;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 = "弖崠嶦"
command = ~x, x, F, a, z
time = 30

[Command]
name = "弖崠嶦"
command = ~x, x, F, a, ~z
time = 30

[Command]
name = "嬥崉殸楐巃"
command = ~D, D, D, x+y+z
time = 24

[Command]
name = "嬥崉殸楐巃"
command = ~D, D, D, x+y
time = 24

[Command]
name = "嬥崉殸楐巃"
command = ~D, D, D, y+z
time = 24

[Command]
name = "嬥崉殸楐巃"
command = ~D, D, D, x+z
time = 24

[Command]
name = "柵嶦崑攇摦"
command = ~D, DF, F, D, DF, x
time = 24

[Command]
name = "柵嶦崑攇摦"
command = ~D, DF, F, D, DF, ~x
time = 24

[Command]
name = "柵嶦崑攇摦"
command = ~D, DF, F, D, DF, y
time = 24

[Command]
name = "柵嶦崑攇摦"
command = ~D, DF, F, D, DF, ~y
time = 24

[Command]
name = "柵嶦崑攇摦"
command = ~D, DF, F, D, DF, z
time = 24

[Command]
name = "柵嶦崑攇摦"
command = ~D, DF, F, D, DF, ~z
time = 24

[Command]
name = "柵嶦崑徃棿"
command = ~D, DF, F, D, DF, a
time = 24

[Command]
name = "柵嶦崑徃棿"
command = ~D, DF, F, D, DF, ~a
time = 24

[Command]
name = "柵嶦崑徃棿"
command = ~D, DF, F, D, DF, b
time = 24

[Command]
name = "柵嶦崑徃棿"
command = ~D, DF, F, D, DF, ~b
time = 24

[Command]
name = "柵嶦崑徃棿"
command = ~D, DF, F, D, DF, c
time = 24

[Command]
name = "柵嶦崑徃棿"
command = ~D, DF, F, D, DF, ~c
time = 24

[Command]
name = "柵嶦崑梿慁"
command = ~D, DB, B, D, DB, a
time = 24

[Command]
name = "柵嶦崑梿慁"
command = ~D, DB, B, D, DB, ~a
time = 24

[Command]
name = "柵嶦崑梿慁"
command = ~D, DB, B, D, DB, b
time = 24

[Command]
name = "柵嶦崑梿慁"
command = ~D, DB, B, D, DB, ~b
time = 24

[Command]
name = "柵嶦崑梿慁"
command = ~D, DB, B, D, DB, c
time = 24

[Command]
name = "柵嶦崑梿慁"
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 = "崑攇摦対_x"
command = ~D, DF, F, x
time = 12

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

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

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

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

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

[Command]
name = "庈擬攇摦対_x"
command = ~F, DF, D, DB, B, x
time = 18

[Command]
name = "庈擬攇摦対_y"
command = ~F, DF, D, DB, B, y
time = 18

[Command]
name = "庈擬攇摦対_z"
command = ~F, DF, D, DB, B, z
time = 18

[Command]
name = "庈擬攇摦対_x"
command = ~F, DF, D, DB, B, ~x
time = 18

[Command]
name = "庈擬攇摦対_y"
command = ~F, DF, D, DB, B, ~y
time = 18

[Command]
name = "庈擬攇摦対_z"
command = ~F, DF, D, DB, B, ~z
time = 18

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

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

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

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

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

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

[Command]
name = "昐婼廝_a"
command = ~F, D, DF, a
time = 15

[Command]
name = "昐婼廝_b"
command = ~F, D, DF, b
time = 15

[Command]
name = "昐婼廝_c"
command = ~F, D, DF, c
time = 15

[Command]
name = "昐婼廝_a"
command = ~F, D, DF, ~a
time = 15

[Command]
name = "昐婼廝_b"
command = ~F, D, DF, ~b
time = 15

[Command]
name = "昐婼廝_c"
command = ~F, D, DF, ~c
time = 15

[Command]
name = "棾姫巃嬻媟_a"
command = ~D, DB, B, a
time = 12

[Command]
name = "棾姫巃嬻媟_b"
command = ~D, DB, B, b
time = 12

[Command]
name = "棾姫巃嬻媟_c"
command = ~D, DB, B, c
time = 12

[Command]
name = "棾姫巃嬻媟_a"
command = ~D, DB, B, ~a
time = 12

[Command]
name = "棾姫巃嬻媟_b"
command = ~D, DB, B, ~b
time = 12

[Command]
name = "棾姫巃嬻媟_c"
command = ~D, DB, B, ~c
time = 12

[Command]
name = "垻廋梾慚嬻1"
command = ~F, D, DF, x+y
time = 15

[Command]
name = "垻廋梾慚嬻1"
command = ~F, D, DF, y+z
time = 15

[Command]
name = "垻廋梾慚嬻1"
command = ~F, D, DF, z+x
time = 15

[Command]
name = "垻廋梾慚嬻2"
command = ~F, D, DF, a+b
time = 15

[Command]
name = "垻廋梾慚嬻2"
command = ~F, D, DF, b+c
time = 15

[Command]
name = "垻廋梾慚嬻2"
command = ~F, D, DF, c+a
time = 15

[Command]
name = "垻廋梾慚嬻3"
command = ~B, D, DB, x+y
time = 15

[Command]
name = "垻廋梾慚嬻3"
command = ~B, D, DB, y+z
time = 15

[Command]
name = "垻廋梾慚嬻3"
command = ~B, D, DB, z+x
time = 15

[Command]
name = "垻廋梾慚嬻4"
command = ~B, D, DB, a+b
time = 15

[Command]
name = "垻廋梾慚嬻4"
command = ~B, D, DB, b+c
time = 15

[Command]
name = "垻廋梾慚嬻4"
command = ~B, D, DB, c+a
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(16)
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(16)
trigger2 = var(38)
trigger2 = var(58):= 100
var(55) = 100
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "BB"
trigger1 = !var(38) && !fvar(16)
trigger2 = var(38)
trigger2 = var(58):= 105
var(55) = 105
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "x"
trigger1 = !var(38) && fvar(16)<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(16)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",410,ifelse(command="holdfwd",900,210))
var(55) = ifelse(command="holddown",410,ifelse(command="holdfwd",900,210))
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "z"
trigger1 = !var(38) && fvar(16)<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(16)<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(16)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",440,240)
var(55) = ifelse(command="holddown",440,240)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "c"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command="holddown",450,250)
var(55) = ifelse(command="holddown",450,250)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "x"
trigger1 = !var(38) && fvar(16)<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(16)<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(16)<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(16)<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(16)<2
trigger2 = var(38)
trigger2 = var(47):= ifelse(vel X>0&&command="holddown",910,640)
var(26) = ifelse(vel X>0&&command="holddown",910,640)
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = Command = "c"
trigger1 = !var(38) && fvar(16)<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

;崑攇摦対
[State -1, Varset]
type = Varset
triggerall = Command = "崑攇摦対_x" || Command = "崑攇摦対_y" || Command = "崑攇摦対_z"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(Command = "崑攇摦対_z",1020,ifelse(Command = "崑攇摦対_y",1010,1000))
var(55) = ifelse(Command = "崑攇摦対_z",1020,ifelse(Command = "崑攇摦対_y",1010,1000))
ignorehitpause = 1

;巃嬻攇摦対
[State -1, Varset]
type = Varset
triggerall = Command = "崑攇摦対_x" || Command = "崑攇摦対_y" || Command = "崑攇摦対_z"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(47):= ifelse(Command = "崑攇摦対_z",1620,ifelse(Command = "崑攇摦対_y",1610,1600))
var(26) = ifelse(Command = "崑攇摦対_z",1620,ifelse(Command = "崑攇摦対_y",1610,1600))
ignorehitpause = 1

