

;仚仚僗乕僷乕傾乕僣仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚

[Command]
name = "恄棿対"
command = ~D, DF, F, D, DF, a
time = 24

[Command]
name = "恄棿対"
command = ~D, DF, F, D, DF, ~a
time = 24

[Command]
name = "恄棿対"
command = ~D, DF, F, D, DF, b
time = 24

[Command]
name = "恄棿対"
command = ~D, DF, F, D, DF, ~b
time = 24

[Command]
name = "恄棿対"
command = ~D, DF, F, D, DF, c
time = 24

[Command]
name = "恄棿対"
command = ~D, DF, F, D, DF, ~c
time = 24

[Command]
name = "徃棿楐攋"
command = ~D, DF, F, D, DF, x
time = 24

[Command]
name = "徃棿楐攋"
command = ~D, DF, F, D, DF, ~x
time = 24

[Command]
name = "徃棿楐攋"
command = ~D, DF, F, D, DF, y
time = 24

[Command]
name = "徃棿楐攋"
command = ~D, DF, F, D, DF, ~y
time = 24

[Command]
name = "徃棿楐攋"
command = ~D, DF, F, D, DF, z
time = 24

[Command]
name = "徃棿楐攋"
command = ~D, DF, F, D, DF, ~z
time = 24

[Command]
name = "幘晽恦棆媟"
command = ~D, DB, B, D, DB, a
time = 24

[Command]
name = "幘晽恦棆媟"
command = ~D, DB, B, D, DB, ~a
time = 24

[Command]
name = "幘晽恦棆媟"
command = ~D, DB, B, D, DB, b
time = 24

[Command]
name = "幘晽恦棆媟"
command = ~D, DB, B, D, DB, ~b
time = 24

[Command]
name = "幘晽恦棆媟"
command = ~D, DB, B, D, DB, c
time = 24

[Command]
name = "幘晽恦棆媟"
command = ~D, DB, B, D, DB, ~c
time = 24

;仚仚昁嶦媄仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "攇摦対_x"
command = ~D, DF, F, x
time = 12

[Command]
name = "攇摦対_y"
command = ~D, DF, F, y
time = 12

[Command]
name = "攇摦対_z"
command = ~D, DF, F, z
time = 12

[Command]
name = "攇摦対_x"
command = ~D, DF, F, ~x
time = 12

[Command]
name = "攇摦対_y"
command = ~D, DF, F, ~y
time = 12

[Command]
name = "攇摦対_z"
command = ~D, DF, F, ~z
time = 12

[Command]
name = "徃棿対_x"
command = ~F, D, DF, x
time = 15

[Command]
name = "徃棿対_y"
command = ~F, D, DF, y
time = 15

[Command]
name = "徃棿対_z"
command = ~F, D, DF, z
time = 15

[Command]
name = "徃棿対_x"
command = ~F, D, DF, ~x
time = 15

[Command]
name = "徃棿対_y"
command = ~F, D, DF, ~y
time = 15

[Command]
name = "徃棿対_z"
command = ~F, D, DF, ~z
time = 15

[Command]
name = "棿慚媟_a"
command = ~B, D, DB, a
time = 15

[Command]
name = "棿慚媟_b"
command = ~B, D, DB, b
time = 15

[Command]
name = "棿慚媟_c"
command = ~B, D, DB, c
time = 15

[Command]
name = "棿慚媟_a"
command = ~B, D, DB, ~a
time = 15

[Command]
name = "棿慚媟_b"
command = ~B, D, DB, ~b
time = 15

[Command]
name = "棿慚媟_c"
command = ~B, D, DB, ~c
time = 15

[Command]
name = "棾姫慁晽媟_a"
command = ~D, DB, B, a
time = 12

[Command]
name = "棾姫慁晽媟_b"
command = ~D, DB, B, b
time = 12

[Command]
name = "棾姫慁晽媟_c"
command = ~D, DB, B, c
time = 12

[Command]
name = "棾姫慁晽媟_a"
command = ~D, DB, B, ~a
time = 12

[Command]
name = "棾姫慁晽媟_b"
command = ~D, DB, B, ~b
time = 12

[Command]
name = "棾姫慁晽媟_c"
command = ~D, DB, B, ~c
time = 12

[Command]
name = "慜曽揮恎_x"
command = ~D, DB, B, x
time = 12

[Command]
name = "慜曽揮恎_y"
command = ~D, DB, B, y
time = 12

[Command]
name = "慜曽揮恎_z"
command = ~D, DB, B, z
time = 12

[Command]
name = "慜曽揮恎_x"
command = ~D, DB, B, ~x
time = 12

[Command]
name = "慜曽揮恎_y"
command = ~D, DB, B, ~y
time = 12

[Command]
name = "慜曽揮恎_z"
command = ~D, DB, B, ~z
time = 12

;仚仚昁嶦媄(EX)仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "徃棿対EX"
command = ~F, D, DF, x+y
time = 15

[Command]
name = "徃棿対EX"
command = ~F, D, DF, y+z
time = 15

[Command]
name = "徃棿対EX"
command = ~F, D, DF, z+x
time = 15

[Command]
name = "攇摦対EX"
command = ~D, DF, F, x+y
time = 12

[Command]
name = "攇摦対EX"
command = ~D, DF, F, y+z
time = 12

[Command]
name = "攇摦対EX"
command = ~D, DF, F, z+x
time = 12

[Command]
name = "棾姫慁晽媟EX"
command = ~D, DB, B, a+b
time = 12

[Command]
name = "棾姫慁晽媟EX"
command = ~D, DB, B, b+c
time = 12

[Command]
name = "棾姫慁晽媟EX"
command = ~D, DB, B, a+c
time = 12

[Command]
name = "棿慚媟EX"
command = ~B, D, DB, a+b
time = 15

[Command]
name = "棿慚媟EX"
command = ~B, D, DB, b+c
time = 15

[Command]
name = "棿慚媟EX"
command = ~B, D, DB, a+c
time = 15

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;仚仚僔儞僌儖仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

[Command]
name = "down"
command = /D
time = 1

[Command]
name = "down"
command = /DF
time = 1

[Command]
name = "down"
command = /DB
time = 1

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

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

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

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

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

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




[Statedef -1]

;仚仚AI憖嶌仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;------------------------------
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(50) = 0)
trigger1 = Random <= ((AILevel-2)*100)
v = 50
value = 1

[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = var(50) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 50
value = 0


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

[State -1, Varset]
type = Varset
triggerall = Command = "longjump_u" || Command = "longjump_f" || Command = "longjump_b"
trigger1 = !var(38) && !fvar(31)
trigger2 = var(38)
trigger2 = var(58):= 40+ifelse(command="longjump_f",2,ifelse(command="longjump_b",3,1))
var(55) = 40
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "FF"
trigger1 = !var(38) && !fvar(31)
trigger2 = var(38)
trigger2 = var(58):= 100
var(55) = 100
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "BB"
trigger1 = !var(38) && !fvar(31)
trigger2 = var(38)
trigger2 = var(58):= 105
var(55) = 105
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "x"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",400,200)
var(55) = ifelse(command="holddown",400,200)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "y"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",410,210)
var(55) = ifelse(command="holddown",410,210)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "z"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",420,220)
var(55) = ifelse(command="holddown",420,220)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "a"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",430,230)
var(55) = ifelse(command="holddown",430,230)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "b"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",440,ifelse(command="holdfwd",910,ifelse(command="holdback",900,240)))
var(55) = ifelse(command="holddown",440,ifelse(command="holdfwd",910,ifelse(command="holdback",900,240)))
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",450,ifelse(command="holdfwd",930,250))
var(55) = ifelse(command="holddown",450,ifelse(command="holdfwd",930,250))
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "x"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 600
var(26) = 600
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "y"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 610
var(26) = 610
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "z"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 620
var(26) = 620
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "a"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 630
var(26) = 630
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "b"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 640
var(26) = 640
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 650
var(26) = 650
ignorehitpause = 1

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

[State -1, Varset]
type = Varset
trigger1 = command = "y+b"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
var(55) = 920
ignorehitpause = 1

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

;攇摦対
[State -1, Varset]
type = Varset
triggerall = Command = "攇摦対_x" || Command = "攇摦対_y" || Command = "攇摦対_z"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(Command = "攇摦対_z",1020,ifelse(Command = "攇摦対_y",1010,1000))
var(55) = ifelse(Command = "攇摦対_z",1020,ifelse(Command = "攇摦対_y",1010,1000))
ignorehitpause = 1

;攇摦対(EX)
[State -1, Varset]
type = Varset
triggerall = Power >= 400
triggerall = Command = "攇摦対EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 1040
var(55) = 1040
ignorehitpause = 1

;慜曽揮恎
;[State -1, Varset]
;type = Varset
;triggerall = numhelper(30000)
;triggerall = helper(30000),var(14) = 1
;triggerall = Command = "慜曽揮恎_x" || Command = "慜曽揮恎_y" || Command = "慜曽揮恎_z"
;trigger1 = !var(38) && fvar(31)<2
;trigger2 = var(38)
;trigger2 = var(58):= ifelse(Command = "慜曽揮恎_z",1520,ifelse(Command = "慜曽揮恎_y",1510,1500))
;var(55) = ifelse(Command = "慜曽揮恎_z",1520,ifelse(Command = "慜曽揮恎_y",1510,1500))
;ignorehitpause = 1

;徃棿対
[State -1, Varset]
type = Varset
triggerall = Command = "徃棿対_x" || Command = "徃棿対_y" || Command = "徃棿対_z"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(Command = "徃棿対_z",1120,ifelse(Command = "徃棿対_y",1110,1100))
var(55) = ifelse(Command = "徃棿対_z",1120,ifelse(Command = "徃棿対_y",1110,1100))
ignorehitpause = 1

;徃棿対(EX)
[State -1, Varset]
type = Varset
triggerall = Command = "徃棿対EX"
triggerall = Power >= 400
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 1140
var(55) = 1140
ignorehitpause = 1

