fvar(34):=Enemy(Root,Var(55)),vel y*34+fvar(0)*34*34/2
trigger1=1||fvar(35):=Enemy(Root,Var(55)),vel y*35+fvar(0)*35*35/2
trigger1=1||fvar(36):=Enemy(Root,Var(55)),vel y*36+fvar(0)*36*36/2
trigger1=1||fvar(37):=Enemy(Root,Var(55)),vel y*37+fvar(0)*37*37/2
trigger1=1||fvar(38):=Enemy(Root,Var(55)),vel y*38+fvar(0)*38*38/2
trigger1=1||fvar(39):=Enemy(Root,Var(55)),vel y*39+fvar(0)*39*39/2

;--------------------------------------------------------------------------------------------------------------------------
;摉偰恎梡婰壇僿儖僷乕
;--------------------------------------------------------------------------------------------------------------------------

[StateDef 70000];婎杮愝掕
Type = A
Ctrl = 0
Anim = 0;0偱傕偄偄偑丄偱偒傟偽摉偨傝敾掕偺側偄傕偺
SprPriority = -3
[State a, RecAI-NotHitBy];峌寕偵摉偨傜側偄堦墳
Type = NotHitBy
Trigger1 = 1
value = SCA
Time = 1
ignorehitpause=1

[State a, RecAI-StateTypeSet];僗僥乕僩僞僀僾堦墳
Type = StateTypeSet
Trigger1 = 1
MoveType = I;
Physics = N
ignorehitpause=1

[State a, RecAI-AssertSpecial];尒偊側偄傛偆偵
Type = AssertSpecial
Trigger1 = 1
flag = Invisible
flag1 = Noshadow
ignorehitpause=1

[State a, RecAI-enID];懳徾ID庢摼
Type = Varset
var(55) = Parent,Var(51);
Trigger1 = 1

[State a, RecAI-Check];僠僃僢僋
Type = Varadd
var(0) = 0
TriggerAll = Var(55)!=0;ID庢摼晄旛偺堊偺懳張
TriggerAll = 1 || Var(56) := 999999999;儕僙僢僩
Trigger1 = Var(2) = Var(55);ID妋擣
Trigger1 = Floor(Var(1)/100) = PlayerID(Var(55)),StateNo
Trigger1 = 1 || Var(56) := 0
Trigger2 = Var(6) = Var(55);ID妋擣
Trigger2 = Floor(Var(5)/100) = PlayerID(Var(55)),StateNo
Trigger2 = 1 || Var(56) := 4
Trigger3 = Var(10) = Var(55);ID妋擣
Trigger3 = Floor(Var(9)/100) = PlayerID(Var(55)),StateNo
Trigger3 = 1 || Var(56) := 8
Trigger4 = Var(14) = Var(55);ID妋擣
Trigger4 = Floor(Var(13)/100) = PlayerID(Var(55)),StateNo
Trigger4 = 1 || Var(56) := 12
Trigger5 = Var(18) = Var(55);ID妋擣
Trigger5 = Floor(Var(17)/100) = PlayerID(Var(55)),StateNo
Trigger5 = 1 || Var(56) := 16
Trigger6 = Var(22) = Var(55);ID妋擣
Trigger6 = Floor(Var(21)/100) = PlayerID(Var(55)),StateNo
Trigger6 = 1 || Var(56) := 20
Trigger7 = Var(26) = Var(55);ID妋擣
Trigger7 = Floor(Var(25)/100) = PlayerID(Var(55)),StateNo
Trigger7 = 1 || Var(56) := 24
Trigger8 = Var(30) = Var(55);ID妋擣
Trigger8 = Floor(Var(29)/100) = PlayerID(Var(55)),StateNo
Trigger8 = 1 || Var(56) := 28
Trigger9 = Var(34) = Var(55);ID妋擣
Trigger9 = Floor(Var(33)/100) = PlayerID(Var(55)),StateNo
Trigger9 = 1 || Var(56) := 32
Trigger10 = Var(38) = Var(55);ID妋擣
Trigger10 = Floor(Var(37)/100) = PlayerID(Var(55)),StateNo
Trigger10 = 1 || Var(56) := 36
Trigger11 = 1 || Var(56) := 999999999;儕僙僢僩

[State a, RecAI-Check 2];廳暋丒俀屄栚僠僃僢僋
Type=Null
TriggerAll = Var(55)!=0;ID庢摼晄旛偺堊偺懳張
TriggerAll = Var(56)!= 999999999;儕僙僢僩偱側偄
Trigger1 = Var(56) != [0,99];
Trigger1 = 0;0偑俀偮栚偵側傞偙偲偼側偄偟丄張棟偑柺搢丅
Trigger2 = Var(56) < 4 && Var(6) = Var(55);ID妋擣
Trigger2 = Floor(Var(5)/100) = PlayerID(Var(55)),StateNo
Trigger2 = 1 || Var(56) := 400+Var(56)
Trigger3 = Var(56) < 8 && Var(10) = Var(55);ID妋擣
Trigger3 = Floor(Var(9)/100) = PlayerID(Var(55)),StateNo
Trigger3 = 1 || Var(56) := 800+Var(56)
Trigger4 = Var(56) < 12 && Var(14) = Var(55);ID妋擣
Trigger4 = Floor(Var(13)/100) = PlayerID(Var(55)),StateNo
Trigger4 = 1 || Var(56) := 1200+Var(56)
Trigger5 = Var(56) < 16 && Var(18) = Var(55);ID妋擣
Trigger5 = Floor(Var(17)/100) = PlayerID(Var(55)),StateNo
Trigger5 = 1 || Var(56) := 1600+Var(56)
Trigger6 = Var(56) < 20 && Var(22) = Var(55);ID妋擣
Trigger6 = Floor(Var(21)/100) = PlayerID(Var(55)),StateNo
Trigger6 = 1 || Var(56) := 2000+Var(56)
Trigger7 = Var(56) < 24 && Var(26) = Var(55);ID妋擣
Trigger7 = Floor(Var(25)/100) = PlayerID(Var(55)),StateNo
Trigger7 = 1 || Var(56) := 2400+Var(56)
Trigger8 = Var(56) < 28 && Var(30) = Var(55);ID妋擣
Trigger8 = Floor(Var(29)/100) = PlayerID(Var(55)),StateNo
Trigger8 = 1 || Var(56) := 2800+Var(56)
Trigger9 = Var(56) < 32 && Var(34) = Var(55);ID妋擣
Trigger9 = Floor(Var(33)/100) = PlayerID(Var(55)),StateNo
Trigger9 = 1 || Var(56) := 3200+Var(56)
Trigger10 = Var(56) < 36 && Var(38) = Var(55);ID妋擣
Trigger10 = Floor(Var(37)/100) = PlayerID(Var(55)),StateNo
Trigger10 = 1 || Var(56) := 3600+Var(56)