;崑徃棿対
[State -1, Varset]
type = Varset
triggerall = Command = "崑徃棿対_x" || Command = "崑徃棿対_y" || Command = "崑徃棿対_z"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(Command = "崑徃棿対_z",1120,ifelse(Command = "崑徃棿対_y",1110,1100))
var(55) = ifelse(Command = "崑徃棿対_z",1120,ifelse(Command = "崑徃棿対_y",1110,1100))
ignorehitpause = 1

;庈擬攇摦対
[State -1, Varset]
type = Varset
triggerall = Command = "庈擬攇摦対_x" || Command = "庈擬攇摦対_y" || Command = "庈擬攇摦対_z"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(Command = "庈擬攇摦対_z",1720,ifelse(Command = "庈擬攇摦対_y",1710,1700))
var(55) = ifelse(Command = "庈擬攇摦対_z",1720,ifelse(Command = "庈擬攇摦対_y",1710,1700))
ignorehitpause = 1

;棾姫巃嬻媟
[State -1, Varset]
type = Varset
triggerall = Command = "棾姫巃嬻媟_a" || Command = "棾姫巃嬻媟_b" || Command = "棾姫巃嬻媟_c"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command = "棾姫巃嬻媟_c",1220,ifelse(Command = "棾姫巃嬻媟_b",1210,1200))
var(55) = ifelse(command = "棾姫巃嬻媟_c",1220,ifelse(Command = "棾姫巃嬻媟_b",1210,1200))
ignorehitpause = 1

;嬻拞棾姫巃嬻媟
[State -1, Varset]
type = Varset
triggerall = Command = "棾姫巃嬻媟_a" || Command = "棾姫巃嬻媟_b" || Command = "棾姫巃嬻媟_c"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(47):= ifelse(command = "棾姫巃嬻媟_c",1320,ifelse(Command = "棾姫巃嬻媟_b",1310,1300))
var(26) = ifelse(command = "棾姫巃嬻媟_c",1320,ifelse(Command = "棾姫巃嬻媟_b",1310,1300))
ignorehitpause = 1

;昐婼廝
[State -1, Varset]
type = Varset
triggerall = Command = "昐婼廝_a" || Command = "昐婼廝_b" || Command = "昐婼廝_c"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= 1500
var(55) = 1500
ignorehitpause = 1

[State -1, Varset]
type = Varset
trigger1 = Command = "昐婼廝_a" || Command = "昐婼廝_b" || Command = "昐婼廝_c"
var(10) = ifelse(command = "昐婼廝_c",2,ifelse(Command = "昐婼廝_b",1,0))
ignorehitpause = 1

;垻廋梾慚嬻
[State -1, Varset]
type = Varset
triggerall = Command = "垻廋梾慚嬻1" || Command = "垻廋梾慚嬻2" || Command = "垻廋梾慚嬻3" || Command = "垻廋梾慚嬻4"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= ifelse(command = "垻廋梾慚嬻1",1400,ifelse(Command = "垻廋梾慚嬻3",1420,ifelse(Command = "垻廋梾慚嬻2",1410,1430)))
var(55) = ifelse(command = "垻廋梾慚嬻1",1400,ifelse(Command = "垻廋梾慚嬻3",1420,ifelse(Command = "垻廋梾慚嬻2",1410,1430)))
ignorehitpause = 1

;柵嶦崑攇摦
[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(!var(2))*160
triggerall = Command = "柵嶦崑攇摦"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= 3000
var(55) = 3000
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(!var(2))*160
triggerall = Command = "柵嶦崑攇摦"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(47):= 3100
var(26) = 3100
ignorehitpause = 1

;柵嶦崑徃棿
[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= 1120+(!var(2))*160
triggerall = ifelse(var(2)=2,Command="柵嶦崑攇摦",Command="柵嶦崑徃棿")
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= 3200
var(55) = 3200
ignorehitpause = 1

;柵嶦崑梿慁
[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= 1120+(!var(2))*160
triggerall = ifelse(var(2)=3,Command="柵嶦崑徃棿",Command="柵嶦崑梿慁")
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= 3300
var(55) = 3300
ignorehitpause = 1

[State -1, Varset]
type = Varset
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= 1120+(!var(2))*160
triggerall = ifelse(var(2)=3,Command="柵嶦崑徃棿",Command="柵嶦崑梿慁")
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(47):= 3400
var(26) = 3400
ignorehitpause = 1

;嬥崉殸楐巃
[State -1, Varset]
type = Varset
triggerall = Power >= 2240+(!var(2))*320
triggerall = Command = "嬥崉殸楐巃"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= 3500
var(55) = 3500
ignorehitpause = 1

;弖崠嶦
[State -1, Varset]
type = Varset
triggerall = Power >= 2240+(!var(2))*320
triggerall = Command = "弖崠嶦"
trigger1 = !var(38) && fvar(16)<2
trigger2 = var(38)
trigger2 = var(58):= 3600
var(55) = 3600
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) = [3500,3600]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3200 && animelemtime(6) <= 0 && var(38) = 3200
trigger2 = stateno = 3200 && animelemtime(8) <= 0 && var(38) = 3201
trigger3 = stateno = 3210 && animelemtime(5) <= 0 && var(38) = 3210
trigger4 = stateno = 3210 && animelemtime(7) <= 0 && var(38) = 3211
trigger5 = stateno = 3220 && animelemtime(5) <= 0 && var(38) = 3220
trigger6 = stateno = 3220 && animelemtime(7) <= 0 && var(38) = 3221
trigger7 = stateno = 3300 && animelemtime(11) <= 0 && var(38) = 3300
ignorehitpause = 0