;棾姫慁晽媟
[State -1, Varset]
type = Varset
triggerall = Command = "棾姫慁晽媟_a" || Command = "棾姫慁晽媟_b" || Command = "棾姫慁晽媟_c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command = "棾姫慁晽媟_c",1220,ifelse(Command = "棾姫慁晽媟_b",1210,1200))
var(55) = ifelse(command = "棾姫慁晽媟_c",1220,ifelse(Command = "棾姫慁晽媟_b",1210,1200))
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "棾姫慁晽媟_a" || Command = "棾姫慁晽媟_b" || Command = "棾姫慁晽媟_c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= ifelse(command = "棾姫慁晽媟_c",1320,ifelse(Command = "棾姫慁晽媟_b",1310,1300))
var(26) = ifelse(command = "棾姫慁晽媟_c",1320,ifelse(Command = "棾姫慁晽媟_b",1310,1300))
ignorehitpause = 1

;棾姫慁晽媟(EX)
[State -1, Varset]
type = Varset
triggerall = Power >= 400
triggerall = Command = "棾姫慁晽媟EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 1240
var(55) = 1240
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Power >= 400
triggerall = Command = "棾姫慁晽媟EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(47):= 1340
var(26) = 1340
ignorehitpause = 1

;棿慚媟
[State -1, Varset]
type = Varset
triggerall = numhelper(30000)
triggerall = helper(30000),var(14) = 1
triggerall = Command = "棿慚媟_a" || Command = "棿慚媟_b" || Command = "棿慚媟_c"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command = "棿慚媟_c",1420,ifelse(Command = "棿慚媟_b",1410,1400))
var(55) = ifelse(command = "棿慚媟_c",1420,ifelse(Command = "棿慚媟_b",1410,1400))
ignorehitpause = 1

;棿慚媟(EX)
[State -1, Varset]
type = Varset
triggerall = Power >= 400
triggerall = numhelper(30000)
triggerall = helper(30000),var(14) = 1
triggerall = Command = "棿慚媟EX"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 1440
var(55) = 1440
ignorehitpause = 1

;幘晽恦棆媟
[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= ifelse(var(2)=0,1280,800)
triggerall = ifelse(var(2)=0,Command="幘晽恦棆媟",Command="恄棿対")
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 3200
var(55) = 3200
ignorehitpause = 1

;恄棿対
[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= ifelse(var(2)=0,1280,1040)
triggerall = Command = "恄棿対"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 3000
var(55) = 3000
ignorehitpause = 1

;徃棿楐攋
[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= ifelse(var(2)=0,1280,1120)
triggerall = Command = "徃棿楐攋"
trigger1 = !var(38) && fvar(31)<2
trigger2 = var(38)
trigger2 = var(58):= 3100
var(55) = 3100
ignorehitpause = 1

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

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

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

[State -1, Varset]
type = Varset
trigger1 = var(26) != var(28)
var(27) = helper(30000),var(19)
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = 1
var(28) = var(26)
ignorehitpause = 1

[State -1, VarAdd]
type = VarAdd
trigger1 = Var(26)
trigger1 = Var(27) > 0
var(27) = -1

;昁嶦媄敪摦乮抧忋媄乯

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = 3000
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3100 && animelemtime(5) <= 0 && var(38) = 3100
trigger2 = stateno = 3100 && animelemtime(7) <= 0 && var(38) = 3101
trigger3 = stateno = 3110 && animelemtime(4) <= 0 && var(38) = 3110
trigger4 = stateno = 3110 && animelemtime(6) <= 0 && var(38) = 3111
trigger5 = stateno = 3120 && animelemtime(5) <= 0 && var(38) = 3120
trigger6 = stateno = 3120 && animelemtime(7) <= 0 && var(38) = 3121
trigger7 = stateno = 3200 && var(38) = 3200
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = 3100
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3000 && animelemtime(6) <= 0 && var(38) = 3000
trigger2 = stateno = 3000 && animelemtime(8) <= 0 && var(38) = 3001
trigger3 = stateno = 3200 && var(38) = 3200
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = 3200
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3000 && animelemtime(6) <= 0 && var(38) = 3000
trigger2 = stateno = 3000 && animelemtime(8) <= 0 && var(38) = 3001
trigger3 = stateno = 3100 && animelemtime(5) <= 0 && var(38) = 3100
trigger4 = stateno = 3100 && animelemtime(7) <= 0 && var(38) = 3101
trigger5 = stateno = 3110 && animelemtime(4) <= 0 && var(38) = 3110
trigger6 = stateno = 3110 && animelemtime(6) <= 0 && var(38) = 3111
trigger7 = stateno = 3120 && animelemtime(5) <= 0 && var(38) = 3120
trigger8 = stateno = 3120 && animelemtime(7) <= 0 && var(38) = 3121
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [3000,3200]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger4 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger5 = stateno = 226 && Animelemtime(4) <= 0 && var(38) = 226
trigger6 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger7 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger8 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger9 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger10 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger11 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger12 = stateno = 1100 && Animelemtime(5) <= 0 && var(38) = 1100
trigger13 = stateno = 1110 && Animelemtime(5) <= 0 && var(38) = 1110
trigger14 = stateno = 1120 && Animelemtime(5) <= 0 && var(38) = 1120
trigger15 = stateno = 1120 && Animelemtime(7) <= 0 && var(38) = 1121
trigger16 = stateno = 1140 && Animelemtime(4) <= 0 && var(38) = 1140
trigger17 = stateno = 1140 && Animelemtime(6) <= 0 && var(38) = 1141
trigger18 = stateno = 1200 && Animelemtime(5) <= 0 && var(38) = 1200
trigger19 = stateno = 1210 && Animelemtime(5) <= 0 && var(38) = 1210
trigger20 = stateno = 1220 && Animelemtime(5) <= 0 && var(38) = 1220
trigger21 = stateno = 1240 && Animelemtime(5) <= 0 && var(38) = 1240
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = [3000,3200]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1000,1040]
trigger1 = Animelemtime(5) > 0 && Animelemtime(8) < 0
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1100,1530]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger4 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger5 = stateno = 226 && Animelemtime(4) <= 0 && var(38) = 226
trigger6 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger7 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger8 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger9 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger10 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger11 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1000,1040]
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger4 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger5 = stateno = 226 && Animelemtime(4) <= 0 && var(38) = 226
trigger6 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger7 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger8 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger9 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger10 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger11 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = (var(58) = [1100,1530]) || (var(58) = [3000,3200])
triggerall = var(58) != [1300,1340]
triggerall = !var(13)
trigger1 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger2 = Stateno = 220 && Animelemtime(7) <= 0 && var(38) = 220
trigger3 = stateno = 225 && Animelemtime(7) <= 0 && var(38) = 10225
trigger4 = stateno = 226 && Animelemtime(5) <= 0 && var(38) = 10226
trigger5 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && Animelemtime(7) <= 0 && var(38) = 240
trigger7 = Stateno = 241 && Animelemtime(10) <= 0 && var(38) = 241
trigger8 = Stateno = 241 && Animelemtime(12) <= 0 && var(38) = 242
trigger9 = Stateno = 250 && Animelemtime(7) <= 0 && var(38) = 250
trigger10 = stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger11 = Stateno = 450 && Animelemtime(7) <= 0 && var(38) = 450
trigger12 = Stateno = 900 && Animelemtime(8) <= 0 && var(38) = 900
trigger13 = Stateno = 900 && Animelemtime(10) <= 0 && var(38) = 901
trigger14 = Stateno = 910 && Animelemtime(9) <= 0 && var(38) = 910
trigger15 = Stateno = 930 && Animelemtime(13) <= 0 && var(38) = 930
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = var(58) = [1000,1040]
triggerall = !fvar(36)
triggerall = !var(13)
trigger1 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger2 = Stateno = 220 && Animelemtime(7) <= 0 && var(38) = 220
trigger3 = stateno = 225 && Animelemtime(7) <= 0 && var(38) = 10225
trigger4 = stateno = 226 && Animelemtime(5) <= 0 && var(38) = 10226
trigger5 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && Animelemtime(7) <= 0 && var(38) = 240
trigger7 = Stateno = 241 && Animelemtime(10) <= 0 && var(38) = 241
trigger8 = Stateno = 241 && Animelemtime(12) <= 0 && var(38) = 242
trigger9 = Stateno = 250 && Animelemtime(7) <= 0 && var(38) = 250
trigger10 = stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger11 = Stateno = 450 && Animelemtime(7) <= 0 && var(38) = 450
trigger12 = Stateno = 900 && Animelemtime(8) <= 0 && var(38) = 900
trigger13 = Stateno = 900 && Animelemtime(10) <= 0 && var(38) = 901
trigger14 = Stateno = 910 && Animelemtime(9) <= 0 && var(38) = 910
trigger15 = Stateno = 930 && Animelemtime(13) <= 0 && var(38) = 930
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1100,1140]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 1200 && Animelemtime(5) <= 0 && var(38) = 1200
trigger2 = stateno = 1210 && Animelemtime(5) <= 0 && var(38) = 1210
trigger3 = stateno = 1220 && Animelemtime(5) <= 0 && var(38) = 1220
trigger4 = stateno = 1240 && Animelemtime(5) <= 0 && var(38) = 1240
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1200,1240]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 1100 && Animelemtime(5) <= 0 && var(38) = 1100
trigger2 = stateno = 1110 && Animelemtime(5) <= 0 && var(38) = 1110
trigger3 = stateno = 1120 && Animelemtime(5) <= 0 && var(38) = 1120
trigger4 = stateno = 1120 && Animelemtime(7) <= 0 && var(38) = 1121
trigger5 = stateno = 1140 && Animelemtime(4) <= 0 && var(38) = 1140
trigger6 = stateno = 1140 && Animelemtime(6) <= 0 && var(38) = 1141
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = [1100,1240]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1000,1040]
trigger1 = Animelemtime(5) > 0 && Animelemtime(8) < 0
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1000,1040]
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 1100 && Animelemtime(5) <= 0 && var(38) = 1100
trigger2 = stateno = 1110 && Animelemtime(5) <= 0 && var(38) = 1110
trigger3 = stateno = 1120 && Animelemtime(5) <= 0 && var(38) = 1120
trigger4 = stateno = 1120 && Animelemtime(7) <= 0 && var(38) = 1121
trigger5 = stateno = 1140 && Animelemtime(4) <= 0 && var(38) = 1140
trigger6 = stateno = 1140 && Animelemtime(6) <= 0 && var(38) = 1141
trigger7 = stateno = 1200 && Animelemtime(5) <= 0 && var(38) = 1200
trigger8 = stateno = 1210 && Animelemtime(5) <= 0 && var(38) = 1210
trigger9 = stateno = 1220 && Animelemtime(5) <= 0 && var(38) = 1220
trigger10 = stateno = 1240 && Animelemtime(5) <= 0 && var(38) = 1240
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(47)
triggerall = var(47) = [1300,1340]
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = 1100 && var(38) = 1101
trigger2 = stateno = 1110 && var(38) = 1111
trigger3 = stateno = 1120 && var(38) = 1122
trigger4 = stateno = 1140 && var(38) = 1142
trigger5 = stateno = 1140 && var(38) = 1143
trigger6 = stateno = 1200 && var(38) = 1201
trigger7 = stateno = 1210 && var(38) = 1211
trigger8 = stateno = 1220 && var(38) = 1221
trigger9 = stateno = 1240 && var(38) = 1241
trigger10 = stateno = 1400 && var(38) = 1400
trigger11 = stateno = 1410 && var(38) = 1410
trigger12 = stateno = 1420 && var(38) = 1420
trigger13 = stateno = 1440 && animelemtime(13) <= 0 && var(38) = 1440
trigger14 = stateno = 1440 && animelemtime(15) <= 0 && var(38) = 1441
trigger15 = stateno = 1440 && var(38) = 1442
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(47)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = var(47) = [1300,1340]
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 610
trigger4 = Stateno = 615
trigger5 = Stateno = 620
trigger6 = Stateno = 625
trigger7 = Stateno = 630
trigger8 = Stateno = 635
trigger9 = Stateno = 640
trigger10 = Stateno = 645
trigger11 = Stateno = 650
trigger12 = Stateno = 655
ignorehitpause = 0