[State a, RecAI-Check 3];廳暋丒俁屄栚僠僃僢僋
Type=Null
TriggerAll = Var(55)!=0;ID庢摼晄旛偺堊偺懳張
TriggerAll = Var(56)!= 999999999;儕僙僢僩偱側偄
Trigger1 = Var(56) != [100,9900];
Trigger2 = 0;嵟掅偱傕0偲4偼廳暋偡傞丅
Trigger3 = Var(56) < 800 && Var(10) = Var(55);ID妋擣
Trigger3 = Floor(Var(9)/100) = PlayerID(Var(55)),StateNo
Trigger3 = 1 || Var(56) := 80000+Var(56)
Trigger4 = Var(56) < 1200 && Var(14) = Var(55);ID妋擣
Trigger4 = Floor(Var(13)/100) = PlayerID(Var(55)),StateNo
Trigger4 = 1 || Var(56) := 120000+Var(56)
Trigger5 = Var(56) < 1600 && Var(18) = Var(55);ID妋擣
Trigger5 = Floor(Var(17)/100) = PlayerID(Var(55)),StateNo
Trigger5 = 1 || Var(56) := 160000+Var(56)
Trigger6 = Var(56) < 2000 && Var(22) = Var(55);ID妋擣
Trigger6 = Floor(Var(21)/100) = PlayerID(Var(55)),StateNo
Trigger6 = 1 || Var(56) := 200000+Var(56)
Trigger7 = Var(56) < 2400 && Var(26) = Var(55);ID妋擣
Trigger7 = Floor(Var(25)/100) = PlayerID(Var(55)),StateNo
Trigger7 = 1 || Var(56) := 240000+Var(56)
Trigger8 = Var(56) < 2800 && Var(30) = Var(55);ID妋擣
Trigger8 = Floor(Var(29)/100) = PlayerID(Var(55)),StateNo
Trigger8 = 1 || Var(56) := 280000+Var(56)
Trigger9 = Var(56) < 3200 && Var(34) = Var(55);ID妋擣
Trigger9 = Floor(Var(33)/100) = PlayerID(Var(55)),StateNo
Trigger9 = 1 || Var(56) := 320000+Var(56)
Trigger10 = Var(56) < 3600 && Var(38) = Var(55);ID妋擣
Trigger10 = Floor(Var(37)/100) = PlayerID(Var(55)),StateNo
Trigger10 = 1 || Var(56) := 360000+Var(56)

[State a, RecAI-Check 4];廳暋丒係屄栚僠僃僢僋
Type=Null
TriggerAll = Var(55)!=0;ID庢摼晄旛偺堊偺懳張
TriggerAll = Var(56)!= 999999999;儕僙僢僩偱側偄
Trigger1 = Var(56) != [10000,990000];
Trigger2 = 0;4
Trigger3 = 0;8
Trigger4 = Var(56) < 120000 && Var(14) = Var(55);ID妋擣
Trigger4 = Floor(Var(13)/100) = PlayerID(Var(55)),StateNo
Trigger4 = 1 || Var(56) := 12000000+Var(56)
Trigger5 = Var(56) < 160000 && Var(18) = Var(55);ID妋擣
Trigger5 = Floor(Var(17)/100) = PlayerID(Var(55)),StateNo
Trigger5 = 1 || Var(56) := 16000000+Var(56)
Trigger6 = Var(56) < 200000 && Var(22) = Var(55);ID妋擣
Trigger6 = Floor(Var(21)/100) = PlayerID(Var(55)),StateNo
Trigger6 = 1 || Var(56) := 20000000+Var(56)
Trigger7 = Var(56) < 240000 && Var(26) = Var(55);ID妋擣
Trigger7 = Floor(Var(25)/100) = PlayerID(Var(55)),StateNo
Trigger7 = 1 || Var(56) := 24000000+Var(56)
Trigger8 = Var(56) < 280000 && Var(30) = Var(55);ID妋擣
Trigger8 = Floor(Var(29)/100) = PlayerID(Var(55)),StateNo
Trigger8 = 1 || Var(56) := 28000000+Var(56)
Trigger9 = Var(56) < 320000 && Var(34) = Var(55);ID妋擣
Trigger9 = Floor(Var(33)/100) = PlayerID(Var(55)),StateNo
Trigger9 = 1 || Var(56) := 32000000+Var(56)
Trigger10 = Var(56) < 360000 && Var(38) = Var(55);ID妋擣
Trigger10 = Floor(Var(37)/100) = PlayerID(Var(55)),StateNo
Trigger10 = 1 || Var(56) := 36000000+Var(56)

[State a, RecAI-RepeatCheck1-1];廳暋妋擣丒嵟傕戝偒偄嫍棧
Type=Null
TriggerAll = Var(56)!=999999999;
Trigger1 = 0 && Var(53) := Var(56)%100
Trigger2 = 1&&( Var(50) := Floor(Var(56)/100)%100 )
Trigger2 = Floor(Var(3+(Var(53)%100))/100000) < Floor(Var(3+(Var(50)%100))/100000);嫍棧
Trigger2 = 0 && Var(53):=Var(50)
Trigger3 = 1&&( Var(50) := Floor(Var(56)/10000)%100 )
Trigger3 = Floor(Var(3+(Var(53)%100))/100000) < Floor(Var(3+(Var(50)%100))/100000);嫍棧
Trigger3 = 0 && Var(53):=Var(50)
Trigger4 = 1&&( Var(50) := Floor(Var(56)/1000000)%100 )
Trigger4 = Floor(Var(3+(Var(53)%100))/100000) < Floor(Var(3+(Var(50)%100))/100000);嫍棧
Trigger4 = 0 && Var(53):=Var(50)