[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 = 3200 && animelemtime(6) <= 0 && var(38) = 3200
trigger2 = stateno = 3200 && animelemtime(8) <= 0 && var(38) = 3201
trigger3 = stateno = 3210 && animelemtime(5) <= 0 && var(38) = 3210
trigger4 = stateno = 3210 && animelemtime(7) <= 0 && var(38) = 3211
trigger5 = stateno = 3220 && animelemtime(5) <= 0 && var(38) = 3220
trigger6 = stateno = 3220 && animelemtime(7) <= 0 && var(38) = 3221
trigger7 = stateno = 3300 && animelemtime(11) <= 0 && var(38) = 3300
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 = 3300 && animelemtime(11) <= 0 && var(38) = 3300
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = (var(55) = [3200,3300]) || (var(55) = [3500,3600])
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(21) > 0) && (Animelemtime(26) < 0)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = 3300
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3200 && animelemtime(6) <= 0 && var(38) = 3200
trigger2 = stateno = 3200 && animelemtime(8) <= 0 && var(38) = 3201
trigger3 = stateno = 3210 && animelemtime(5) <= 0 && var(38) = 3210
trigger4 = stateno = 3210 && animelemtime(7) <= 0 && var(38) = 3211
trigger5 = stateno = 3220 && animelemtime(5) <= 0 && var(38) = 3220
trigger6 = stateno = 3220 && animelemtime(7) <= 0 && var(38) = 3221
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(47)
triggerall = var(47) = 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 = 3200 && var(38)
trigger2 = stateno = 3210 && var(38)
trigger3 = stateno = 3220 && var(38)
trigger4 = stateno = 3300 && var(38)
trigger5 = stateno = 3400 && var(38)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(26)
triggerall = var(26) = 3400
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(11) > 0) && (Animelemtime(12) < 4)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(47)
triggerall = var(47) = 3400
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = numhelper(30000)
triggerall = helper(30000),var(11) = 1
triggerall = !var(13)
trigger1 = stateno = 3200 && var(38)
trigger2 = stateno = 3210 && var(38)
trigger3 = stateno = 3220 && var(38)
trigger4 = stateno = 3300 && var(38)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(47)
triggerall = var(47) = 3100 || var(47) = 3400
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(13)
triggerall = var(38)
trigger1 = stateno = [1210,1220]
trigger1 = Animelemtime(6) <= 0
trigger2 = stateno = [1300,1320] 
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(47)
triggerall = var(47) = 3100 || var(47) = 3400
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(13)
triggerall = var(38)
trigger1 = stateno = [1100,1120] 
trigger2 = stateno = [1200,1220] 
trigger3 = stateno = [1520,1530] 
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(26)
triggerall = var(26) = 3100 || var(26) = 3400
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1600,1620]
trigger1 = Animelemtime(6-var(22)*3) > 0 && Animelemtime(7) < 6
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [3000,3300]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(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 = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger9 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger10 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger11 = stateno = 1100 && Animelemtime(4) <= 0 && var(38) = 1100
trigger12 = stateno = 1110 && Animelemtime(4) <= 0 && var(38) = 1110
trigger13 = stateno = 1120 && Animelemtime(4) <= 0 && var(38) = 1120
trigger14 = stateno = 1120 && Animelemtime(6) <= 0 && var(38) = 1121
trigger15 = stateno = [1210,1220]
trigger15 = Animelemtime(5) <= 0 && var(38)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = 3500
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 && Animelemtime(4) <= 0 && var(38) = 1100
trigger2 = stateno = 1110 && Animelemtime(4) <= 0 && var(38) = 1110
trigger3 = stateno = 1120 && Animelemtime(4) <= 0 && var(38) = 1120
trigger4 = stateno = 1120 && Animelemtime(6) <= 0 && var(38) = 1121
trigger5 = stateno = [1210,1220]
trigger5 = Animelemtime(5) <= 0 && var(38)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = 3500
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1000,1020]
trigger1 = Animelemtime(5) > 0 && Animelemtime(8) < 0
trigger2 = stateno = [1700,1720]
trigger2 = Animelemtime(7) > 0 && Animelemtime(10) < 0
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = 3500
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
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 = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger9 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger10 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = [3000,3300]
triggerall = var(55) != 3100
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1000,1020]
trigger1 = Animelemtime(5) > 0 && Animelemtime(8) < 0
trigger2 = stateno = [1700,1720]
trigger2 = Animelemtime(7) > 0 && Animelemtime(10) < 0
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1100,1500]
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 = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger9 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger10 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = (var(58) = [1000,1020]) || (var(58) = [1700,1720])
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 = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger6 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger7 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger8 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger9 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger10 = 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) = [1100,1500]) || (var(58) = [3000,3300]) || (var(58) = 3500)
triggerall = var(58) != [1300,1320]
triggerall = !var(13)
trigger1 = Stateno = 210 && Animelemtime(6) <= 0 && var(38) = 210
trigger2 = Stateno = 220 && Animelemtime(8) <= 0 && var(38) = 220
trigger3 = Stateno = 221 && Animelemtime(7) <= 0 && var(38) = 221
trigger4 = stateno = 225 && Animelemtime(8) <= 0 && var(38) = 10225
trigger5 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && Animelemtime(6) <= 0 && var(38) = 240
trigger7 = Stateno = 250 && Animelemtime(10) <= 0 && var(38) = 250
trigger8 = Stateno = 255 && Animelemtime(6) <= 0 && var(38) = 255
trigger9 = Stateno = 255 && Animelemtime(12) <= 0 && var(38) = 256
trigger10 = Stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger11 = Stateno = 450 && Animelemtime(7) <= 0 && var(38) = 450
trigger12 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger13 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
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) = [1000,1020]) || (var(58) = [1700,1720])
triggerall = !fvar(36)
triggerall = !var(13)
trigger1 = Stateno = 210 && Animelemtime(6) <= 0 && var(38) = 210
trigger2 = Stateno = 220 && Animelemtime(8) <= 0 && var(38) = 220
trigger3 = Stateno = 221 && Animelemtime(7) <= 0 && var(38) = 221
trigger4 = stateno = 225 && Animelemtime(8) <= 0 && var(38) = 10225
trigger5 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger6 = Stateno = 240 && Animelemtime(6) <= 0 && var(38) = 240
trigger7 = Stateno = 250 && Animelemtime(10) <= 0 && var(38) = 250
trigger8 = Stateno = 255 && Animelemtime(6) <= 0 && var(38) = 255
trigger9 = Stateno = 255 && Animelemtime(12) <= 0 && var(38) = 256
trigger10 = Stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger11 = Stateno = 450 && Animelemtime(7) <= 0 && var(38) = 450
trigger12 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger13 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1100,1120]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1200,1220]
trigger1 = Animelemtime(5) <= 0 && var(38)
trigger2 = stateno = 1510 && var(38)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = var(58) = [1200,1220]
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(4) <= 0 && var(38) = 1100
trigger2 = stateno = 1110 && Animelemtime(4) <= 0 && var(38) = 1110
trigger3 = stateno = 1120 && Animelemtime(4) <= 0 && var(38) = 1120
trigger4 = stateno = 1120 && Animelemtime(6) <= 0 && var(38) = 1121
trigger5 = stateno = 1510 && var(38)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(55)
triggerall = var(55) = [1100,1220]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1000,1020]
trigger1 = Animelemtime(5) > 0 && Animelemtime(8) < 0
trigger2 = stateno = [1700,1720]
trigger2 = Animelemtime(7) > 0 && Animelemtime(10) < 0
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(58)
triggerall = (var(58) = [1000,1020]) || (var(58) = [1700,1720])
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(4) <= 0 && var(38) = 1100
trigger2 = stateno = 1110 && Animelemtime(4) <= 0 && var(38) = 1110
trigger3 = stateno = 1120 && Animelemtime(4) <= 0 && var(38) = 1120
trigger4 = stateno = 1120 && Animelemtime(6) <= 0 && var(38) = 1121
trigger5 = stateno = 1510 && var(38)
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(47)
triggerall = var(47) = [1300,1320]
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(13)
triggerall = var(38)
trigger1 = stateno = [1100,1120] 
trigger2 = stateno = [1200,1220] 
trigger3 = stateno = [1520,1530] 
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(26)
triggerall = var(26) = [1300,1320]
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(13)
trigger1 = stateno = [1600,1620]
trigger1 = Animelemtime(6-var(22)*3) > 0 && Animelemtime(7) < 6
ignorehitpause = 0

[State -1, 0]
type = ChangeState
value = var(47)
triggerall = var(47) = [1600,1620]
triggerall = !fvar(36)
triggerall = numhelper(30000)
triggerall = helper(30000),var(10) = 1
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = var(50) = 0
triggerall = !var(13)
triggerall = var(38)
trigger1 = stateno = [1100,1120] 
trigger2 = stateno = [1200,1220] 
trigger3 = stateno = [1300,1320] 
trigger4 = stateno = [1520,1530] 
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) = [1300,1320])||var(47)=3100||var(47)=3400
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
trigger13 = Stateno = 910
ignorehitpause = 0