[State -1]
type = ChangeState
value = 40
triggerall = numhelper(30000)
triggerall = helper(30000),var(8) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = [41,43]
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && Animelemtime(7) <= 0 && var(38) = 220
trigger6 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger7 = stateno = 225 && Animelemtime(7) <= 0 && var(38) = 10225
trigger8 = stateno = 226 && Animelemtime(4) <= 0 && var(38) = 226
trigger9 = stateno = 226 && Animelemtime(5) <= 0 && var(38) = 10226
trigger10 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger11 = Stateno = 240 && Animelemtime(7) <= 0 && var(38) = 240
trigger12 = Stateno = 241 && Animelemtime(10) <= 0 && var(38) = 241
trigger13 = Stateno = 241 && Animelemtime(12) <= 0 && var(38) = 242
trigger14 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger15 = Stateno = 250 && Animelemtime(7) <= 0 && var(38) = 250
trigger16 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger17 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger18 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger19 = stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger20 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger21 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger22 = Stateno = 450 && Animelemtime(7) <= 0 && var(38) = 450
trigger23 = Stateno = 900 && Animelemtime(8) <= 0 && var(38) = 900
trigger24 = Stateno = 900 && Animelemtime(10) <= 0 && var(38) = 901
trigger25 = Stateno = 910 && Animelemtime(9) <= 0 && var(38) = 910
trigger26 = Stateno = 930 && Animelemtime(13) <= 0 && var(38) = 930
ignorehitpause = 0

[State -2, ChangeState]
type = ChangeState
triggerall = fvar(2) >= 64.0
trigger1 = statetype != A
trigger1 = ctrl
value = 5300
ignorehitpause = 0

;仚仚僐儅儞僪愭峴擖椡仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;Reversal 昁嶦媄敪摦乮抧忋媄)
[State -1, ChangeState]
type = ChangeState
value = Var(55)
triggerall = (Var(55) = [1100,1530]) || (Var(55) = [3000,3200])
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 64
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 64
trigger3 = stateno = 5011
trigger3 = HitOver
trigger4 = statetype = S
trigger4 = stateno = 151 || stateno = 6151
trigger4 = HitOver
trigger5 = statetype = C
trigger5 = stateno = 153 || stateno = 6153
trigger5 = HitOver
trigger6 = statetype = S
trigger6 = stateno = [4000,4015]
trigger6 = animelemtime(4) = 0
trigger7 = statetype = C
trigger7 = stateno = [4100,4115]
trigger7 = animelemtime(4) = 0
trigger8 = fvar(2) < 64
trigger8 = stateno = 5120
trigger8 = AnimelemTime(10) = 0
trigger9 = stateno = 5123
trigger9 = AnimelemTime(10) = 0
trigger10 = stateno = 5124
trigger10 = AnimelemTime(10) = 0
trigger11 = (stateno = [200,225]) || (stateno = [230,240]) || (stateno = [250,450]) || (stateno = [900,910]) || stateno = 930
trigger11 = movetype = A && time <= 3
trigger12 = stateno = 40
trigger12 = pos Y = 0
trigger13 = stateno = 100
trigger13 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1, ChangeState]
type = ChangeState
value = Var(55)
triggerall = Var(55) = 195 || var(55) = 800 || var(55) = 920
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 64
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 64
trigger3 = stateno = 5011
trigger3 = HitOver
trigger4 = statetype = S
trigger4 = stateno = 151 || stateno = 6151
trigger4 = HitOver
trigger5 = statetype = C
trigger5 = stateno = 153 || stateno = 6153
trigger5 = HitOver
trigger6 = statetype = S
trigger6 = stateno = [4000,4015]
trigger6 = animelemtime(4) = 0
trigger7 = statetype = C
trigger7 = stateno = [4100,4115]
trigger7 = animelemtime(4) = 0
trigger8 = fvar(2) < 64
trigger8 = stateno = 5120
trigger8 = AnimelemTime(10) = 0
trigger9 = stateno = 5123
trigger9 = AnimelemTime(10) = 0
trigger10 = stateno = 5124
trigger10 = AnimelemTime(10) = 0
trigger11 = (stateno = [200,225]) || (stateno = [230,240]) || (stateno = [250,450]) || (stateno = [900,910]) || stateno = 930
trigger11 = movetype = A && time <= 3
trigger12 = stateno = 40
trigger12 = pos Y = 0
trigger13 = stateno = 100
trigger13 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1, ChangeState]
type = ChangeState
value = Var(55)
triggerall = Var(55) = [1000,1040]
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 64
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 64
trigger3 = stateno = 5011
trigger3 = HitOver
trigger4 = statetype = S
trigger4 = stateno = 151 || stateno = 6151
trigger4 = HitOver
trigger5 = statetype = C
trigger5 = stateno = 153 || stateno = 6153
trigger5 = HitOver
trigger6 = statetype = S
trigger6 = stateno = [4000,4015]
trigger6 = animelemtime(4) = 0
trigger7 = statetype = C
trigger7 = stateno = [4100,4115]
trigger7 = animelemtime(4) = 0
trigger8 = fvar(2) < 64
trigger8 = stateno = 5120
trigger8 = AnimelemTime(10) = 0
trigger9 = stateno = 5123
trigger9 = AnimelemTime(10) = 0
trigger10 = stateno = 5124
trigger10 = AnimelemTime(10) = 0
trigger11 = (stateno = [200,225]) || (stateno = [230,240]) || (stateno = [250,450]) || (stateno = [900,910]) || stateno = 930
trigger11 = movetype = A && time <= 3
trigger12 = stateno = 40
trigger12 = pos Y = 0
trigger13 = stateno = 100
trigger13 = AnimelemTime(5) >= 1
ignorehitpause = 0

;昁嶦媄敪摦乮嬻拞媄乯
[State -1, 0]
type = ChangeState
value = var(26)
triggerall = var(26) = [1300,1340]
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = ctrl
trigger2 = stateno = [600,655]
trigger2 = movetype = A && time <= 3
ignorehitpause = 0

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

;棫偪戝僷儞僠
[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= ceil(22*const(size.xscale)),225,220)
triggerall = (command = "z" && command != "holddown") || var(55) = 220
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= ceil(22*const(size.xscale)),225,220)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 220
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && Animelemtime(7) <= 0 && var(38) = 240
trigger7 = Stateno = 241 && Animelemtime(10) <= 0 && var(38) = 241
trigger8 = Stateno = 241 && Animelemtime(12) <= 0 && var(38) = 242
trigger9 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger10 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger11 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger12 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger13 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger14 = Stateno = 900 && Animelemtime(8) <= 0 && var(38) = 900
trigger15 = Stateno = 900 && Animelemtime(10) <= 0 && var(38) = 901
trigger16 = Stateno = 910 && Animelemtime(9) <= 0 && var(38) = 910
ignorehitpause = 0

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

;棫偪拞僷儞僠
[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= ceil(22*const(size.xscale)),215,210)
triggerall = (command = "y" && command != "holddown") || var(55) = 210
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= ceil(22*const(size.xscale)),215,210)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 210
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger4 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger5 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
ignorehitpause = 0

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

;棫偪彫僷儞僠
[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= ceil(8*const(size.xscale)),205,200)
triggerall = (Command = "x" && Command != "holddown") || var(55) = 200
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
trigger1 = ctrl 
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 0
trigger3 = Stateno = 205
trigger3 = Animelemtime(8) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(5) >= 0
trigger5 = Stateno = 430
trigger5 = Animelemtime(5) >= 0
trigger6 = stateno = 100
trigger6 = AnimelemTime(5) >= 1
ignorehitpause = 0