[State a, RecAI-RepeatCheck1-2];廳暋妋擣丒嵟傕抁偄帪娫
Type=Null
TriggerAll = Var(56)!=999999999;
Trigger1 = 0 && Var(54) := Var(56)%100
Trigger2 = 1&&( Var(50) := Floor(Var(56)/100)%100 )
Trigger2 = Floor(Var(1+(Var(54)%100))%100) > Floor(Var(1+(Var(50)%100))%100);帪娫
Trigger2 = 0 && Var(54):=Var(50)
Trigger3 = 1&&( Var(50) := Floor(Var(56)/10000)%100 )
Trigger3 = Floor(Var(1+(Var(54)%100))%100) > Floor(Var(1+(Var(50)%100))%100);帪娫
Trigger3 = 0 && Var(54):=Var(50)
Trigger4 = 1&&( Var(50) := Floor(Var(56)/1000000)%100 )
Trigger4 = Floor(Var(1+(Var(54)%100))%100) > Floor(Var(1+(Var(50)%100))%100);帪娫
Trigger4 = 0 && Var(54):=Var(50)

[State a, RecAI-RepeatCheck2];廳暋妋擣丒婰壇嫍棧偺嬤帡偵傛傞敾掕
Type=Null
TriggerAll = Var(56)!=999999999;
TriggerAll = 1 || Var(49):=Var(51)-Floor(ParentDist X);埵抲寁嶼
Trigger1 = 1&&( Var(50) := Floor(Var(56)%100) )
Trigger1 = Floor( Var(3+(Var(50)%100)) /100000)-10 =[Var(49)-15,Var(49)+15];嫍棧
Trigger1 = 1 || Var(53):=Var(50) && Var(54):=Var(50)
Trigger2 = 1&&( Var(50) := Floor(Var(56)/100)%100 )
Trigger2 = Floor( Var(3+(Var(50)%100)) /100000)-10 =[Var(49)-15,Var(49)+15];嫍棧
Trigger2 = 1 || Var(53):=Var(50) && Var(54):=Var(50)
Trigger3 = 1&&( Var(50) := Floor(Var(56)/10000)%100 )
Trigger3 = Floor( Var(3+(Var(50)%100)) /100000)-10 =[Var(49)-15,Var(49)+15];嫍棧
Trigger3 = 1 || Var(53):=Var(50) && Var(54):=Var(50)
Trigger4 = 1&&( Var(50) := Floor(Var(56)/1000000)%100 )
Trigger4 = Floor( Var(3+(Var(50)%100)) /100000)-10 =[Var(49)-15,Var(49)+15];嫍棧
Trigger4 = 1 || Var(53):=Var(50) && Var(54):=Var(50)

[State a, RecAI-CheckSet]
Type=Varset
var(49) = Var(53)%100
Trigger1 = Var(56)!=999999999;
Trigger1 = 1||Var(48) := Var(54)%100;Time懁

[State a, RecAI-Dist];嫍棧寁嶼
Type= Varset
var(53) = Floor(Var(3+Var(49)%100)/100000)-10
Trigger1 = Var(56) != 999999999;儕僙僢僩偱側偄丅
Trigger1 = 1|| var(54):=(Var(3+Var(56)%100)%100000)-10000

[State a, RecAI-DistAndTime];斀墳偺桳柍偲Time偺嶼弌
Type = Varset
var(59) = (Var(1+Var(48)%100)%100);Time傪婰榐丅
TriggerAll = var(59):=999999999;儕僙僢僩
TriggerAll = Var(56)!=999999999;儕僙僢僩偝傟偰偄側偄丅
Trigger1 = Var(51)-Floor(ParentDist X) =[-20,(Var(53))+20];+偼斖埻挷惍
Trigger1 = Var(52)-Floor(ParentDist Y+500) =[(Var(54))-20,(Var(54))+20];+-偼斖埻挷惍

[State a, RecAI-Turn];怳傝岦偒
Type = turn
Trigger1 = Facing != Parent,Facing
Trigger1 = PlayerID(var(55)),Time=1

[State a, RecAI-Posset];!Time偱Pos傪杮懱偵偁傢偣傞丅
Type = Posadd
X = Floor(ParentDist X)
Y = Floor(ParentDist Y)
Trigger1 = PlayerID(var(55)),Time=1 ;0偩偲斀墳偱偒側偄丅

[State a, RecAI-Posadd];Pos Y偵+a丅
Type = Posadd
Y = 500
Trigger1 = Floor(ParentDist Y) = 0

[State a, RecAI-P2BD];嫍棧梡Var僙僢僩
Type = Varadd
var(0) = 0
Trigger1 = PlayerID(var(55)),Time=1 ;0偩偲斀墳偱偒側偄丅
Trigger1 = 1 || Var(51):=Floor(Parent,P2BodyDist X)
Trigger1 = 1 || Var(52):=Floor(Parent,P2BodyDist Y)
ignorehitpause = 1 ;掆巭柍帇

[State a, RecAI-recDist];婰壇梡嫍棧婰榐
Type = Varset
var(53) = (var(51)-Floor(ParentDist X)+10)*100000+Var(54);嫍棧
Trigger1 = 1||var(54) :=(Var(52)-Floor(ParentDist Y+500))+10000
ignorehitpause = 1 ;掆巭柍帇

[State a, RecAI-recDist-Reset];婰壇梡嫍棧丒斖埻奜偺応崌儕僙僢僩
Type = Varset
var(53) = 999999999
Trigger1 = Var(51)-Floor(ParentDist X)+10 !=[0,9999];婰壇惂尷
Trigger2 = Var(52)-Floor(ParentDist Y+500)!=[-9999,9999];婰壇惂尷
ignorehitpause = 1 ;掆巭柍帇

[State a, RecAI-EnMoveReversed]
Type = Null;Varset
var(58) = (PlayerID(var(55)),MoveReversed)
Trigger1 = 0

[State a, RecAI-reset];婰壇Var儕僙僢僩
Type = Varset
var(0) = 0;娗棟Var儕僙僢僩乮屆偄曽偐傜忋彂偒乯
Trigger1 = Var(0) >= 40 ;婰榐尷奅
Trigger2 = Var(0)%4 != 0 ;Var悢抣晄嬶崌懳嶔丅