[State -1]
type = ChangeState
value = var(47)
triggerall = var(50) = 0
triggerall = !fvar(36)
triggerall = StateType = A
triggerall = numhelper(30000)
triggerall = helper(30000),var(7) = 1
triggerall = var(47) = [1600,1620]
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
trigger13 = Stateno = 910
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(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && Animelemtime(8) <= 0 && var(38) = 220
trigger6 = Stateno = 221 && Animelemtime(7) <= 0 && var(38) = 221
trigger7 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger8 = stateno = 225 && Animelemtime(8) <= 0 && var(38) = 10225
trigger9 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger10 = Stateno = 240 && Animelemtime(6) <= 0 && var(38) = 240
trigger11 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger12 = Stateno = 250 && Animelemtime(10) <= 0 && var(38) = 250
trigger13 = Stateno = 255 && Animelemtime(6) <= 0 && var(38) = 255
trigger14 = Stateno = 255 && Animelemtime(12) <= 0 && var(38) = 256
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 = 450 && Animelemtime(7) <= 0 && var(38) = 450
trigger22 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger23 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
ignorehitpause = 0

[State -2, ChangeState]
type = ChangeState
triggerall = fvar(2) >= 56.0
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) = 3600
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 56
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 56
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) < 56
trigger8 = stateno = 5120
trigger8 = AnimElemTime(10) = 0
trigger9 = stateno = 5123
trigger9 = AnimElemTime(10) = 0
trigger10 = stateno = 5124
trigger10 = AnimElemTime(10) = 0
trigger11 = !var(13)
trigger11 = (stateno = [200,225]) || (stateno = [230,240]) || (stateno = [250,450]) || stateno = 900
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) = [1100,1500]) || (Var(55) = [3000,3500])
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 56
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 56
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) < 56
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
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) < 56
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 56
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) < 56
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
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) = [1000,1020]) || (var(55) = [1700,1720])
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 0
trigger1 = ctrl 
trigger2 = fvar(2) < 56
trigger2 = stateno = 5001
trigger2 = HitOver
trigger3 = fvar(2) < 56
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) < 56
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
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) = [1300,1320]) || var(26) = 3100 || var(26) = 3400
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

[State -1, 0]
type = ChangeState
value = var(26)
triggerall = var(26) = [1600,1620]
triggerall = !fvar(36)
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 <= 28*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 <= 28*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(6) <= 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(6) <= 0 && var(38) = 240
trigger7 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger8 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger9 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger10 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger11 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger12 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger13 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
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
;摢奧攋嶦
[State -1]
type = ChangeState
value = 900
triggerall = (Command = "y" && Command = "holdfwd" && Command != "holddown") || var(55) = 900
triggerall = var(50) = 0
triggerall = StateType != A
trigger1 = ctrl 
trigger2 = stateno = 100
trigger2 = AnimElemTime(5) >= 1
ignorehitpause = 0

[State -1]
type = ChangeState
value = 900
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 900
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

;棫偪拞僷儞僠
[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= 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 <= 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 <= 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

;棫偪戝僉僢僋
[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= 33*const(size.xscale),255,250)
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 = ifelse(P2bodydist X <= 33*const(size.xscale),255,250)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 250
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(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && Animelemtime(8) <= 0 && var(38) = 220
trigger6 = Stateno = 221 && Animelemtime(7) <= 0 && var(38) = 221
trigger7 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger8 = stateno = 225 && Animelemtime(8) <= 0 && var(38) = 10225
trigger9 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger10 = Stateno = 240 && Animelemtime(6) <= 0 && var(38) = 240
trigger11 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger12 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger13 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger14 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger15 = Stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger16 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger17 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger18 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger19 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
ignorehitpause = 0

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

;棫偪拞僉僢僋
[State -1]
type = ChangeState
value = ifelse(P2bodydist X <= 22*const(size.xscale),245,240)
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 = ifelse(P2bodydist X <= 22*const(size.xscale),245,240)
triggerall = var(50) = 0
triggerall = StateType != A
triggerall = numhelper(30000)
triggerall = helper(30000),var(5) = 1
triggerall = var(58) = 240
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(6) <= 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
trigger9 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger10 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
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(6) <= 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(6) <= 0 && var(38) = 240
trigger7 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger8 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger9 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger10 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger11 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger12 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger13 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
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(13)
trigger1 = stateno = 200 && Animelemtime(5) <= 0 && var(38) = 200
trigger2 = stateno = 205 && Animelemtime(6) <= 0 && var(38) = 205
trigger3 = Stateno = 210 && Animelemtime(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && Animelemtime(8) <= 0 && var(38) = 220
trigger6 = Stateno = 221 && Animelemtime(7) <= 0 && var(38) = 221
trigger7 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger8 = stateno = 225 && Animelemtime(8) <= 0 && var(38) = 10225
trigger9 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger10 = Stateno = 240 && Animelemtime(6) <= 0 && var(38) = 240
trigger11 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger12 = stateno = 400 && Animelemtime(5) <= 0 && var(38) = 400
trigger13 = stateno = 410 && Animelemtime(5) <= 0 && var(38) = 410
trigger14 = stateno = 420 && Animelemtime(4) <= 0 && var(38) = 420
trigger15 = Stateno = 420 && Animelemtime(7) <= 0 && var(38) = 10420
trigger16 = stateno = 430 && Animelemtime(5) <= 0 && var(38) = 430
trigger17 = stateno = 440 && Animelemtime(9) <= 0 && var(38) = 440
trigger18 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger19 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
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(6) <= 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
trigger9 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger10 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
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
trigger9 = Stateno = 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
;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
trigger11 = Stateno = 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
;揤杺嬻恘媟
[State -1]
type = ChangeState
value = 910
triggerall = (Vel X > 0 && Command = "b" && Command = "holddown") || Var(37) = 910
triggerall = vel X >= 0
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = pos Y <= -76*const(size.yscale)
trigger1 = ctrl
ignorehitpause = 0

[State -1]
type = ChangeState
value = 910
triggerall = var(50) = 0
triggerall = StateType = A
triggerall = Vel X > 0
triggerall = pos Y <= -80
triggerall = numhelper(30000)
triggerall = helper(30000),var(6) = 1
triggerall = var(47) = 910
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

;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(6) <= 0 && var(38) = 210
trigger4 = stateno = 215 && Animelemtime(7) <= 0 && var(38) = 215
trigger5 = Stateno = 220 && Animelemtime(8) <= 0 && var(38) = 220
trigger6 = Stateno = 221 && Animelemtime(7) <= 0 && var(38) = 221
trigger7 = stateno = 225 && Animelemtime(6) <= 0 && var(38) = 225
trigger8 = stateno = 225 && Animelemtime(8) <= 0 && var(38) = 10225
trigger9 = Stateno = 230 && Animelemtime(5) <= 0 && var(38) = 230
trigger10 = Stateno = 240 && Animelemtime(6) <= 0 && var(38) = 240
trigger11 = stateno = 245 && Animelemtime(7) <= 0 && var(38) = 245
trigger12 = Stateno = 250 && Animelemtime(10) <= 0 && var(38) = 250
trigger13 = Stateno = 255 && Animelemtime(6) <= 0 && var(38) = 255
trigger14 = Stateno = 255 && Animelemtime(12) <= 0 && var(38) = 256
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 = 450 && Animelemtime(7) <= 0 && var(38) = 450
trigger22 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 900
trigger23 = Stateno = 900 && Animelemtime(6) <= 0 && var(38) = 901
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(19)
trigger1 = !fvar(16)
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(16)
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
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && fvar(31) && random < 250+var(22)*50
trigger2 = (stateno = [120,131]) && random < 150
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && fvar(32) && random < 250+var(22)*50
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && fvar(32) && random < 250+var(22)*50
slot = 0
attr = SA, NA, SA, HA
stateno = 4000
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && fvar(31) && random < 250+P2BodyDist X+var(22)*50
trigger2 = (stateno = [120,131]) && random < 150+p2bodydist X+var(22)*50
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && fvar(32) && random < 250+P2BodyDist X+var(22)*50
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && fvar(32) && random < 250+P2BodyDist X+var(22)*50
slot = 1
attr = SA, NP, SP
stateno = 4010
time = 1