;楢懪僉儍儞僙儖
[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= ceil(8*const(size.xscale)),205,200)
triggerall = var(58) = 200
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
triggerall = var(38)
trigger1 = stateno = 200
trigger2 = stateno = 400
trigger3 = stateno = 430
ignorehitpause = 0

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

;巼揹偐偐偲棊偲偟
[State -1]
type = ChangeState
value = 930
triggerall = (Command = "c" && Command = "holdfwd" && Command != "holddown") || var(55) = 930
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

;棫偪戝僉僢僋
[State -1]
type = ChangeState
value = 250
triggerall = (command = "c" && command != "holddown") || var(55) = 250
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 250 || var(58) = 930
triggerall = var(38)
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && Animelemtime(7) <= 0 && var(38) = 220
trigger6 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger7 = stateno = 225 && Animelemtime(7) <= 0 && var(38) = 10225
trigger8 = stateno = 226 && Animelemtime(4) <= 0 && var(38) = 226
trigger9 = stateno = 226 && Animelemtime(5) <= 0 && var(38) = 10226
trigger10 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger11 = Stateno = 240 && Animelemtime(7) <= 0 && var(38) = 240
trigger12 = Stateno = 241 && Animelemtime(10) <= 0 && var(38) = 241
trigger13 = Stateno = 241 && Animelemtime(12) <= 0 && var(38) = 242
trigger14 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger15 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger16 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger17 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger18 = stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger19 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger20 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger21 = Stateno = 900 && Animelemtime(8) <= 0 && var(38) = 900
trigger22 = Stateno = 900 && Animelemtime(10) <= 0 && var(38) = 901
trigger23 = Stateno = 910 && Animelemtime(9) <= 0 && var(38) = 910
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;摜傒崬傒慜廟傝
[State -1]
type = ChangeState
value = 910
triggerall = (Command = "b" && Command = "holdfwd" && Command != "holddown") || var(55) = 910
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

;堫嵢偐偐偲妱傝
[State -1]
type = ChangeState
value = 900
triggerall = (Command = "b" && Command = "holdback" && Command != "holddown") || var(55) = 900
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

;棫偪拞僉僢僋(嬤)
[State -1]
type = null;ChangeState
value = 245
triggerall = (command = "b" && command != "holddown") || var(55) = 240
triggerall = P2bodydist X <= ceil(28*const(size.xscale))
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

;棫偪拞僉僢僋(墦)
[State -1]
type = ChangeState
value = 240
triggerall = (command = "b" && command != "holddown") || var(55) = 240
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(58)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 240 || var(58) = 900 || var(58) = 910
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棫偪庛僉僢僋
[State -1]
type = ChangeState
value = 230
triggerall = (command = "a" && command != "holddown") || var(55) = 230
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
trigger1 = ctrl 
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 0
trigger3 = Stateno = 205
trigger3 = Animelemtime(8) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(5) >= 0
trigger5 = Stateno = 430
trigger5 = Animelemtime(5) >= 0
trigger6 = stateno = 100
trigger6 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 230
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 230
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒戝僷儞僠
[State -1]
type = ChangeState
value = 420
triggerall = (command = "z" && command = "holddown") || var(55) = 420
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 420
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 420
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && Animelemtime(7) <= 0 && var(38) = 240
trigger7 = Stateno = 241 && Animelemtime(10) <= 0 && var(38) = 241
trigger8 = Stateno = 241 && Animelemtime(12) <= 0 && var(38) = 242
trigger9 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger10 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger11 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger12 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger13 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger14 = Stateno = 900 && Animelemtime(8) <= 0 && var(38) = 900
trigger15 = Stateno = 900 && Animelemtime(10) <= 0 && var(38) = 901
trigger16 = Stateno = 910 && Animelemtime(9) <= 0 && var(38) = 910
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒拞僷儞僠
[State -1]
type = ChangeState
value = 410
triggerall = (command = "y" && command = "holddown") || var(55) = 410
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 410
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 410
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger4 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger5 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒彫僷儞僠
[State -1]
type = ChangeState
value = 400
triggerall = (command = "x" && command = "holddown") || var(55) = 400
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
trigger1 = ctrl
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 0
trigger3 = Stateno = 205
trigger3 = Animelemtime(8) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(5) >= 0
trigger5 = Stateno = 430
trigger5 = Animelemtime(5) >= 0
trigger6 = stateno = 100
trigger6 = AnimelemTime(5) >= 1
ignorehitpause = 0

;楢懪僉儍儞僙儖
[State -1]
type = ChangeState
value = 400
triggerall = var(58) = 400
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
triggerall = var(38)
trigger1 = stateno = 200
trigger2 = stateno = 400
trigger3 = stateno = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒戝僉僢僋
[State -1]
type = ChangeState
value = 450
triggerall = (command = "c" && command = "holddown") || var(55) = 450
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 450
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 450
triggerall = var(38)
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && Animelemtime(7) <= 0 && var(38) = 220
trigger6 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger7 = stateno = 225 && Animelemtime(7) <= 0 && var(38) = 10225
trigger8 = stateno = 226 && Animelemtime(4) <= 0 && var(38) = 226
trigger9 = stateno = 226 && Animelemtime(5) <= 0 && var(38) = 10226
trigger10 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger11 = Stateno = 240 && Animelemtime(7) <= 0 && var(38) = 240
trigger12 = Stateno = 241 && Animelemtime(10) <= 0 && var(38) = 241
trigger13 = Stateno = 241 && Animelemtime(12) <= 0 && var(38) = 242
trigger14 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger15 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger16 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger17 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger18 = stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger19 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger20 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger21 = Stateno = 900 && Animelemtime(8) <= 0 && var(38) = 900
trigger22 = Stateno = 900 && Animelemtime(10) <= 0 && var(38) = 901
trigger23 = Stateno = 910 && Animelemtime(9) <= 0 && var(38) = 910
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒拞僉僢僋
[State -1]
type = ChangeState
value = 440
triggerall = (command = "b" && command = "holddown") || var(55) = 440
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimelemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 440
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 440
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;偟傖偑傒彫僉僢僋
[State -1]
type = ChangeState
value = 430
triggerall = (command = "a" && command = "holddown") || var(55) = 430
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
trigger1 = ctrl 
trigger2 = Stateno = 200
trigger2 = Animelemtime(5) >= 0
trigger3 = Stateno = 205
trigger3 = Animelemtime(8) >= 1
trigger4 = Stateno = 400
trigger4 = Animelemtime(5) >= 0
trigger5 = Stateno = 430
trigger5 = Animelemtime(5) >= 0
trigger6 = stateno = 100
trigger6 = AnimelemTime(5) >= 1
ignorehitpause = 0

;楢懪僉儍儞僙儖
[State -1]
type = ChangeState
value = 430
triggerall = var(58) = 430
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = !var(13)
triggerall = var(38)
trigger1 = Stateno = 200
trigger2 = Stateno = 400
trigger3 = Stateno = 430
ignorehitpause = 0

[State -1]
type = ChangeState
value = 430
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 430
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
ignorehitpause = 0

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

;僕儍儞僾戝僷儞僠
[State -1]
type = ChangeState
value = ifelse(vel X=0,620,625)
trigger1 = command = "z" || var(26) = 620
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(vel X=0,620,625)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 620
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 610
trigger4 = Stateno = 615
trigger5 = Stateno = 630
trigger6 = Stateno = 635
trigger7 = Stateno = 640
trigger8 = Stateno = 645
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾拞僷儞僠
[State -1]
type = ChangeState
value = ifelse(vel X=0,615,610)
trigger1 = command = "y" || var(26) = 610
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(vel X=0,615,610)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 610
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 630
trigger4 = Stateno = 635
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾彫僷儞僠
[State -1]
type = ChangeState
value = ifelse(vel X=0,605,600)
trigger1 = command = "x" || var(26) = 600
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾戝僉僢僋
[State -1]
type = ChangeState
value = ifelse(vel X=0,655,650)
trigger1 = command = "c" || var(26) = 650
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(vel X=0,655,650)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 650
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 610
trigger4 = Stateno = 615
trigger5 = Stateno = 620
trigger6 = Stateno = 625
trigger7 = Stateno = 630
trigger8 = Stateno = 635
trigger9 = Stateno = 640
trigger10 = Stateno = 645
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞僾拞僉僢僋
[State -1]
type = ChangeState
value = ifelse(vel X=0,645,640)
trigger1 = command = "b" || var(26) = 640
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = ifelse(vel X=0,645,640)
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 640
triggerall = var(38)
triggerall = !var(13)
trigger1 = Stateno = 600
trigger2 = Stateno = 605
trigger3 = Stateno = 610
trigger4 = Stateno = 615
trigger5 = Stateno = 630
trigger6 = Stateno = 635
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僕儍儞彫僉僢僋
[State -1]
type = ChangeState
value = ifelse(vel X=0,635,630)
trigger1 = command = "a" || var(26) = 630
trigger1 = var(50) = 0
trigger1 = StateType = A
trigger1 = ctrl
ignorehitpause = 0


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

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

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


[State -1]
type = ChangeState
value = var(58)
triggerall = numhelper(30000)
triggerall = helper(30000),var(9) = 1
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = var(58) = 100 || var(58) = 105
triggerall = !var(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(7) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && Animelemtime(7) <= 0 && var(38) = 220
trigger6 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger7 = stateno = 225 && Animelemtime(7) <= 0 && var(38) = 10225
trigger8 = stateno = 226 && Animelemtime(4) <= 0 && var(38) = 226
trigger9 = stateno = 226 && Animelemtime(5) <= 0 && var(38) = 10226
trigger10 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger11 = Stateno = 240 && Animelemtime(7) <= 0 && var(38) = 240
trigger12 = Stateno = 241 && Animelemtime(10) <= 0 && var(38) = 241
trigger13 = Stateno = 241 && Animelemtime(12) <= 0 && var(38) = 242
trigger14 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger15 = Stateno = 250 && Animelemtime(7) <= 0 && var(38) = 250
trigger16 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger17 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger18 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger19 = stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger20 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger21 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger22 = Stateno = 450 && Animelemtime(7) <= 0 && var(38) = 450
trigger23 = Stateno = 900 && Animelemtime(8) <= 0 && var(38) = 900
trigger24 = Stateno = 900 && Animelemtime(10) <= 0 && var(38) = 901
trigger25 = Stateno = 910 && Animelemtime(9) <= 0 && var(38) = 910
trigger26 = Stateno = 930 && Animelemtime(13) <= 0 && var(38) = 930
ignorehitpause = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;愭峴擖椡夝彍
[State -1, Varset]
type = Varset
trigger1 = !var(13)
trigger1 = !var(56)
trigger1 = !fvar(17)
trigger1 = !fvar(31)
var(55) = 0