[State a, RecAI-rec];婰壇
Type = Varadd
var(0) = 4;娗棟Var(巊梡偡傞Var偺暘憹傗偡)
TriggerAll = Var(0) < 40 ;婰榐尷奅丅
Trigger1 = Parent,MoveType=H && Parent,Time=1 ;杮懱偑偔傜偄忬懺偵側偭偨帪丅
Trigger1 = PlayerID(var(55)),MoveContact ;憡庤偑峌寕傪摉偰偨丅
Trigger1 = PlayerID(var(55)),MoveType=A ;憡庤偑峌寕摦嶌拞丅
Trigger1 = var(53)!=999999999;婰壇斖埻撪丅
Trigger1 = Var(57)!=(PlayerID(var(55)),StateNo);楢懕婰壇惂尷丒僠僃僢僋
Trigger1 = Var(57):=(PlayerID(var(55)),StateNo);楢懕婰壇惂尷丒婰壇
Trigger1 = PlayerID(var(55)),HitDefAttr=SCA,AA;摉恎壜擻偐偳偆偐
Trigger1 = PlayerID(var(55)),Time > 1 ;摉恎壜擻側媄偱偁傞偐丅
Trigger1 = PlayerID(var(55)),Time < 100 ;憡庤偺Time偑婰榐偡傋偒挿偝偐丅
Trigger1 = PlayerID(var(55)),StateNo < 10000000 ;憡庤偺StetaNo悢抣偑婰榐壜擻側挿偝偐丅
Trigger1 = Var(47) = 2 ;巒摦僞僀僾偺媄偱偁傞丅
Trigger1 = 1 || Var(1+Var(0)):=(PlayerID(var(55)),StateNo*100)+(PlayerID(var(55)),Time);婰壇
Trigger1 = 1 || Var(2+Var(0)):=Var(55);婰壇ID
Trigger1 = 1 || Var(3+Var(0)):=Var(53);嫍棧婰壇
Trigger1 = 1 || Var(4+Var(0)):=1+(PlayerID(var(55)),StateType=C)+(PlayerID(var(55)),StateType=A)*2;憡庤偺忬懺
ignorehitpause = 1 ;掆巭柍帇

[State a, RecAI-enState];揋僗僥乕僩偺堏傝曄傢傝傪娔帇
Type = Varadd
var(47) = 0
TriggerAll = PlayerID(var(55)),Time = 1
Trigger1 = PlayerID(var(55)),StateNo = [0,139];偟傜傆乣僈乕僪懸婡丅
Trigger1 =1||Var(47):= 1 ;
Trigger2 = PlayerID(var(55)),StateNo != [0,139];偦偺懠丅
Trigger2 = Parent,GetHitVar(HitCount) > 3 ;
Trigger2 = Parent,MoveType=H && Parent,StateType=A ;揋僄傾儕傾儖拞
Trigger2 =1||Var(47):= 3 ;
Trigger3 = Var(47) = 2 && PlayerID(var(55)),StateNo != [0,139];偦偺懠仺偦偺懠丅
Trigger3 =1||Var(47):= 3 ;
Trigger4 = Var(47) = 1 && PlayerID(var(55)),StateNo != [0,139];偟傜傆仺偦偺懠丅
Trigger4 =1||Var(47):= 2 ;
ignorehitpause = 1 ;掆巭柍帇

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;摦偒曗彆僿儖僷乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 80000]
Anim = 0
ctrl = 0

[State ]
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
[state ]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow


;---------------------------------------------------------------------------
; Var
;var(0)		:傔偔傝
;var(1)		:惗懚悢妋擣

;var(5~6)	:憡庤懁埫揮敾掕

;var(7~8)	:Proj旘傃摴嬶僈乕僪斖埻曄壔曬崘

;var(9)		:嬤揋懾嬻帪娫寁應

;var(10)	:憡庤懁僿儖僷乕悢娔帇

;var(11~12)	:憡庤懁婲偒忋偑傝奿擺
;var(13~14)	:憡庤懁婲偒忋偑傝屻偺帪娫奿擺
;var(15~16)	:憡庤懁偆偮暁偣婲偒忋偑傝奿擺
;fvar(11)	:儕僶僒敾掕


;var(20~24)	:憡庤懁旘傃摴嬶僿儖僷乕ID(嵟戝5屄傑偱)
;var(25)	:憡庤懁旘傃摴嬶僿儖僷乕悢
;var(26)	:憡庤懁旘傃摴嬶僿儖僷乕偵懳偡傞懳張曄悢

;var(30)	:

;fvar(0)	:塃夋柺抂嫍棧
;fvar(1)	:嵍夋柺抂嫍棧


;僞僢僌梡揋悢妋擣
[State ]
type = varset
trigger1 = Numenemy > 1
trigger1 = !Enemy(0),alive || !Enemy(1),alive
trigger2 = Numenemy = 1
var(1) = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憡庤懁婲偒忋偑傝帪娫偺寁應(嬄岦偗)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State ];堦恖栚奿擺
type = varset
trigger1 = Enemy(0),StateNo = 5120
trigger1 = Enemy(0),Anim = 5120
trigger1 = Enemy(0),time = 1
var(11) = abs(Enemy(0),Animtime)+1

[State ];擇恖栚奿擺
type = varset
trigger1 = NumEnemy > 1
trigger1 = Enemy(1),StateNo = 5120
trigger1 = Enemy(1),Anim = 5120
trigger1 = Enemy(1),time = 1
var(12) = abs(Enemy(1),Animtime)+1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憡庤懁婲偒忋偑傝帪娫偺寁應(偆偮暁偣)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State ];堦恖栚奿擺
type = varset
trigger1 = Enemy(0),StateNo = 5120
trigger1 = Enemy(0),Anim = 5121
trigger1 = Enemy(0),time = 1
var(15) = abs(Enemy(0),Animtime)+1

[State ];擇恖栚奿擺
type = varset
trigger1 = NumEnemy > 1
trigger1 = Enemy(1),StateNo = 5120
trigger1 = Enemy(1),Anim = 5121
trigger1 = Enemy(1),time = 1
var(16) = abs(Enemy(1),Animtime)+1