[State -2, HitOverride] 
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && fvar(31) && random < 250+P2BodyDist X+var(22)*50
trigger2 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger3 = (stateno = [6150,6153]) && fvar(32) && random < 250+P2BodyDist X+var(22)*50
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [150,153]) && fvar(32) && random < 250+P2BodyDist X+var(22)*50
slot = 6
attr = SA, HP
stateno = 4010
time = 1

;孅僽儘
[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && fvar(31) && random < 250+var(22)*50
trigger2 = (stateno = [120,131]) && random < 150+var(22)*50
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && fvar(32) && random < 250+var(22)*50
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && fvar(32) && random < 250+var(22)*50
slot = 2
attr = C, NA, SA, HA
stateno = 4100
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && fvar(31) && random < 250+P2BodyDist X+var(22)*50
trigger2 = (stateno = [120,131]) && random < 150+p2bodydist X+var(22)*50
trigger3 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger4 = (stateno = [6150,6153]) && fvar(32) && random < 250+P2BodyDist X+var(22)*50
trigger5 = numhelper(30000) && helper(30000),var(4) = 1
trigger5 = (stateno = [150,153]) && fvar(32) && random < 250+P2BodyDist X+var(22)*50
slot = 3
attr = C, NP, SP
stateno = 4110
time = 1

[State -2, HitOverride]
type = HitOverride
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = stateno != [40,50]
trigger1 = (ctrl||stateno=21||((stateno = [4000,4115])&&time>5)) && fvar(31) && random < 250+P2BodyDist X+var(22)*50
trigger2 = (stateno = [4000,4115]) && time<=5 && random < 750
trigger3 = (stateno = [6150,6153]) && fvar(32) && random < 250+P2BodyDist X+var(22)*50
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [150,153]) && fvar(32) && random < 250+P2BodyDist X+var(22)*50
slot = 7
attr = C, 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=5040&&Hitover=1)||((stateno = [4200,4205])&&time>5)) && fvar(31) && random < 300+var(22)*50
trigger2 = (stateno = [4200,4205]) && time<=5 && random < 750
trigger3 = (stateno = [6154,6155]) && fvar(32) && random < 300+var(22)*50
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [154,155]) && fvar(32) && random < 300+var(22)*50
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=5040&&Hitover=1)||((stateno = [4200,4205])&&time>5)) && fvar(31) && random < 300+P2BodyDist X+var(22)*50
trigger2 = (stateno = [4200,4205]) && time<=5 && random < 750
trigger3 = (stateno = [6154,6155]) && fvar(32) && random < 300+P2BodyDist X+var(22)*50
trigger4 = numhelper(30000) && helper(30000),var(4) = 1
trigger4 = (stateno = [154,155]) && fvar(32) && random < 300+P2BodyDist X+var(22)*50
slot = 5
attr = SCA, AP
stateno = 4205
time = 1

[State -1, 僈乕僪]
type = changestate
value = 120
triggerall = var(50) = 1
triggerall = StateNo != [120,155]
triggerall = ctrl || stateno = 21
triggerall = statetype != A
;triggerall = enemynear,HitDefAttr != SCA,NT,ST,HT
triggerall = inguarddist
trigger1 = Random <= 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 -1, velset]
type = velset
trigger1 = var(50) = 1
trigger1 = stateno = [120,132]
trigger1 = statetype != A
x = 0

[State -1, 嬥崉殸楐巃]
type = ChangeState
value = 3500
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(22) = 1
triggerall = Power >= 2240+(!var(2))*320
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = !var(13) 
trigger1 = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(40*const(size.xscale))]
trigger1 = var(51) = [95,100)
trigger1 = P2StateType != A
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
trigger2 = P2BodyDist X = [ceil(30*const(size.xscale)),ceil(80*const(size.xscale))]
trigger2 = P2BodyDist Y = [ceil(-120*const(size.yscale)),ceil(120*const(size.yscale))]
trigger2 = var(51) = [90,100)
trigger2 = P2StateType = A
trigger2 = P2StateNo != [821,823]
trigger2 = enemy,vel X > 0
trigger2 = movetype = I
trigger2 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 昐婼廝]
type = ChangeState
value = 1500
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist Y = [ceil(-70*const(size.yscale)),ceil(70*const(size.yscale))]
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = movetype != H 
trigger1 = var(51) = [10,10+(enemy,numproj>0)*10]
trigger1 = P2BodyDist X >= ceil(25*const(size.xscale))
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
trigger2 = var(51) = [0,100-var(22)*90)
trigger2 = P2BodyDist X >= 0
trigger2 = stateno = 225
trigger2 = Animelemtime(6) <= 0 && var(38) = 225
trigger2 = numtarget(225)
trigger2 = target(225),statetype = A
trigger3 = var(51) = [0,10-var(22)*5)
trigger3 = P2BodyDist X >= 0
trigger3 = stateno = 225
trigger3 = Animelemtime(6) <= 0 && var(38) = 225
trigger3 = numtarget(225)
trigger3 = target(225),statetype != A
trigger4 = var(51) = [0,10 -var(22)*5)
trigger4 = P2BodyDist X >= 0
trigger4 = stateno = 440
trigger4 = Animelemtime(8) <= 0 && var(38) = 420
trigger4 = numtarget(440)
trigger4 = target(440),statetype != A
ignorehitpause = 0

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 100
trigger1 = RoundState = 2
trigger1 = Enemynear,movetype != A
trigger1 = var(51) = 0
trigger1 = var(50) = 1
trigger1 = P2bodydist X = [70+var(22)*30,100+var(22)*30]
trigger1 = statetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = enemy, numproj = 0
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 拞僷儞僠]
type = ChangeState
value = 210+(random<500)*200
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = statetype != A
triggerall = P2BodyDist X >= ceil(60*const(size.xscale))
triggerall = movetype != H
triggerall = movetype = I
trigger1 = enemy, numproj = 0
trigger1 = Power < 1120+(!var(2))*160
trigger1 = p2statetype = L
trigger1 = p2stateno = [5100,5110]
trigger1 = Random = [0,499]
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 弖崠嶦]
type = ChangeState
value = 3600
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = Power >= 2240+(!var(2))*320
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-70*const(size.yscale)),ceil(70*const(size.yscale))]
triggerall = !var(13) 
trigger1 = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
trigger1 = var(51) = [0,40+var(22)*40)
trigger1 = P2StateType != A
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger1 = p2movetype = A
trigger2 = var(51) = [0,100)
trigger2 = stateno = 225
trigger2 = Animelemtime(6) >= 0
trigger2 = Animelemtime(10) < 0
trigger2 = numtarget(225)
trigger2 = target(225),statetype = A
trigger3 = var(51) = [0,100)
trigger3 = stateno = 250
trigger3 = Animelemtime(10) >= 0
trigger3 = Animelemtime(12) < 0
trigger3 = numtarget(250)
trigger3 = (target(250),stateno = [5000,5001])||(target(250),stateno = [5600,5610])
trigger4 = var(51) = [0,100)
trigger4 = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
trigger4 = p2movetype != H
trigger4 = P2StateType != A
trigger4 = stateno = 1525
trigger4 = Animelemtime(5) = 1
trigger5 = var(51) = [0,40+var(22)*40)
trigger5 = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(30*const(size.xscale))]
trigger5 = p2movetype = A
trigger5 = P2StateType != A
trigger5 = (stateno = [200,225]) || (stateno = [230,240]) || (stateno = [250,450]) || stateno = 900
trigger6 = var(51) = [0,30)
trigger6 = P2BodyDist X = [ceil(-70*const(size.xscale)),ceil(30*const(size.xscale))]
trigger6 = P2movetype = A
trigger6 = P2statetype != A
trigger6 = fvar(2) < 56
trigger6 = stateno = 5120
trigger6 = AnimElemTime(10) = 0
trigger7 = var(51) = [0,30)
trigger7 = P2BodyDist X = [ceil(-70*const(size.xscale)),ceil(30*const(size.xscale))]
trigger7 = P2movetype = A
trigger7 = P2statetype != A
trigger7 = stateno = 5123
trigger7 = AnimElemTime(10) = 0
trigger8 = var(51) = [0,30)
trigger8 = P2BodyDist X = [ceil(-70*const(size.xscale)),ceil(30*const(size.xscale))]
trigger8 = P2movetype = A
trigger8 = P2statetype != A
trigger8 = stateno = 5124
trigger8 = AnimElemTime(10) = 0
ignorehitpause = 0