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

[State -1, VarSet]
type = VarSet
trigger1 = !var(13)
trigger1 = !var(38)
trigger1 = var(58)
var(58) = 0

[State -1, Varset]
type = Varset
trigger1 = !var(13)
trigger1 = !var(27)
trigger1 = !fvar(31)
var(26) = 0

[State -1, Varset]
type = Varset
trigger1 = var(26) = 0
var(28) = 0

[State -1, VarSet]
type = VarSet
trigger1 = !var(13)
trigger1 = !var(38)
trigger1 = var(47)
var(47) = 0

;仮仮AI憖嶌仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
[State -1, 師偺庤傪巚埬拞]
type = VarRandom
trigger1 = roundstate = 2
trigger1 = var(50) = 1
trigger1 = statetype != A
v = 51
range = 0,99

[State -1, 師偺庤傪巚埬拞]
type = VarRandom
trigger1 = roundstate = 2
trigger1 = var(50) = 1
trigger1 = statetype = A
v = 51
range = 100,199

;棫偪僽儘
[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 250+(palno=3)*500
trigger2 = (stateno = [120,131]) && random < 150+(palno=3)*300
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 250+(palno=3)*500
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && helper(30000),var(2) && random < 250+(palno=3)*500
slot = 0
attr = SA, NA, SA, HA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 300+(palno=3)*500+P2BodyDist X
trigger2 = (stateno = [120,131]) && random < 150+(palno=3)*300+p2bodydist X
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 300+(palno=3)*500+P2BodyDist X
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && helper(30000),var(2) && random < 300+(palno=3)*500+P2BodyDist X
slot = 1
attr = SA, NP, SP, HP
stateno = 4010
time = 1

;孅僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 200+(palno=3)*500
trigger2 = (stateno = [120,131]) && random < 150+(palno=3)*300
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 200+(palno=3)*500
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && helper(30000),var(2) && random < 200+(palno=3)*500
slot = 2
attr = C, NA, SA, HA
stateno = 4100
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && helper(30000),var(0) && random < 300+(palno=3)*300+P2BodyDist X
trigger2 = (stateno = [120,131]) && random < 150+(palno=3)*150+p2bodydist X
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && helper(30000),var(2) && random < 300+(palno=3)*500+P2BodyDist X
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && helper(30000),var(2) && random < 300+(palno=3)*500+P2BodyDist X
slot = 3
attr = C, NP, SP, HP
stateno = 4110
time = 1

;嬻拞僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&time>5)) && helper(30000),var(0) && random < 250+(palno=3)*500
trigger2 = (stateno = [4200,4205]) && time<=5 && random < 750
trigger3 = (stateno = [6154,6155]) && helper(30000),var(2) && random < 250+(palno=3)*500
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [154,155]) && helper(30000),var(2) && random < 250+(palno=3)*500
slot = 4
attr = SCA, AA
stateno = 4200
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype = A
trigger1 = (ctrl||(stateno=5040&&var(0)=1)||((stateno = [4200,4205])&&time>5)) && helper(30000),var(0) && random < 300+(palno=3)*500+P2BodyDist X
trigger2 = (stateno = [4200,4205]) && time<=5 && random < 750
trigger3 = (stateno = [6154,6155]) && helper(30000),var(2) && random < 300+(palno=3)*500+P2BodyDist X
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [154,155]) && helper(30000),var(2) && random < 300+(palno=3)*500+P2BodyDist X
slot = 5
attr = SCA, AP
stateno = 4205
time = 1

[State -1, 棫偪拞僷儞僠]
type = ChangeState
value = 215
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = !var(13)
triggerall = palno = 3
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = movetype != H
trigger1 = Random = [0,600]
trigger1 = stateno = [4000,4115]
trigger1 = Animelemtime(4) = 0
trigger1 = P2BodyDist X = [0,ceil(5*const(size.xscale))]
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1100+random%3*10
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
trigger1 = var(51) = [0,20+(palno=3)*40)
trigger1 = P2BodyDist X = [0,ceil(10*const(size.xscale))]
trigger1 = stateno = [4000,4115]
trigger1 = Animelemtime(4) = 0
ignorehitpause = 0

[State -1, 偟傖偑傒拞僉僢僋]
type = ChangeState
value = 440
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = !var(13)
triggerall = palno = 3
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = movetype != H
trigger1 = Random = [0,400]
trigger1 = stateno = [4000,4115]
trigger1 = Animelemtime(4) = 0
trigger1 = P2BodyDist X = [0,ceil(100*const(size.xscale))]
ignorehitpause = 0

[State -1, 偟傖偑傒彫僉僢僋]
type = ChangeState
value = 430
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = !var(13)
triggerall = palno = 3
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = movetype != H
trigger1 = fvar(39) = 1
trigger1 = Random = [0,1000]
trigger1 = Stateno = 430
trigger1 = Animelemtime(5) = 0
trigger1 = numtarget(430)
trigger1 = P2BodyDist X = [0,ceil(40*const(size.xscale))]
trigger2 = Random = [450,550]
trigger2 = stateno = [4000,4115]
trigger2 = Animelemtime(4) = 0
trigger2 = P2BodyDist X = [0,ceil(10*const(size.xscale))]
ignorehitpause = 0

[State -1, 僈乕僪]
type = changestate
value = 120
triggerall = var(50) = 1
triggerall = StateNo != [120,155]
triggerall = ctrl || stateno = 21
triggerall = statetype != A
;triggerall = enemynear,HitDefAttr != SCA,NT,ST,HT
triggerall = inguarddist
trigger1 = Random <= 300
trigger2 = enemy,numproj > 0
trigger2 = Random <= 400
trigger3 = P2BodyDist X > 90
trigger3 = Random <= 500
trigger4 = EnemyNear,Time > 50
trigger4 = Random <= 600
ctrl = 0

[State -3, velset]
Type = velset
trigger1 = var(50) = 1
Trigger1 = stateno = [120,131]
Trigger1 = statetype != A
x = 0

[State -1, 攇摦対]
type = ChangeState
value = 1000
triggerall = var(2) = 0 || var(2) = 3
triggerall = roundstate = 2
triggerall = power >= ifelse(var(2)=0,1280,800)
triggerall = !fvar(36)
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(90*const(size.xscale))]
triggerall = P2BodyDist Y = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
trigger1 = palno = 3
trigger1 = random < 300
trigger1 = stateno = 440 && Animelemtime(8) <= 0
trigger1 = var(38) = 440
trigger1 = numtarget(440)
trigger1 = target(440),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 幘晽恦棆媟]
type = ChangeState
value = 3200
triggerall = var(2) = 0 || var(2) = 3
triggerall = roundstate = 2
triggerall = power >= ifelse(var(2)=0,1280,800)
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(90*const(size.xscale))]
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
trigger1 = var(51) = [0,30+(palno=3)*70)
trigger1 = stateno = 1000
trigger1 = animelemtime(6) = 0
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1100
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = 0
triggerall = enemynear,hitdefattr = C,NA
triggerall = enemynear,movetype = A
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = movetype != H 
trigger1 = palno = 3
trigger1 = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
trigger1 = var(51) = [0,100]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21

[State -1, 棫偪拞僷儞僠(嬤)]
type = ChangeState
value = 215
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2bodydist X = [0,ceil(5*const(size.xscale))]
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
;triggerall = palno = 3
triggerall = movetype != H
trigger1 = movetype = I
trigger1 = Random = [300,940]
trigger1 = ctrl||stateno=21
trigger2 = Random = [300,940]
trigger2 = stateno = [4000,4115]
trigger2 = Animelemtime(4) = 0
trigger3 = Random = [300,940]
trigger3 = stateno = 100
trigger3 = animelemtime(5) = 1
trigger4 = Random = [0,600]
trigger4 = ctrl||stateno=21
trigger4 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(645)
ignorehitpause = 0

[State -1, 恄棿対]
type = ChangeState
value = 3000
triggerall = var(2) = 0 || var(2) = 2
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = power >= ifelse(var(2)=0,1280,1040)
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),0]
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = palno = 3
triggerall = movetype != H 
trigger1 = var(51) = [60,65+(p2movetype=A)*15)
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
trigger2 = var(51) = [0,100)
trigger2 = stateno = 226 && Animelemtime(4) <= 0
trigger2 = var(38) = 226
trigger2 = numtarget(226)
trigger2 = target(226),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 恄棿対]
type = ChangeState
value = 3000
triggerall = var(2) = 0 || var(2) = 2
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = power >= ifelse(var(2)=0,1280,1040)
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),0]
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = palno != 3
triggerall = movetype != H 
trigger1 = var(51) = [60,61+(p2movetype=A)*9)
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
trigger2 = var(51) = [80-(var(2)=2)*20,100)
trigger2 = stateno = 226 && Animelemtime(4) <= 0
trigger2 = var(38) = 226
trigger2 = numtarget(226)
ignorehitpause = 0