;惓壀巕婯幃怓巻

;Enemy(0),StateType = L
;Enemy(0),StateNo = 5110
;Helper(13333),var(11+(Enemy(0),anim=5111)*4) + 3 + 6-var(59)-(Random>500) - Enemy(0),time = 

;應掕婲偒忋偑傝帪娫 + MUGEN婎弨柍揋帪娫 + 儔儞僟儉抣 - 尰嵼偺憡庤偺宱夁帪娫 = 敪惗僼儗乕儉

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;儕僶乕僒儖敾掕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State ];愝掕
type = varset
trigger1 = (Parent,Prevstateno = [150,159]) || (Parent,Prevstateno = [5000,5040]) || Parent,Prevstateno = 5120
fvar(11) = 5

[State ];尭嶼
type = varadd
trigger1 = fvar(11) > 0
fvar(11) = -1

[State ];儕僙僢僩
type = varset
trigger1 = fvar(11) != [0,5]
fvar(11) = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;憡庤懁婲偒忋偑傝屻偺帪娫寁應(搳偘偺惂尷梡)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State ];愝掕
type = varset
trigger1 = var(13) = 0
trigger1 = Enemy(0),StateNo = 5120
var(13) = 12

[State ];尭嶼
type = varadd
trigger1 = var(13) > 0
var(13) = -1

[State ];儕僙僢僩
type = varset
trigger1 = var(13) != [0,12]
var(13) = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;埫揮姶抦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State ];恊偺time娔帇
type = varset
trigger1 = 1
var(5) = Parent,time

[State ];僿儖僷乕偺寁應帪娫僙僢僩
type = varset
trigger1 = var(6) != -1
trigger1 = Parent,time = 1
var(6) = 0

[State ];僿儖僷乕偺寁應帪娫僙僢僩
type = varadd
trigger1 = Parent,HitPauseTime = 0
trigger1 = var(6) != -1
var(6) = 1

[State ];僿儖僷乕偺寁應帪娫偲恊偺time偵10F挻偺僘儗偑敪惗
type = varset
trigger1 = abs(var(5) - var(6)) > 10
var(6) = -1

[State ];弌傑偟偨敾掕
Type = Explod
trigger1 = !Numexplod(99996)
trigger1 = var(6) = -1
anim = 9999
ID = 99996
pos = 1,1
postype = P1
bindtime = -1
removetime = 2
supermovetime = 0
pausemovetime = 0

[State ];栠偟偰
type = varset
triggerall = var(6) = -1
trigger1 = numenemy = 1
trigger1 = enemy(0),ctrl = 1
trigger2 = numenemy > 1
trigger2 = enemy(0),ctrl = 1 || enemy(0),ctrl = 1
trigger3 = P2movetype != A
var(6) = var(5)

;丒婰弎椺
;trigger1 = Helper(13333),var(6) = -1		;10F挻帪娫掆巭偑敪惗拞乮憡庤偑摦偗傞偐峌寕僞僀僾偱偼側偔側傞傑偱敾掕乯
;trigger1 = Helper(13333),numexplod(99996)	;帪娫掆巭夝彍捈屻

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;Proj旘傃摴嬶僈乕僪斖埻曄壔曬崘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State ];帺暘偺僈乕僪斖埻撪
type = varset
trigger1 = Parent,stateno = [0,199]
trigger1 = var(7) = 0
trigger1 = var(1)
trigger1 = EnemyNear(Parent,Var(55)),Numproj
trigger1 = Parent,inguarddist
var(7) = 150

[state ];Proj旘傃摴嬶敪惗帪偺inguarddist挷傋堏揮
type = bindtoroot
trigger1 = var(1)
trigger1 = EnemyNear(Parent,Var(55)),Numproj
trigger1 = Parent,stateno = [0,199]
trigger1 = Parent,inguarddist
facing = 1
pos = ceil(Parent,P2dist X/2),ceil(Parent,P2dist Y/2)

[State ];弌尰屻偵尭嶼
type = varadd
trigger1 = var(7) > 1
trigger1 = inguarddist
var(7) = -1

[State ];150F挻夁偟偨応崌愝抲proj敾掕
type = varset
trigger1 = var(7) = 1
trigger1 = inguarddist
var(7) = 1

[State ];僈乕僪斖埻傪挻偊偨帪揰偱偺尭嶼寢壥嶼弌
type = varset
trigger1 = var(7) > 1
trigger1 = !inguarddist
var(8) = 150-var(7)

[State ];僈乕僪斖埻傪挻偊偨帪揰偱偺尭嶼寢壥傪峏偵尭嶼
type = varadd
trigger1 = var(8) > 0
trigger1 = !inguarddist
trigger1 = 1 || var(7) :=0
var(8) = -1

;var(8)偼憡庤偺Proj旘傃摴嬶弌尰偐傜壗F栚偱慜曽専嶕斖埻傪弌偨偐傪傑偢寁應丅
;偦偺屻僈乕僪斖埻傪弌偰偐傜偺F傪寁應抣偐傜尭嶼偟偰偄偔丅
;偮傑傝丄偦偺悢抣偲戝懱摨偠抣偱敪惗偡傞桳岠庤抜傪杮懱偵庢傜偣傞丅
;Proj偺峌寕敾掕偼尒偰偄側偄偺偱寁應抣-3,4F偔傜偄偺桺梊傪帩偨偣偨傎偆偑傛偝偘丅
;壛懍搙傪慡偔峫椂偟偰側偄偺偱壛懍偡傞僞僀僾偺Proj旘傃摴嬶偼掹傔傞曽岦偱丅懨嫤傕戝帠
;婰弎椺
;trigger1 = helper(80000),var(8) < 10	;偁偲10F偱杮懱偺僈乕僪斖埻偐傜弌傞乮戝懱6乣7F偱杮懱偵proj偑摓払偡傞偲巚傢傟丅乯

[State ];曄悢儕僙僢僩
type = varset
trigger1 = EnemyNear(Parent,Var(55)),Numproj >= 3	;憡庤偺旘傃摴嬶偑偄偭傁偄偁偭偨応崌偺曄悢儕僙僢僩
trigger2 = !EnemyNear(Parent,Var(55)),Numproj		;憡庤偺旘傃摴嬶偑徚偊偨応崌偺曄悢儕僙僢僩
trigger3 = 0;晻報!inguarddist								;僿儖僷偺僈乕僪斖埻奜
trigger3 = 0;晻報!Parent,inguarddist						;偐偮杮懱偺僈乕僪斖埻奜偺応崌偺曄悢儕僙僢僩
trigger4 = var(1) = 0								;憡庤偺巆懚悢偑2埲忋偺応崌儕僙僢僩
var(7) = 0