[State -1, 柵嶦崑徃棿]
type = ChangeState
value = 3200
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(2) = 0 || var(2) = 2
triggerall = Power >= 1120+(!var(2))*160
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(40*const(size.xscale))]
triggerall = !var(13) 
trigger1 = var(51) = [0,100)
trigger1 = fvar(38) >= 2
trigger1 = Stateno = 430
trigger1 = Animelemtime(5) <= 0 && var(38) = 430
trigger1 = numtarget(430)
trigger1 = target(430),stateno = [5000,5011]
trigger2 = var(51) = [50,100)
trigger2 = P2BodyDist X = [ceil(-60*const(size.xscale)),ceil(15*const(size.xscale))]
trigger2 = P2movetype = A
trigger2 = P2statetype != A
trigger2 = fvar(2) < 56
trigger2 = stateno = 5120
trigger2 = AnimElemTime(10) = 0
trigger3 = var(51) = [50,100)
trigger3 = P2BodyDist X = [ceil(-60*const(size.xscale)),ceil(15*const(size.xscale))]
trigger3 = P2movetype = A
trigger3 = P2statetype != A
trigger3 = stateno = 5123
trigger3 = AnimElemTime(10) = 0
trigger4 = var(51) = [50,100)
trigger4 = P2BodyDist X = [ceil(-60*const(size.xscale)),ceil(15*const(size.xscale))]
trigger4 = P2movetype = A
trigger4 = P2statetype != A
trigger4 = stateno = 5124
trigger4 = AnimElemTime(10) = 0
ignorehitpause = 0

[State -1, 柵嶦崑攇摦]
type = ChangeState
value = 3000
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,100)
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(!var(2))*160
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = !var(13) 
trigger1 = fvar(38) >= 2
trigger1 = Stateno = 430
trigger1 = Animelemtime(5) <= 0 && var(38) = 430
trigger1 = numtarget(430)
trigger1 = target(430),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 搳偘]
type = ChangeState
value = 800
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,20+(enemy,BackEdgeBodyDist<=5)*20]
triggerall = fvar(39) != [1,12]
triggerall = fvar(21) <= 2
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(15*const(size.xscale))]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
trigger1 = movetype = I
trigger1 = ctrl||stateno=21||stateno=[120,131]
trigger2 = stateno = 100
trigger2 = AnimElemTime(5) = 1
ignorehitpause = 0

[State -1, 偟傖偑傒彫僉僢僋]
type = ChangeState
value = 430
triggerall = roundstate = 2
triggerall = Power >= 1120+(!var(2))*160
triggerall = var(50) = 1
triggerall = P2BodyDist X = (ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = !var(13) 
trigger1 = Random = [0,200)
trigger1 = movetype = I
trigger1 = ctrl||stateno=21 || (((stateno = [4000,4015])||(stateno = [4100,4115]))&&animelemtime(4) = 0)
trigger2 = Random = [0,200)
trigger2 = stateno = 100
trigger2 = AnimElemTime(5) = 1
trigger3 = Random = [0,1000)
trigger3 = fvar(38) < 2
trigger3 = Stateno = 430
trigger3 = var(38) = 430
trigger3 = numtarget(430)
ignorehitpause = 0

[State -1, 柵嶦崑巃嬻]
type = ChangeState
value = 3100
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [100,150)
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(!var(2))*160
triggerall = StateType = A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(60*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(10*const(size.yscale)),ceil(60*const(size.yscale))]
triggerall = !var(13) 
trigger1 = stateno = 1320
trigger1 = var(38)
trigger1 = numtarget
trigger1 = target,statetype = A
ignorehitpause = 0

[State -1, 柵嶦崑攇摦]
type = ChangeState
value = 3000
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,40)
triggerall = var(2) = 0 || var(2) = 1
triggerall = Power >= 1120+(!var(2))*160
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(50*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-70*const(size.yscale)),ceil(70*const(size.yscale))]
triggerall = !var(13) 
trigger1 = stateno = 1100
trigger1 = Animelemtime(4) <= 0 && var(38) = 1100
trigger1 = numtarget(1100)
trigger1 = target(1100),statetype = A
ignorehitpause = 0

[State -1, 柵嶦崑梿慁]
type = ChangeState
value = 3300
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,50)
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= 1120+(!var(2))*160
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),ceil(60*const(size.yscale))]
triggerall = !var(13) 
triggerall = movetype = I
triggerall = ctrl||stateno=21
trigger1 = numtarget(1200)
trigger1 = target(1200),statetype = A
trigger2 = numtarget(1320)
trigger2 = target(1320),statetype = A
trigger3 = numtarget(1321)
trigger3 = target(1321),statetype = A
ignorehitpause = 0

[State -1, 柵嶦崑慁晽]
type = ChangeState
value = 3400
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [150,200)
triggerall = var(2) = 0 || var(2) = 3
triggerall = Power >= 1120+(!var(2))*160
triggerall = StateType = A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(70*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),ceil(40*const(size.yscale))]
triggerall = !var(13) 
trigger1 = stateno = 1320
trigger1 = var(38)
trigger1 = numtarget
trigger1 = target,statetype = A
ignorehitpause = 0

[State -1, 棫偪戝僷儞僠(嬤)]
type = ChangeState
value = 225
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,40)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),ceil(60*const(size.yscale))]
triggerall = !var(13) 
triggerall = movetype = I
triggerall = ctrl||stateno=21
trigger1 = numtarget(1200)
trigger1 = target(1200),statetype = A
trigger2 = numtarget(1320)
trigger2 = target(1320),statetype = A
trigger3 = numtarget(1321)
trigger3 = target(1321),statetype = A
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1100+(random<50)*10+(random<200)*10
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = [ceil(-130*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = var(5) = 0
triggerall = movetype != H 
triggerall = P2BodyDist X = [ceil((-20+(enemynear,vel X>0)*20)*const(size.xscale)),ceil(45*const(size.xscale))]
triggerall = movetype = I
triggerall = ctrl||stateno=21||stateno=[120,131]
trigger1 = var(51) = [30,32+(p2movetype=A)*2]
trigger1 = enemynear,stateno != [120,155]
trigger2 = var(51) = [30,59]
trigger2 = numtarget(1200)
trigger2 = target(1200),statetype = A
trigger3 = var(51) = [30,59]
trigger3 = numtarget(1320)
trigger3 = target(1320),statetype = A
trigger4 = var(51) = [30,59]
trigger4 = numtarget(1321)
trigger4 = target(1321),statetype = A
trigger5 = var(51) = [30,80]
trigger5 = p2movetype = A
trigger5 = stateno = 100
trigger5 = AnimElemTime(5) = 1
trigger6 = var(51) = [30,80]
trigger6 = p2movetype = A
trigger6 = stateno = [4000,4015]
trigger6 = animelemtime(4) = 0
trigger7 = var(51) = [30,80]
trigger7 = p2movetype = A
trigger7 = stateno = [4100,4115]
trigger7 = animelemtime(4) = 0
ignorehitpause = 0