[State -1, 徃棿楐攋]
type = ChangeState
value = 3100
triggerall = var(2) = 0 || var(2) = 1
triggerall = roundstate = 2
triggerall = power >= ifelse(var(2)=0,1280,1120)
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(30*const(size.xscale))]
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = !var(13)
triggerall = !var(24)
triggerall = palno = 3
triggerall = movetype != H 
trigger1 = var(51) = [40,41+(p2movetype=A)*19]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
trigger2 = var(51) = [0,100)
trigger2 = stateno = 440 && Animelemtime(8) <= 0
trigger2 = var(38) = 440
trigger2 = numtarget(440)
trigger2 = target(440),stateno = [5000,5011]
trigger3 = var(51) = [0,100)
trigger3 = stateno = 226 && Animelemtime(4) <= 0
trigger3 = var(38) = 226
trigger3 = numtarget(226)
trigger3 = target(226),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 徃棿楐攋]
type = ChangeState
value = 3100
triggerall = var(2) = 0 || var(2) = 1
triggerall = roundstate = 2
triggerall = power >= ifelse(var(2)=0,1280,1120)
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(30*const(size.xscale))]
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = !var(13)
triggerall = !var(24)
triggerall = palno != 3
triggerall = movetype != H 
trigger1 = var(51) = [40,41+(p2movetype=A)*19]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
trigger2 = var(51) = [40,80)
trigger2 = stateno = 440 && Animelemtime(8) <= 0
trigger2 = var(38) = 440
trigger2 = numtarget(440)
trigger3 = var(51) = [40,80)
trigger3 = stateno = 226 && Animelemtime(4) <= 0
trigger3 = var(38) = 226
trigger3 = numtarget(226)
ignorehitpause = 0

[State -1, 幘晽恦棆媟]
type = ChangeState
value = 3200
triggerall = var(2) = 0 || var(2) = 3
triggerall = roundstate = 2
triggerall = power >= ifelse(var(2)=0,1280,800)
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(130*const(size.xscale))]
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = !var(13)
triggerall = !var(24)
triggerall = palno = 3
triggerall = movetype != H 
trigger1 = var(51) = [0,100)
trigger1 = stateno = 440 && Animelemtime(8) <= 0
trigger1 = var(38)
trigger1 = numtarget(440)
trigger1 = target(440),stateno = [5000,5011]
trigger2 = var(51) = [0,100)
trigger2 = stateno = 226 && Animelemtime(4) <= 0
trigger2 = var(38) = 226
trigger2 = numtarget(226)
trigger2 = target(226),stateno = [5000,5011]
trigger3 = var(51) = [0,100)
trigger3 = stateno = 210
trigger3 = Animelemtime(8) = 1
trigger3 = numtarget(210)
trigger3 = target(210),stateno = [5000,5011]
trigger4 = var(51) = [0,100)
trigger4 = fvar(39) = 2
trigger4 = stateno = 430 && Animelemtime(5) <= 0
trigger4 = var(38) = 430
trigger4 = numtarget(430)
trigger4 = target(430),stateno = [5000,5011]
trigger5 = var(51) = [0,100)
trigger5 = stateno = 410 && Animelemtime(5) <= 0
trigger5 = var(38) = 410
trigger5 = numtarget(410)
trigger5 = target(410),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 幘晽恦棆媟]
type = ChangeState
value = 3200
triggerall = var(2) = 0 || var(2) = 3
triggerall = roundstate = 2
triggerall = power >= ifelse(var(2)=0,1280,800)
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X = [0,ceil(130*const(size.xscale))]
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = !var(13)
triggerall = !var(24)
triggerall = palno != 3
triggerall = movetype != H 
trigger1 = var(51) = [0,40)
trigger1 = stateno = 440 && Animelemtime(8) <= 0
trigger1 = var(38) = 440
trigger1 = numtarget(440)
trigger2 = var(51) = [0,40)
trigger2 = stateno = 226 && Animelemtime(4) <= 0
trigger2 = var(38) = 226
trigger2 = numtarget(226)
trigger3 = var(51) = [0,60)
trigger3 = stateno = 210
trigger3 = Animelemtime(8) = 1
trigger3 = numtarget(210)
trigger3 = target(210),stateno = [5000,5011]
trigger4 = var(51) = [0,30)
trigger4 = stateno = 410 && Animelemtime(5) <= 0
trigger4 = var(38) = 410
trigger4 = numtarget(410)
trigger4 = target(410),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 嬻拞棾姫慁晽媟EX]
type = ChangeState
value = 1340
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = var(50) = 1
triggerall = Power >= 400
triggerall = p2statetype != L && p2statetype != C
triggerall = P2BodyDist X = [0,ceil(80*const(size.xscale))]
triggerall = stateno != 5020
trigger1 = var(51) = [120,121]
trigger1 = stateno = 4250
trigger1 = P2BodyDist Y = [ceil(-30*const(size.yscale)),ceil(20*const(size.yscale))]
ignorehitpause = 0

[State -1, 嬻拞棾姫慁晽媟]
type = ChangeState
value = 1320
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = var(50) = 1
triggerall = p2statetype != L && p2statetype != C
triggerall = P2BodyDist X = [ceil((-70-(vel X<0)*30)*const(size.xscale)),ceil((70+(vel X>0)*50)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-70*const(size.yscale)),ceil(110*const(size.yscale))]
triggerall = stateno != 5020
triggerall = vel Y >= -1
triggerall = var(5) = 0
trigger1 = var(51) = [100,102]
trigger1 = vel Y < 0
trigger1 = ctrl
trigger1 = pos Y <= ceil(-70*const(size.yscale))
trigger2 = var(51) = [120,122]
trigger2 = vel Y >= 0
trigger2 = ctrl
trigger2 = pos Y <= ceil(-70*const(size.yscale))
ignorehitpause = 0

[State -1, 僪儔僑儞僟儞僗侾]
type = ChangeState
value = 1100
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = var(22) = 0
triggerall = palno != 3
triggerall = Life > var(52) / 3
trigger1 = P2BodyDist X >= 200
trigger1 = enemy, numproj = 0
trigger1 = random = [600,650]
trigger1 = ctrl||stateno=21
trigger2 = P2BodyDist X >= 200
trigger2 = p2statetype = L
trigger2 = random = [600,800]
trigger2 = ctrl||stateno=21 
ignorehitpause = 0

[State -1, 僪儔僑儞僟儞僗俀]
type = ChangeState
value = 1110
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = var(22) = 1
triggerall = Life > var(52) / 3
triggerall = P2BodyDist X >= 0
triggerall = palno != 3
triggerall = stateno = 1150
triggerall = AnimelemTime(3) = 4
trigger1 = p2statetype != L
trigger1 = p2movetype != A
trigger1 = enemy, numproj = 0
trigger1 = random <= 500
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]
trigger2 = random <= 800
ignorehitpause = 0

[State -1, 僪儔僑儞僟儞僗俁]
type = ChangeState
value = 1120
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = var(22) = 2
triggerall = P2BodyDist X >= 0
triggerall = enemy, numproj = 0
triggerall = stateno = 1150
triggerall = AnimelemTime(3) = 4
triggerall = palno != 3
triggerall = Life > var(52) / 2
trigger1 = p2statetype != L
trigger1 = random <= 500
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]
trigger2 = random <= 800 
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1140
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = power >= 800
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),0]
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(60*const(size.xscale))]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
trigger1 = var(51) = 10
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
trigger2 = var(51) = [0,40)
trigger2 = stateno = 420 && Animelemtime(4) <= 0
trigger2 = var(38) = 420
trigger2 = numtarget(420)
trigger2 = target(420),stateno = [5000,5011]
trigger2 = P2BodyDist X = [0,10]
trigger3 = var(51) = [0,40)
trigger3 = stateno = 225 && Animelemtime(6) <= 0
trigger3 = var(38) = 225
trigger3 = numtarget(225)
trigger3 = target(225),stateno = [5000,5011]
trigger3 = P2BodyDist X = [0,10]
trigger4 = var(51) = [40,80)
trigger4 = stateno = 226 && Animelemtime(4) <= 0
trigger4 = var(38) = 226
trigger4 = numtarget(226)
trigger4 = target(226),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 僟僽儖徃棿対]
type = ChangeState
value = 440
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype = A
triggerall = !var(13)
triggerall = movetype != H 
;triggerall = palno = 3
triggerall = !var(24)
trigger1 = P2BodyDist X = [0,ceil(60*const(size.xscale))]
trigger1 = var(51) = [0,60+(palno=3)*40)
trigger1 = numtarget(1100)
trigger1 = target(1100),stateno = [5020,5050]
trigger1 = stateno = 1150
trigger1 = AnimelemTime(4) = 1
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1100
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = [ceil(-100*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
trigger1 = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(40*const(size.xscale))]
trigger1 = var(51) = [10,13+(p2movetype=A)*3+(p2movetype=A&&palno=3)*14]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
trigger2 = !var(24)
;trigger2 = palno = 3
trigger2 = P2BodyDist X = [0,60]
trigger2 = var(51) = [0,99]
trigger2 = numtarget(1100)
trigger2 = target(1100),stateno = [5020,5050]
trigger2 = stateno = 440
trigger2 = time = 1
trigger3 = var(51) = [0,40+(palno=3)*60)
trigger3 = P2BodyDist X = [0,ceil(25*const(size.xscale))]
trigger3 = stateno = 226 && Animelemtime(4) <= 0
trigger3 = var(38) = 226
trigger3 = numtarget(226)
trigger3 = target(226),stateno = [5000,5011]
trigger4 = var(51) = [0,60+(palno=3)*40)
trigger4 = P2BodyDist X = [0,ceil(15*const(size.xscale))]
trigger4 = stateno = 440 && Animelemtime(8) <= 0
trigger4 = var(38) = 440
trigger4 = numtarget(440)
trigger4 = target(440),stateno = [5000,5011]
trigger5 = var(51) = [0,40+(palno=3)*60)
trigger5 = P2BodyDist X = [0,ceil(40*const(size.xscale))]
trigger5 = stateno = [4000,4115]
trigger5 = Animelemtime(4) = 0
trigger6 = var(51) = [0,40+(palno=3)*60)
trigger6 = P2BodyDist X = [0,ceil(20*const(size.xscale))]
trigger6 = stateno = 410
trigger6 = var(38)
trigger6 = numtarget(410)
trigger6 = target(410),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1110
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
triggerall = palno != 3
trigger1 = var(51) = [10,14]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1120
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(15*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
trigger1 = var(51) = [10,14]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = enemy,stateno != [821,823]
trigger1 = palno != 3
trigger2 = var(51) = [0,70)
trigger2 = stateno = 420 && Animelemtime(4) <= 0
trigger2 = var(38) = 420
trigger2 = numtarget(420)
trigger2 = target(420),stateno = [5000,5011]
trigger2 = P2BodyDist X = [0,15]
trigger3 = var(51) = [0,70)
trigger3 = stateno = 225 && Animelemtime(7) <= 0
trigger3 = var(38) = 225
trigger3 = numtarget(225)
trigger3 = target(225),stateno = [5000,5011]
trigger3 = P2BodyDist X = [0,10]
ignorehitpause = 0