[State ];曄悢儕僙僢僩
type = varset
trigger1 = EnemyNear(Parent,Var(55)),Numproj >= 3	;憡庤偺旘傃摴嬶偑偄偭傁偄偁偭偨応崌偺曄悢儕僙僢僩
trigger2 = !EnemyNear(Parent,Var(55)),Numproj		;憡庤偺旘傃摴嬶偑徚偊偨応崌偺曄悢儕僙僢僩
trigger3 = 0;晻報!inguarddist								;僿儖僷偺僈乕僪斖埻奜
trigger3 = 0;晻報!Parent,inguarddist						;偐偮杮懱偺僈乕僪斖埻奜偺応崌偺曄悢儕僙僢僩
trigger4 = var(1) = 0								;憡庤偺巆懚悢偑2埲忋偺応崌儕僙僢僩
var(8) = 0


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僿儖僷乕幃旘傃摴嬶姶抦(嫟桳晹暘)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -1, ];憡庤偺helper偑憹偊偨弖娫僿儖僷乕屇傃弌偟
type=helper
triggerall = ishelper
triggerall = !NumHelper(80001)
triggerall = var(1) = 1
trigger1 = var(10) < EnemyNear(Parent,Var(55)),numhelper ;
helpertype=normal
name = "helper_watcher"
stateno = 80001
ID = 80001
pos = 9999 ,9999
keyctrl = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[State 30006, 僿儖僷乕悢娔帇];忋偺張棟偺屻偵憡庤偺helper偺悢傪戙擖偡傞
type = null
triggerall = ishelper
trigger1 = var(10) := EnemyNear(Parent,Var(55)),numhelper

[State ];ID偺巕偐傜偺僼傿乕僪僶僢僋弶婜壔
type = varset
trigger1 = var(20)
trigger1 = playerIDexist(var(20)) = 0
var(20) = 0

[State ];ID偺巕偐傜偺僼傿乕僪僶僢僋弶婜壔
type = varset
trigger1 = var(21)
trigger1 = playerIDexist(var(21)) = 0
var(21) = 0

[State ];ID偺巕偐傜偺僼傿乕僪僶僢僋弶婜壔
type = varset
trigger1 = var(22)
trigger1 = playerIDexist(var(22)) = 0
var(22) = 0

[State ];ID偺巕偐傜偺僼傿乕僪僶僢僋弶婜壔
type = varset
trigger1 = var(23)
trigger1 = playerIDexist(var(23)) = 0
var(23) = 0

[State ];ID偺巕偐傜偺僼傿乕僪僶僢僋弶婜壔
type = varset
trigger1 = var(24)
trigger1 = playerIDexist(var(24)) = 0
var(24) = 0

[State ];摨帪懚嵼悢妋擣
type = varset
trigger1 = var(20) || var(21) || var(22) || var(23) || var(24)
var(25) = (var(20)>0)+(var(21)>0)+(var(22)>0)+(var(23)>0)+(var(24)>0)

[State ];摨帪懚嵼悢妋擣儕僙僢僩
type = varset
trigger1 = !var(20) && !var(21) && !var(22) && !var(23) && !var(24)
var(25) = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僿儖僷乕幃旘傃摴嬶姶抦(屄暿懳嶔晹暘)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State ];慜揮偟傛偆偤
type = varset
triggerall = var(25) > 0	;旘傃摴嬶僿儖僷乕悢
trigger1 = var(20)
trigger1 = playerIDexist(var(20)) = 1
trigger1 = playerID(var(20)),hitdefattr = SCA,AP
trigger1 = playerID(var(20)),vel x > 0 || playerID(var(20)),vel y > 0
trigger1 = playerID(var(20)),facing*(root,pos x-playerID(var(20)),pos x) > 0
trigger1 = playerID(var(20)),facing*(root,pos x-playerID(var(20)),pos x) - playerID(var(20)),vel x * 6 = [45,70]
trigger2 = var(21)
trigger2 = playerIDexist(var(21)) = 1
trigger2 = playerID(var(21)),vel x > 0 || playerID(var(21)),vel y > 0
trigger2 = playerID(var(21)),facing*(root,pos x-playerID(var(21)),pos x) > 0
trigger2 = playerID(var(21)),facing*(root,pos x-playerID(var(21)),pos x) - playerID(var(21)),vel x * 6 = [45,70]
trigger3 = var(22)
trigger3 = playerIDexist(var(22)) = 1
trigger3 = playerID(var(22)),vel x > 0 || playerID(var(22)),vel y > 0
trigger3 = playerID(var(22)),facing*(root,pos x-playerID(var(22)),pos x) > 0
trigger3 = playerID(var(22)),facing*(root,pos x-playerID(var(22)),pos x) - playerID(var(22)),vel x * 6 = [45,70]
trigger4 = var(23)
trigger4 = playerIDexist(var(23)) = 1
trigger4 = playerID(var(23)),vel x > 0 || playerID(var(23)),vel y > 0
trigger4 = playerID(var(23)),facing*(root,pos x-playerID(var(23)),pos x) > 0
trigger4 = playerID(var(23)),facing*(root,pos x-playerID(var(23)),pos x) - playerID(var(23)),vel x * 6 = [45,70]
trigger5 = var(24)
trigger5 = playerIDexist(var(24)) = 1
trigger5 = playerID(var(24)),vel x > 0 || playerID(var(24)),vel y > 0
trigger5 = playerID(var(24)),facing*(root,pos x-playerID(var(24)),pos x) > 0
trigger5 = playerID(var(24)),facing*(root,pos x-playerID(var(24)),pos x) - playerID(var(24)),vel x * 6 = [45,70]
var(26) = 10


[State ];懳嶔梡曄悢弶婜壔
type = varset
trigger1 = var(26)
trigger1 = !Root,inguarddist
var(26) = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪愗傝懼偊曗彆
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;傔偔傝壜斲敾掕
[state ]
type = varset
trigger1 = gametime%120 = 0
var(0) = (Random>parent,var(58)*100)