[State -1, 偟傖偑傒戝僷儞僠]
type = ChangeState
value = 420
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = [ceil(-120*const(size.yscale)),ceil(-50*const(size.yscale))]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = var(5) = 0
triggerall = movetype != H 
trigger1 = P2BodyDist X = [ceil((-10+(enemynear,vel X>0)*10)*const(size.xscale)),ceil(20*const(size.xscale))]
trigger1 = var(51) = [40,44]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 徃棿対]
type = ChangeState
value = 1100+(P2BodyDist X<=ceil(10*const(size.xscale)))*10+(P2BodyDist X<=ceil(5*const(size.xscale)))*10
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(50) = 1
triggerall = P2BodyDist Y = [ceil(-130*const(size.yscale)),0]
triggerall = enemy, numproj = 0
triggerall = p2statetype != L
triggerall = !var(13)
triggerall = movetype != H 
trigger1 = var(51) = [0,40)
trigger1 = P2BodyDist X = [ceil(-60*const(size.xscale)),ceil(15*const(size.xscale))]
trigger1 = stateno = [4000,4115]
trigger1 = Animelemtime(4) = 0
trigger2 = var(51) = [0,40)
trigger2 = P2BodyDist X = [ceil(-60*const(size.xscale)),ceil(15*const(size.xscale))]
trigger2 = P2movetype = A
trigger2 = fvar(2) < 56
trigger2 = stateno = 5120
trigger2 = AnimElemTime(10) = 0
trigger3 = var(51) = [0,40)
trigger3 = P2BodyDist X = [ceil(-60*const(size.xscale)),ceil(15*const(size.xscale))]
trigger3 = P2movetype = A
trigger3 = stateno = 5123
trigger3 = AnimElemTime(10) = 0
trigger4 = var(51) = [0,40)
trigger4 = P2BodyDist X = [ceil(-60*const(size.xscale)),ceil(15*const(size.xscale))]
trigger4 = P2movetype = A
trigger4 = stateno = 5124
trigger4 = AnimElemTime(10) = 0
ignorehitpause = 0

[State -1, 崑徃棿]
type = ChangeState
value = 1100
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,100)
triggerall = StateType != A
triggerall = Power < 2240+(!var(2))*320
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),ceil(60*const(size.yscale))]
triggerall = !var(13) 
triggerall = movetype = I
triggerall = ctrl||stateno=21||stateno=[120,131]
trigger1 = numtarget(1200)
trigger1 = target(1200),statetype = A
trigger2 = numtarget(1320)
trigger2 = target(1320),statetype = A
trigger3 = numtarget(1321)
trigger3 = target(1321),statetype = A
ignorehitpause = 0

[State -1, 崑棾姫]
type = ChangeState
value = 1200
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X = [ ceil(-10*const(size.xscale)),ceil(70*const(size.xscale))]
triggerall = p2statetype = S
triggerall = !var(13)
trigger1 = var(51) = [0,30)
trigger1 = stateno = 225
trigger1 = Animelemtime(6) <= 0
trigger1 = numtarget(225)
trigger1 = var(38) = 225
trigger2 = var(51) = [0,100)
trigger2 = stateno = 440
trigger2 = Animelemtime(8) <= 0
trigger2 = numtarget(440)
trigger2 = var(38) = 440
ignorehitpause = 0

[State -1, 崑徃棿]
type = ChangeState
value = 1100+(P2BodyDist X<=ceil(10*const(size.xscale)))*10+(P2BodyDist X<=ceil(5*const(size.xscale)))*10
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,100)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(15*const(size.xscale))]
triggerall = !var(13) 
triggerall = var(38)
trigger1 = stateno = 225
trigger1 = Animelemtime(6) <= 0
trigger1 = numtarget(225)
trigger1 = target(225),stateno = [5000,5011]
trigger2 = stateno = 245
trigger2 = Animelemtime(7) <= 0
trigger2 = numtarget(245)
trigger2 = target(245),stateno = [5000,5011]
ignorehitpause = 0

[State -1, 崑棾姫]
type = ChangeState
value = 1210+random%2*10
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = var(51) = [0,100)
triggerall = StateType != A
triggerall = P2BodyDist X = [ceil(-10*const(size.xscale)),ceil(20*const(size.xscale))]
triggerall = p2statetype = S
triggerall = !var(13) 
trigger1 = p2statetype != A
trigger1 = stateno = 215
trigger1 = Animelemtime(7) <= 0
trigger1 = numtarget(215)
trigger1 = var(38) = 215
trigger2 = p2statetype != A
trigger2 = stateno = 245
trigger2 = Animelemtime(7) <= 0
trigger2 = numtarget(245)
trigger2 = var(38) = 245
ignorehitpause = 0

[State -1, 攇摦対]
type = ChangeState
value = 1000+random%3*10
triggerall = roundstate = 2
triggerall = fvar(36) = 0
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = !var(13)
trigger1 = var(5) = 0
trigger1 = P2BodyDist X > ceil(20*const(size.xscale))+(enemy,BackEdgeBodyDist<=10)*100
trigger1 = P2BodyDist Y >= ceil(-20*const(size.yscale))
trigger1 = movetype != H
trigger1 = var(51) = 0
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
trigger2 = p2statetype != A
trigger2 = stateno = 225
trigger2 = Animelemtime(6) <= 0
trigger2 = numtarget(225)
trigger2 = target(225),BackEdgeBodyDist >= 10
trigger2 = var(38) = 225
trigger3 = p2statetype != A
trigger3 = stateno = 440
trigger3 = Animelemtime(8) <= 0
trigger3 = numtarget(440)
trigger3 = target(440),BackEdgeBodyDist >= 10
trigger3 = var(38) = 440
trigger4 = p2statetype != A
trigger4 = stateno = 215
trigger4 = Animelemtime(7) <= 0
trigger4 = numtarget(215)
trigger4 = target(215),BackEdgeBodyDist >= 10
trigger4 = var(38) = 215
trigger5 = p2statetype != A
trigger5 = stateno = 245
trigger5 = Animelemtime(7) <= 0
trigger5 = numtarget(245)
trigger5 = target(245),BackEdgeBodyDist >= 10
trigger5 = var(38) = 245
ignorehitpause = 0