[State -1, 搳偘]
type = ChangeState
value = 800
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = Random = [0,100+(palno=3)*200]
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(22*const(size.xscale))]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = movetype != H
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger2 = (stateno = [200,450]) || (stateno = [900,910]) || (stateno = 930) 
trigger2 = time <= 3
ignorehitpause = 0

[State -1, 棾姫慁晽媟]
type = ChangeState
value = 1220+(power>=800)*20
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
triggerall = P2BodyDist Y = 0;[ceil(-80*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = palno != 3
triggerall = movetype != H 
trigger1 = var(51) = [20,22]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
trigger2 = var(51) = [80,99]
trigger2 = stateno = 420 && Animelemtime(4) <= 0
trigger2 = var(38) = 420
trigger2 = numtarget(420)
trigger3 = var(51) = [80,99]
trigger3 = stateno = 225 && Animelemtime(7) <= 0
trigger3 = var(38) = 225
trigger3 = numtarget(225)
trigger4 = stateno = 226 && Animelemtime(4) <= 0
trigger4 = var(38) = 226
trigger4 = numtarget(226)
ignorehitpause = 0

[State -1, 攇摦対]
type = ChangeState
value = 1040
triggerall = roundstate = 2
triggerall = !fvar(36)
triggerall = power >= 1500
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),0]
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
trigger1 = var(51) = 0
trigger1 = P2BodyDist X = [ceil(40*const(size.xscale)),ceil(60*const(size.xscale))]
trigger1 = movetype = I
trigger1 = P2movetype != A
trigger1 = ctrl||stateno=21
trigger1 = palno = 3
trigger2 = var(51) = [20,80)
trigger2 = stateno = 225 && Animelemtime(7) <= 0
trigger2 = var(38) = 225
trigger2 = numtarget(225)
trigger2 = target(225),stateno = [5000,5011]
trigger3 = var(51) = [20,80)
trigger3 = stateno = 226 && Animelemtime(4) <= 0
trigger3 = var(38) = 224
trigger3 = numtarget(226)
trigger3 = target(226),stateno = [5000,5011]
trigger4 = var(51) = [20,80)
trigger4 = P2BodyDist X <= ceil(40*const(size.xscale))
trigger4 = stateno = 440 && Animelemtime(8) <= 0
trigger4 = var(38) = 440
trigger4 = numtarget(440)
trigger4 = target(440),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 攇摦対]
type = ChangeState
value = 1020
triggerall = roundstate = 2
triggerall = !fvar(36)
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X <= ceil(60*const(size.xscale))
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),0]
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
triggerall = palno = 3
trigger1 = var(51) = [20,80)
trigger1 = stateno = 225 && Animelemtime(7) <= 0
trigger1 = var(38) = 225
trigger1 = numtarget(225)
trigger2 = var(51) = [0,80)
trigger2 = stateno = 440 && Animelemtime(8) <= 0
trigger2 = var(38) = 440
trigger2 = numtarget(440)
trigger3 = var(51) = [20,80)
trigger3 = stateno = 420 && Animelemtime(4) <= 0
trigger3 = var(38) = 420
trigger3 = numtarget(420)
ignorehitpause = 0

[State -1, 攇摦対]
type = ChangeState
value = ifelse(power>=2000,1040,ifelse(random<=666,ifelse(random<=500,1010,1020),1000))
triggerall = roundstate = 2
triggerall = !fvar(36)
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X >= ceil(30*const(size.xscale))
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),0]
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = !var(24)
triggerall = movetype != H 
triggerall = palno != 3
trigger1 = var(51) = 0
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
trigger2 = var(51) = [20,80)
trigger2 = stateno = 225 && Animelemtime(7) <= 0
trigger2 = var(38) = 225
trigger2 = numtarget(225)
trigger3 = var(51) = [0,80)
trigger3 = stateno = 440 && Animelemtime(8) <= 0
trigger3 = var(38) = 440
trigger3 = numtarget(440)
trigger4 = var(51) = [20,80)
trigger4 = stateno = 420 && Animelemtime(4) <= 0
trigger4 = var(38) = 420
trigger4 = numtarget(420)
trigger4 = target(420),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 偟傖偑傒彫僉僢僋]
type = ChangeState
value = 430
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(50*const(size.xscale))]
triggerall = statetype != A
triggerall = !var(13)
triggerall = palno = 3
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = movetype != H
trigger1 = Random = [450,590]
trigger1 = movetype = I
trigger1 = p2statetype = S
trigger1 = ctrl||stateno=21
trigger2 = Random = [550-(fvar(39)=1)*400,590]
trigger2 = Stateno = 400
trigger2 = var(38)=400||Animelemtime(5) >= 0
trigger3 = Random = [550-(fvar(39)=1)*400,590]
trigger3 = Stateno = 430
trigger3 = var(38)=430||Animelemtime(5) >= 0
trigger4 = Random = [450,590]
trigger4 = stateno = [4000,4115]
trigger4 = Animelemtime(4) = 0
trigger5 = Random = [450,620]
trigger5 = stateno = 100
trigger5 = animelemtime(5) = 1
ignorehitpause = 0

[State -1, 偟傖偑傒拞僉僢僋]
type = ChangeState
value = 440
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(40*const(size.xscale)),ceil(110*const(size.xscale))]
triggerall = P2BodyDist Y = 0
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = movetype != H
trigger1 = P2BodyDist X = [ceil(70*const(size.xscale)),ceil(110*const(size.xscale))]
trigger1 = movetype = I
trigger1 = Random = [630,730-(power<800)*50]
trigger1 = ctrl||stateno=21
trigger2 = Random = [500,1000)
trigger2 = ctrl||stateno=21
trigger2 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(645)
trigger3 = palno = 3
trigger3 = Random = [630,840]
trigger3 = stateno = [4000,4115]
trigger3 = Animelemtime(4) = 0
trigger4 = palno = 3
trigger4 = Random = [630,840]
trigger4 = stateno = 100
trigger4 = animelemtime(5) = 1
trigger5 = palno = 3
trigger5 = Random = [630,840]
trigger5 = stateno = 105
trigger5 = animelemtime(6) = 5
ignorehitpause = 0

[State -1, 儕乕僾傾僞僢僋]
type = ChangeState
value = 920
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2bodydist X = [0,ceil(40*const(size.xscale))]
triggerall = p2statetype = C
triggerall = p2movetype != A
triggerall = movetype != H
trigger1 = movetype = I
trigger1 = Random <= 200-(palno=3)*100
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 棫偪拞僷儞僠(墦)]
type = ChangeState
value = 210
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype = S
triggerall = p2statetype != C
triggerall = movetype != H
triggerall = movetype = I
trigger1 = P2bodydist X = (ceil(22*const(size.xscale)),ceil(50*const(size.xscale))]
trigger1 = Random = [100,140]
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = enemy,const(size.mid.pos.y) < -40
trigger1 = ctrl||stateno=21
trigger2 = enemy, numproj = 0
trigger2 = power <= 2000
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]
trigger2 = Random = [0,499]
trigger2 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 棫偪戝僷儞僠(嬤)]
type = ChangeState
value = 225
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(22*const(size.xscale))]
triggerall = statetype != A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = p2statetype != A
trigger1 = Random = [0,200]
trigger1 = ctrl||stateno=21
trigger2 = Random = [0,400]
trigger2 = ctrl||stateno=21
trigger2 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(645)
trigger3 = Random = [0,400)
trigger3 = stateno = 100
trigger3 = AnimElemTime(5) = 1
ignorehitpause = 0

[State -1, 棫偪拞僉僢僋]
type = ChangeState
value = 240
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(75*const(size.xscale)),ceil(90*const(size.xscale))]
triggerall = statetype = S
triggerall = p2statetype = A
triggerall = movetype != H
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
trigger1 = p2movetype != A
trigger1 = Random = [200,240-(palno=3)*20]
ignorehitpause = 0

[State -1, 棫偪戝僉僢僋]
type = ChangeState
value = 250
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(95*const(size.xscale)),ceil(110*const(size.xscale))]
triggerall = statetype = S
triggerall = movetype != H
trigger1 = movetype = I
trigger1 = Random = [300,340-(palno=3)*30]
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 偟傖偑傒彫僷儞僠]
type = null;ChangeState
value = 400
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(40*const(size.xscale))]
triggerall = statetype != A
triggerall = !var(13)
triggerall = Random = [320,350]
triggerall = movetype != H
trigger1 = movetype = I
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
trigger2 = Stateno = 400
trigger2 = Animelemtime(5) >= 0
ignorehitpause = 0