[state ];捠忢傔偔傝敾掕
type = bindtoroot
trigger1 = ishelper
trigger1 = !var(8)
trigger1 = !var(7)
facing = 1
pos = -100,0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State 130, Hi to Lo];懾嬻帪娫寁應
type = varadd
trigger1 = Parent,P2Statetype = A
trigger1 = Parent,P2movetype != H
var(9) = 1

[State 131, Lo to Hi];懾嬻帪娫寁應
type = varset
triggerall = var(9)
trigger1 = Parent,P2Statetype != A
trigger2 = Parent,P2movetype = H
var(9) = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪峝捈應掕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State ];桳棙僼儗乕儉帪娫寁應乮抧忋捈愙峌寕乯
type = varset
trigger1 = Enemy(0),Stateno = 150
trigger2 = Enemy(0),Stateno = 152
var(30) =  Enemy(0),GetHitVar(Ctrltime)*(Enemy(0),Statetype != A)
IgnoreHitPause = 1

[State ];桳棙僼儗乕儉帪娫尭傞
type = varadd
trigger1 = var(30) > -3
var(30) =  -1
IgnoreHitPause = 1

[State ];桳棙僼儗乕儉帪娫寁應乮抧忋捈愙峌寕乯
type = varset
triggerall = Numenemy > 1
trigger1 = Enemy(1),Stateno = 150
trigger2 = Enemy(1),Stateno = 152
var(31) =  Enemy(1),GetHitVar(Ctrltime)*(Enemy(1),Statetype != A)
IgnoreHitPause = 1

[State ];桳棙僼儗乕儉帪娫尭傞
type = varadd
trigger1 = var(31) > -3
var(31) =  -1
IgnoreHitPause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;夋柺抂擣幆僿儖僷乕幩弌
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -2];夋柺抂専弌曻婞
type = varset
trigger1 = NumHelper(80002)
trigger1 = Helper(80002),var(0) = 1
trigger2 = NumHelper(80003)
trigger2 = Helper(80003),var(0) = 1
fvar(2) = 1
pausemovetime=2147483647
supermovetime=2147483647

[State -3, 夋柺抂擣幆僿儖僷乕幩弌]
type = null;helper
trigger1 = !NumHelper(80002)
trigger1 = roundstate = 2
trigger1 = fvar(2) != 1
helpertype =normal
name = "migigamen"
stateno = 80002
ID = 80002
postype = right
pos = 0,0
pausemovetime=2147483647
supermovetime=2147483647

[State -2];忣曬悢抣壔僼傿乕僪僶僢僋
type = varset
trigger1 = NumHelper(80002)
trigger1 = Helper(80002),vel x = 0
fvar(0) = root,facing*abs(root,pos x - Helper(80002),pos x+25)
pausemovetime=2147483647
supermovetime=2147483647

[State -3, 夋柺抂擣幆僿儖僷乕幩弌]
type = null;helper
trigger1 = !NumHelper(80003)
trigger1 = roundstate = 2
trigger1 = fvar(2) != 1
helpertype =normal
name = "hidarigamen"
stateno = 80003
ID = 80003
pos = 0,0
postype = left
pausemovetime=2147483647
supermovetime=2147483647

[State -2];忣曬悢抣壔僼傿乕僪僶僢僋
type = varset
trigger1 = NumHelper(80003)
trigger1 = Helper(80003),vel x = 0
fvar(1) = -root,facing*abs(root,pos x - Helper(80003),pos x-25)
pausemovetime=2147483647
supermovetime=2147483647




;fvar(0)	:塃夋柺抂
;			:fvar(0) > 0 悢抣偑0偵嬤偄傎偳塃偺夋柺抂傊捛偄崬傫偱傞忬懺
;			:				fvar(0) = [0,100]	偔傜偄偱塃夋柺抂偵側偭偰傞偲巚偭偰椙偄
;			:fvar(0) < 0 悢抣偑0偵嬤偄傎偳塃偺夋柺抂傪攚晧偭偰傞忬懺


;fvar(1)	:嵍夋柺抂
;			:fvar(1) > 0	悢抣偑0偵嬤偄傎偳嵍偺夋柺抂傊捛偄崬傫偱傞忬懺
;			:				fvar(1) = [0,100]	偔傜偄偱嵍夋柺抂偵側偭偰傞偲巚偭偰椙偄
;			:fvar(1) < 0 悢抣偑0偵嬤偄傎偳嵍偺夋柺抂傪攚晧偭偰傞忬懺

;fvar(2)	:専弌曻婞帪偺僗僀僢僠


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒



[State -2, 僨僶僢僋(曄悢妋擣)]
Type = DisplayToClipBoard
Trigger1 = 0
Text = "fvar(*)=%f,fvar(*)=%f,fvar(*)=%f,var(*)=%d,P2bodyY:%d"
Params = fvar(11),fvar(1),fvar(0),var(20),var(10)
IgnoreHitPause = 1

[State ]
type = destroyself
trigger1 = !Parent,alive


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僿儖僷乕幃旘傃摴嬶姶抦/専弌/専嶕/僼傿乕僪僶僢僋
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 80001]
Anim = 0
ctrl = 0