[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(15*const(size.xscale))]
triggerall = statetype != A
trigger1 = Random = [500,650]
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 棫偪拞僉僢僋(嬤)]
type = ChangeState
value = 245
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(20*const(size.xscale))]
triggerall = statetype != A
trigger1 = Random = [800,1000)
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = ctrl||stateno=21
trigger2 = Random = [600,1000]
trigger2 = ctrl||stateno=21
trigger2 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(910)||numtarget(1530)||var(14)
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(25*const(size.xscale))]
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != A
trigger1 = Random = [0,200]
trigger1 = ctrl||stateno=21
trigger2 = Random = [0,200)
trigger2 = stateno = 100
trigger2 = AnimElemTime(5) = 1
trigger3 = Random = [0,400]
trigger3 = ctrl||stateno=21
trigger3 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(910)||numtarget(1530)||var(14)
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((40+(enemynear,vel X>0)*10)*const(size.xscale)),ceil((70+(enemynear,vel X>0)*10)*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-80*const(size.yscale)),ceil(80*const(size.yscale))]
triggerall = statetype != A
triggerall = var(5) = 0
trigger1 = p2statetype != L
trigger1 = p2statetype != C
trigger1 = Random = [400,420)
trigger1 = ctrl||stateno=21
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(10*const(size.xscale)),ceil(50*const(size.xscale))]
triggerall = P2BodyDist Y = 0
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = movetype = I
trigger1 = Random = [100,300]
trigger1 = ctrl||stateno=21
trigger2 = Random = [100,400]
trigger2 = stateno = [4000,4015]
trigger2 = animelemtime(4) = 0
trigger3 = Random = [100,400]
trigger3 = stateno = [4100,4115]
trigger3 = animelemtime(4) = 0
trigger4 = Random = [0,600]
trigger4 = ctrl||stateno=21
trigger4 = numtarget(620)||numtarget(625)||numtarget(650)||numtarget(655)||numtarget(1530)||var(14)
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(80*const(size.xscale)),ceil(100*const(size.xscale))]
triggerall = P2BodyDist Y = 0
triggerall = statetype != A
trigger1 = Random = [900,920]
trigger1 = p2statetype != L
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 摢奧攋嶦]
type = ChangeState
value = 900
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [0,ceil(10*const(size.xscale))]
triggerall = statetype != A
triggerall = movetype = I
triggerall = p2statetype = C
triggerall = p2movetype != A
trigger1 = Random = [100,180]
trigger1 = ctrl||stateno=22
trigger1 = stateno != [130,131]
ignorehitpause = 0

[State -1, 儕乕僾傾僞僢僋]
type = ChangeState
value = 920
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(30*const(size.xscale)),ceil(40*const(size.xscale)))
triggerall = statetype != A
triggerall = movetype = I
triggerall = p2statetype = C
triggerall = p2movetype != A
trigger1 = Random = [100,180]
trigger1 = ctrl||stateno=22
trigger1 = stateno != [130,131]
ignorehitpause = 0

[State -1, 巃嬻攇摦対]
type = ChangeState
value = 1600+random%3*10
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = fvar(36) = 0
triggerall = P2BodyDist Y = [ceil(30*const(size.yscale)),ceil(200*const(size.yscale))]
triggerall = statetype = A
;triggerall = p2statetype != L
triggerall = pos Y <= ceil(-60*const(size.yscale))
triggerall = vel Y >= 0
triggerall = Random = [300-(vel X<=0)*100,1000)
triggerall = ctrl
trigger1 = vel X > 0
trigger1 = P2BodyDist X = [ceil(70*const(size.xscale)),ceil(150*const(size.xscale))]
trigger2 = vel X = 0
trigger2 = P2BodyDist X = [ceil(100*const(size.xscale)),ceil(200*const(size.xscale))]
trigger3 = vel X < 0
trigger3 = P2BodyDist X = [ceil(50*const(size.xscale)),ceil(300*const(size.xscale))]
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 = var(5) = 0
trigger1 = var(51) = [100,100+(p2statetype=A)*5]
trigger1 = vel Y < 0
trigger1 = ctrl
trigger1 = pos Y <= ceil(-70*const(size.yscale))
trigger2 = var(51) = [120,121]
trigger2 = vel Y >= 0
trigger2 = ctrl
trigger2 = pos Y <= ceil(-70*const(size.yscale))
ignorehitpause = 0

[State -1, 揤杺嬻恘媟]
type = ChangeState
value = 910
triggerall = roundstate = 2
triggerall = vel X > 0
triggerall = var(50) = 1
triggerall = P2BodyDist X = [ceil(60*const(size.xscale)),ceil(100*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(10*const(size.yscale)),ceil(120*const(size.yscale))]
triggerall = statetype = A
triggerall = p2statetype = C
triggerall = pos Y <= -76*const(size.yscale)
trigger1 = Random = [0,300)
trigger1 = ctrl
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 = [500,800+(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 = [0,200)
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 = 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 = S
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 = fvar(32):= 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 = fvar(32):= 2
trigger3 = ctrl||stateno=21
trigger3 = P2BodyDist X < ceil(80*const(size.xscale))
trigger3 = Random < 5
trigger3 = fvar(32):= 3
trigger4 = ctrl||stateno=21
trigger4 = P2BodyDist X > ceil(130*const(size.xscale))
trigger4 = Random < 30
trigger4 = fvar(32):= 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 = fvar(32):= 1

[State -1, 挧敪]
type = ChangeState
value = 1720
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = fvar(29) = 1
triggerall = statetype != A
triggerall = enemy, numproj = 0
triggerall = p2movetype != A
trigger1 = ctrl||stateno=21
trigger1 = P2BodyDist X > 240
trigger1 = Random <= 50
trigger2 = ctrl||stateno=21
trigger2 = Random <= 200
trigger2 = P2BodyDist X > 150
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]

[State -1, 挧敪]
type = ChangeState
value = 195
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = fvar(29) = 1
triggerall = statetype != A
triggerall = enemy, numproj = 0
triggerall = p2movetype != A
trigger1 = ctrl||stateno=21
trigger1 = P2BodyDist X > 240
trigger1 = Random <= 50
trigger2 = ctrl||stateno=21
trigger2 = Random <= 200
trigger2 = P2BodyDist X > 150
trigger2 = p2statetype = L
trigger2 = p2stateno = [5100,5110]

[State -1, 嬻拞庴恎]
type = ChangeState
value = 5210
triggerall = stateno = 5050
triggerall = roundstate = 2
triggerall = var(50) = 1
triggerall = fvar(2) != 56
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 = 1400
trigger1 = RoundState = 2
trigger1 = var(51) = [0,20+var(22)*20]
trigger1 = var(50) = 1
trigger1 = P2bodydist X <= 100
trigger1 = BackEdgeBodyDist <= 10
trigger1 = statetype != A
trigger1 = enemy,movetype = A
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 1400
trigger1 = RoundState = 2
trigger1 = var(51) = [0,30+var(22)*20]
trigger1 = var(50) = 1
trigger1 = P2bodydist X >= 80
trigger1 = enemy,BackEdgeBodyDist > 100
trigger1 = statetype != A
trigger1 = enemy, movetype = A
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 1410
trigger1 = RoundState = 2
trigger1 = var(51) = [0,20+var(22)*20]
trigger1 = var(50) = 1
trigger1 = P2bodydist X = [80,120]
trigger1 = enemy,BackEdgeBodyDist > 20
trigger1 = statetype != A
trigger1 = enemy, numproj = 1
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 慜僟僢僔儏]
type = ChangeState
value = 100
triggerall = RoundState = 2
triggerall = Enemynear,movetype != A
triggerall = var(51) = [0,1]
triggerall = var(50) = 1
triggerall = P2bodydist X >= 150+var(22)*30
triggerall = statetype != A
triggerall = enemy, numproj = 0
trigger1 = stateno != [100,105]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 屻僟僢僔儏]
type = ChangeState
value = 105
triggerall = RoundState = 2
triggerall = Enemy,movetype = A
triggerall = var(50) = 1
triggerall = var(51) = [0,5]
triggerall = P2bodydist X = [60,100)
triggerall = BackEdgeBodyDist > 10
triggerall = statetype != A
triggerall = enemy, numproj = 0
trigger1 = stateno != [100,105]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 0

[State -1, 屻僟僢僔儏]
type = ChangeState
value = ifelse(random<300+var(22)*200,1430,105)
triggerall = RoundState = 2
triggerall = Enemynear,statetype = L
triggerall = var(50) = 1
triggerall = var(51) = [30,99]
triggerall = P2bodydist X < 60
triggerall = BackEdgeBodyDist > 10
triggerall = statetype != A
triggerall = enemy, numproj = 0
trigger1 = stateno != [100,105]
trigger1 = movetype = I
trigger1 = ctrl||stateno=21
ignorehitpause = 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]