[State -1, 偟傖偑傒拞僷儞僠]
type = ChangeState
value = 410
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = palno != 3
triggerall = movetype != H
triggerall = movetype = I
trigger1 = Random = [400,450]
trigger1 = P2BodyDist X = [0,ceil(40*const(size.xscale))]
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
trigger2 = enemy, numproj = 0
trigger2 = power <= 2000
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]
trigger2 = Random = [500,999]
trigger2 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 偟傖偑傒戝僷儞僠]
type = ChangeState
value = 420
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),0]
triggerall = statetype != A
triggerall = palno != 3
triggerall = Random = [460,530]
triggerall = movetype != H
trigger1 = movetype = I
trigger1 = p2statetype != L
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 偟傖偑傒彫僉僢僋]
type = ChangeState
value = 430
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(50*const(size.xscale))]
triggerall = statetype != A
triggerall = !var(13)
triggerall = palno != 3
triggerall = Random = [550,590]
triggerall = movetype != H
trigger1 = movetype = I
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
trigger2 = Stateno = 400
trigger2 = Animelemtime(4) >= 0
trigger3 = Stateno = 430
trigger3 = Animelemtime(5) >= 0
ignorehitpause = 0

[State -1, 偟傖偑傒戝僉僢僋]
type = ChangeState
value = 450
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(90*const(size.xscale)),ceil(110*const(size.xscale))]
triggerall = statetype != A
triggerall = movetype != H
triggerall = movetype = I
trigger1 = Random = [750,730-(palno=3)*15]
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = ctrl||stateno=21
trigger2 = palno = 3
trigger2 = Random = [750,780]
trigger2 = stateno = 105
trigger2 = animelemtime(6) = 5
ignorehitpause = 0

[State -1, 僕儍儞僾戝僷儞僠]
type = ChangeState
value = 625
triggerall = roundstate = 2
triggerall = vel X > 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil((50+(var(3)=1)*15)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil((60+(var(3)=1)*10)*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y = [ceil((-55-(var(3)=1)*15)*const(size.yscale)),ceil((-45-(var(3)=1)*15)*const(size.yscale))]
trigger1 = vel Y > 0
trigger1 = Random = [500,700+(enemynear,ctrl=0)*100)
trigger2 = pos Y = [ceil(-55*const(size.yscale)),ceil(-45*const(size.yscale))]
trigger2 = vel Y > 0
trigger2 = numenemy
trigger2 = enemy,stateno = 7200 || enemy,stateno = [5300,5301]
ignorehitpause = 0

[State -1, 僕儍儞僾戝僷儞僠]
type = ChangeState
value = 620
triggerall = roundstate = 2
triggerall = vel X = 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(40*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil(65*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y = [ceil(-65*const(size.yscale)),ceil(-55*const(size.yscale))]
trigger1 = vel Y > 0
trigger1 = Random = [0,150)
ignorehitpause = 0

[State -1, 僕儍儞僾戝僉僢僋]
type = ChangeState
value = 650
triggerall = roundstate = 2
triggerall = vel X != 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil((100+(vel X>0)*20)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil((60+(var(3)=1)*10)*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y < ceil(-70*const(size.yscale))
trigger1 = time > 5
trigger1 = Random = [0,300)
trigger2 = pos Y = [ceil((-55-(var(3)=1)*15)*const(size.yscale)),ceil((-45-(var(3)=1)*15)*const(size.yscale))]
trigger2 = vel Y > 0
trigger2 = Random = [500,800+(enemynear,ctrl=0)*100)
ignorehitpause = 0

[State -1, 僕儍儞僾拞僉僢僋]
type = ChangeState
value = 640
triggerall = roundstate = 2
triggerall = vel X > 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-40*const(size.xscale)),ceil(-20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil(80*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y = [ceil(-80*const(size.yscale)),ceil(-60*const(size.yscale))]
trigger1 = vel Y > 0
trigger1 = Random = [400,800)
ignorehitpause = 0

[State -1, 僕儍儞僾拞僉僢僋]
type = ChangeState
value = 645
triggerall = roundstate = 2
triggerall = vel X = 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-20*const(size.yscale)),ceil(60*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y = [ceil(-60*const(size.yscale)),ceil(-40*const(size.yscale))]
trigger1 = vel Y > 0
trigger1 = Random = [400,600)
ignorehitpause = 0

[State -1, 僕儍儞僾戝僉僢僋]
type = ChangeState
value = 655
triggerall = roundstate = 2
triggerall = vel X = 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-40*const(size.yscale)),ceil(65*const(size.yscale))]
triggerall = statetype = A
triggerall = movetype = I
triggerall = p2statetype != L
triggerall = ctrl
trigger1 = pos Y <= ceil(-60*const(size.yscale))
trigger1 = Random = [0,100)
trigger2 = pos Y = [ceil(-65*const(size.yscale)),ceil(-55*const(size.yscale))]
trigger2 = vel Y > 0
trigger2 = Random = [0,300)
ignorehitpause = 0

[State -1, 僕儍儞僾奐巒]
type = ChangeState
value = 40
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = P2BodyDist X = [ceil(80*const(size.xscale)),ceil(130*const(size.xscale)))
trigger1 = enemy,statetype != A
trigger1 = enemy,statetype != L
trigger1 = Random < 20+(enemy,numproj>0)*100
trigger1 = var(40):= 2
trigger2 = ctrl||stateno=21||stateno=[120,131]
trigger2 = P2BodyDist X = [ceil(150*const(size.xscale)),ceil(200*const(size.xscale)))
trigger2 = enemy,statetype != A
trigger2 = enemy,statetype != L
trigger2 = Random < 10+(enemy,numproj>0)*70
trigger2 = var(40):= 2
trigger3 = ctrl||stateno=21
trigger3 = P2BodyDist X < ceil(80*const(size.xscale))
trigger3 = Random < 2
trigger3 = var(40):= 3
trigger4 = ctrl||stateno=21
trigger4 = P2BodyDist X > ceil(130*const(size.xscale))
trigger4 = Random < 2
trigger4 = var(40):= 3
trigger5 = ctrl||stateno=21||stateno=[120,131]
trigger5 = P2BodyDist X <= 60
trigger5 = Random < 50+(enemynear,hitdefattr=SCA,HT)*250
trigger5 = enemynear,hitdefattr = SCA,NT,ST,HT
trigger5 = var(40):= 1

[State -1, 挧敪]
type = ChangeState
value = 195
triggerall = RoundState = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = enemy, numproj = 0
triggerall = p2movetype != A
triggerall = palno = 3
triggerall = power >= 1280
trigger1 = prevstateno = 3210
trigger1 = stateno = 3250
trigger1 = AnimelemTime(4) = 1
trigger2 = prevstateno = 3210
trigger2 = stateno = 3260
trigger2 = AnimTime = 0

[State -1, 挧敪]
type = ChangeState
value = 195
triggerall = RoundState = 2
triggerall = var(50) = 1
triggerall = power < 2600
triggerall = Life > var(52) / 4
triggerall = statetype != A
triggerall = enemy, numproj = 0
triggerall = p2movetype != A
triggerall = palno != 3
trigger1 = ctrl||stateno=21
trigger1 = P2BodyDist X > 200
trigger1 = Random <= 100
trigger2 = ctrl||stateno=21
trigger2 = P2BodyDist X > 200
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]
trigger2 = Random <= 200
trigger3 = prevstateno = 820
trigger3 = stateno = 0
trigger3 = !time
trigger3 = Random <= 600
trigger4 = stateno = 863
trigger4 = animtime = 0
trigger4 = Random <= 200
trigger5 = prevstateno = 3210
trigger5 = stateno = 3250
trigger5 = AnimelemTime(4) = 1
trigger5 = Random <= 400
trigger6 = prevstateno = 3210
trigger6 = stateno = 3260
trigger6 = AnimTime = 0
trigger6 = Random <= 400

[State -1, 嬻拞庴恎]
type = ChangeState
value = 5210
triggerall = stateno = 5050
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = fvar(2) != 64
triggerall = vel Y > -1
triggerall = alive
triggerall = canrecover
triggerall = pos Y = [-120,-20)
trigger1 = Random < 30
trigger2 = P2BodyDist X = [-90,90]
trigger2 = var(51) = [30,39]
trigger2 = enemy,hitdefattr = SA, AA, AT, AP

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 100
trigger1 = RoundState = 2
trigger1 = var(51) = [0,59]
trigger1 = var(50) = 1
trigger1 = statetype != A
trigger1 = power >= 1000
trigger1 = palno = 3
trigger1 = enemy,statetype = L
trigger1 = enemy,backedgebodydist > 30
trigger1 = enemy,stateno != 5120
trigger1 = ctrl||stateno=21
trigger1 = !InGuardDist
ignorehitpause = 0
persistent=0

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 100
trigger1 = RoundState = 2
trigger1 = Enemynear,movetype != A
trigger1 = var(51) = [0,9]
trigger1 = var(50) = 1
trigger1 = P2bodydist X >= ceil(160*const(size.xscale))
trigger1 = statetype != A
trigger1 = ctrl||stateno=21
trigger1 = !InGuardDist
ignorehitpause = 0
persistent=0

[State -1, 屻僟僢僔儏]
type = ChangeState
value = 105
trigger1 = RoundState = 2
trigger1 = Enemy,movetype = A
trigger1 = var(50) = 1
trigger1 = var(51) = [0,29]
trigger1 = P2bodydist X = [ceil(70*const(size.xscale)),ceil(90*const(size.xscale))]
trigger1 = statetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0
persistent=0

[State -1, 屻僟僢僔儏]
type = ChangeState
value = 105
trigger1 = RoundState = 2
trigger1 = Enemynear,statetype = L
trigger1 = var(50) = 1
trigger1 = var(51) = [30,99]
trigger1 = P2bodydist X <= 80
trigger1 = BackEdgeBodyDist > 40
trigger1 = statetype != A
trigger1 = ctrl||stateno=21
trigger1 = !InGuardDist
ignorehitpause = 0
persistent=0

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

[State -1, 曕偒]
type = ChangeState
value = 21
trigger1 = roundstate = 2
trigger1 = var(50) = 1
trigger1 = p2bodydist x >= 60
trigger1 = ctrl
trigger1 = random < 300
trigger1 = !InGuardDist
trigger1 = statetype = S
trigger1 = stateno != [120,155]
trigger1 = stateno != [20,21]
trigger1 = stateno != [10,12]
;trigger1 = prevstateno != [20,22]
;trigger1 = prevstateno != 40
;trigger1 = prevstateno != [130,140]