[State ]
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
[state ]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State ];憡庤僿儖僷乕偑峌寕敾掕傪帩偮偲偒偦偄偮偺ID戙擖
type = varset
triggerall = NumEnemy
trigger1 = playerIDexist(ID-1)=1 ;偙偺僿儖僷乕偺侾偮慜偺僾儗僀儎乕ID偑懚嵼偡傞偲偒丅
trigger1 = (playerID(ID-1),hitdefattr = SCA,AA,AT,AP || playerID(ID-1),movetype = A) && playerID(ID-1),teamside != root,teamside && playerID(ID-1),ishelper ;偙偺僿儖僷乕偺侾偮慜偺僾儗僀儎乕ID栰榊偑忦審偵崌抳偡傞応崌乮峌寕敾掕+堘偆僠乕儉+僿儖僷乕偪傖傫乯
trigger1 = !playerID(ID-1),ctrl ;暘恎偱偼側偄偱偡偹 
trigger1 = var(1) := playerID(ID-1),ID
trigger2 = playerIDexist(ID-2)=1 ;偙偺僿儖僷乕偺俀偮慜偺僾儗僀儎乕ID偑懚嵼偡傞偲偒丅埲壓摨條
trigger2 = (playerID(ID-2),hitdefattr = SCA,AA,AT,AP || playerID(ID-2),movetype = A) && playerID(ID-2),teamside != root,teamside && playerID(ID-2),ishelper
trigger2 = !playerID(ID-2),ctrl ;暘恎偱偼側偄偱偡偹 
trigger2 = var(1) := playerID(ID-2),ID
trigger3 = playerIDexist(ID-3)=1
trigger3 = (playerID(ID-3),hitdefattr = SCA,AA,AT,AP || playerID(ID-3),movetype = A) && playerID(ID-3),teamside != root,teamside && playerID(ID-3),ishelper
trigger3 = !playerID(ID-3),ctrl ;暘恎偱偼側偄偱偡偹 
trigger3 = var(1) := playerID(ID-3),ID
trigger4 = playerIDexist(ID-4)=1
trigger4 = (playerID(ID-4),hitdefattr = SCA,AA,AT,AP || playerID(ID-4),movetype = A) && playerID(ID-4),teamside != root,teamside && playerID(ID-4),ishelper
trigger4 = !playerID(ID-4),ctrl ;暘恎偱偼側偄偱偡偹 
trigger4 = var(1) := playerID(ID-4),ID
trigger5 = playerIDexist(ID-5)=1
trigger5 = (playerID(ID-5),hitdefattr = SCA,AA,AT,AP || playerID(ID-5),movetype = A) && playerID(ID-5),teamside != root,teamside && playerID(ID-5),ishelper
trigger5 = !playerID(ID-5),ctrl ;暘恎偱偼側偄偱偡偹 
trigger5 = var(1) := playerID(ID-5),ID
var(0)=var(1)

[State ];ID偺巕傊偺ID斣崋偺僼傿乕僪僶僢僋
type = Parentvarset
trigger1 = Parent,var(20) = 0
trigger1 = var(0) != 0
trigger1 = var(10) := 1	;廳暋杊巭
var(20) = var(0)

[State ];ID偺巕傊偺僼傿乕僪僶僢僋
type = Parentvarset
trigger1 = Parent,var(21) = 0
trigger1 = var(0) != 0
trigger1 = var(10) != 1	;廳暋杊巭
trigger1 = var(10) := 1
var(21) = var(0)

[State ];ID偺巕傊偺僼傿乕僪僶僢僋
type = Parentvarset
trigger1 = Parent,var(22) = 0
trigger1 = var(0) != 0
trigger1 = var(10) != 1	;廳暋杊巭
trigger1 = var(10) := 1
var(22) = var(0)

[State ];ID偺巕傊偺僼傿乕僪僶僢僋
type = Parentvarset
trigger1 = Parent,var(23) = 0
trigger1 = var(0) != 0
trigger1 = var(10) != 1	;廳暋杊巭
trigger1 = var(10) := 1
var(23) = var(0)

[State ];ID偺巕傊偺僼傿乕僪僶僢僋
type = Parentvarset
trigger1 = Parent,var(24) = 0
trigger1 = var(0) != 0
trigger1 = var(10) != 1	;廳暋杊巭
var(24) = var(0)

[State ];偍巇帠廔椆
type = destroyself
trigger1 = time > 0








;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;夋柺抂擣幆僿儖僷乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 80002];慜曽
movetype = I
Anim = 0
ctrl = 0
velset = 10,0

[State ]
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
[state ]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
[state ];峌寕敾掕徚嫀
type = attackdist
trigger1 = vel X
value = 0

[State , 僸僢僩掕媊]
type = Projectile
trigger1 = time = 0
attr = C, HT
animtype  = hard
getpower = 0
givepower = 0
damage = 0
pausetime = 0,0
hitflag = D-
offset = 0,0
velocity = 10,0
accel = 0, 0
projID = 80002
projanim = 9999
projhitanim = -1
projscale = 1.0,1.0
projhits = 0
projmisstime = 0
projpriority = 5
projremovetime = 400
projremove = 0
projstagebound=0;0偑僆僗僗儊
projedgebound=99999
guardflag = 
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
guard.dist = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -2];旘傃摴嬶偑徚偊偨傜掆巭丅
type=velset
trigger1=!(root,numprojID(80002));僿儖僷乕偑弌偟偨projectile傕杮懱娗棟偵側傞偺偱丄乽root,乿傪朰傟側偄傛偆偵
x=0
y=0
pausemovetime=2147483647
supermovetime=2147483647

[State ]
type = varset
trigger1 = (root,numprojID(80002))
trigger1 = time >= 399
var(0) = 1;廳暋杊巭

[State ]
type = destroyself
trigger1 = time >= 400
trigger1 = var(0) = 1;廳暋杊巭
trigger2 = roundstate > 2

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 80003];屻曽
movetype = I
Anim = 0
ctrl = 0
velset = -10,0

[State ]
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
[state ]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
[state ];峌寕敾掕徚嫀
type = attackdist
trigger1 = vel X
value = 0

[State , 僸僢僩掕媊]
type = Projectile
trigger1 = time = 0
attr = C, HT
animtype  = hard
getpower = 0
givepower = 0
damage = 0
pausetime = 0,0
hitflag = 
offset = 0,0
velocity = -10,0
accel = 0, 0
projID = 80003
projanim = 9999
projhitanim = -1
projscale = 1.0,1.0
projhits = 0
projmisstime = 0
projpriority = 5
projremovetime = 400
projremove = 0
projstagebound=0;0偑僆僗僗儊
projedgebound=99999
guardflag = 
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
guard.dist = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -2];旘傃摴嬶偑徚偊偨傜掆巭丅
type=velset
trigger1=!(root,numprojID(80003));僿儖僷乕偑弌偟偨projectile傕杮懱娗棟偵側傞偺偱丄乽root,乿傪朰傟側偄傛偆偵
x=0
y=0
pausemovetime=2147483647
supermovetime=2147483647

[State ]
type = varset
trigger1 = (root,numprojID(80003))
trigger1 = time >= 399
var(0) = 1;廳暋杊巭

[State ]
type = destroyself
trigger1 = time >= 400
trigger1 = var(0) = 1;廳暋杊巭
trigger2 = roundstate > 2

