[Statedef -3]

[State 3000, Voice]
type = PlaySnd
trigger1 = StateNo = 3000
trigger1 = time = 1
trigger2 = StateNo = 3010
trigger2 = time = 1
Value = s180,random%18
channel = 0
IgnoreHitPause = 1

[State 4000, Voice]
type = PlaySnd
trigger1 = StateNo = 4000
trigger1 = time = 1
trigger2 = StateNo = 4020
trigger2 = time = 1
Value = s190,random%2
channel = 0
IgnoreHitPause = 1

[State 4010, Voice]
type = PlaySnd
trigger1 = StateNo = 4000
trigger1 = time = 1
trigger2 = StateNo = 4020
trigger2 = time = 1
Value = s190,2+random%2
channel = 0
IgnoreHitPause = 1

[State 230, Voice]
type = PlaySnd
trigger1 = StateNo = 230
trigger1 = time = 1
trigger2 = StateNo = 430
trigger2 = time = 1
Value = s230,random%2
channel = 0
IgnoreHitPause = 1

[State 230, Voice]
type = PlaySnd
trigger1 = StateNo = 230
trigger1 = time = 1
trigger2 = StateNo = 430
trigger2 = time = 1
Value = s230,random%2
channel = 0
IgnoreHitPause = 1

[State 240, Voice]
type = PlaySnd
trigger1 = StateNo = 240
trigger1 = time = 1
Value = s230,0
channel = 0
IgnoreHitPause = 1

[State 500, Voice]
type = PlaySnd
trigger1 = StateNo = 510
trigger1 = time = 1
trigger2 = StateNo = 530
trigger2 = time = 1
Value = s500,random%5
channel = 0
IgnoreHitPause = 1

[State 700, Voice]
type = PlaySnd
trigger1 = StateNo = 700
trigger1 = time = 1
Value = s700,0
channel = 0
IgnoreHitPause = 1

[State 701, Voice]
type = PlaySnd
trigger1 = StateNo = 701
trigger1 = time = 1
Value = s701,0
channel = 0
IgnoreHitPause = 1

[State 1000, Voice]
type = PlaySnd
trigger1 = StateNo = 1000
trigger1 = AnimElemTime(2) = 0
Value = s1000,random%2
channel = 0
IgnoreHitPause = 1

[State 1010, Voice]
type = PlaySnd
trigger1 = StateNo = 1010
trigger1 = AnimElemTime(2) = 0
Value = s230,random%2
channel = 0
IgnoreHitPause = 1

[State 1020, Voice]
type = PlaySnd
trigger1 = StateNo = 1020
trigger1 = AnimElemTime(2) = 0
Value = s1000,2
channel = 1
IgnoreHitPause = 1

[State 1101, Voice]
type = PlaySnd
trigger1 = StateNo = 1101
trigger1 = AnimElemTime(1) = 0
Value = s1020,0
channel = 0
IgnoreHitPause = 1

[State 1111, Voice]
type = PlaySnd
trigger1 = StateNo = 1111
trigger1 = AnimElemTime(1) = 0
Value = s1000,1
channel = 0
IgnoreHitPause = 1

[State 1200, Voice]
type = PlaySnd
trigger1 = StateNo = 1200
trigger1 = AnimElemTime(7) = 0
trigger2 = StateNo = 1210
trigger2 = AnimElemTime(7) = 0
trigger3 = StateNo = 1220
trigger3 = AnimElemTime(7) = 0
Value = s1000,0
channel = 0
IgnoreHitPause = 1

[State 6000, Voice]
type = PlaySnd
trigger1 = StateNo = 6000
trigger1 = AnimElemTime(3) = 10
trigger2 = StateNo = 6010
trigger2 = AnimElemTime(3) = 10
trigger3 = StateNo = 6020
trigger3 = AnimElemTime(3) = 14
trigger4 = StateNo = 6050
trigger4 = AnimElemTime(3) = 4
trigger5 = StateNo = 6060
trigger5 = AnimElemTime(3) = 4
trigger6 = StateNo = 6070
trigger6 = AnimElemTime(3) = 4
Value = s6000,0
channel = 0
IgnoreHitPause = 1

[State 6100, Voice]
type = PlaySnd
trigger1 = StateNo = 6100
trigger1 = AnimElemTime(2) = 12
Value = s6100,0
channel = 0
IgnoreHitPause = 1

[State 6110, Voice]
type = PlaySnd
trigger1 = StateNo = 6100
trigger1 = AnimElemTime(2) = 14
Value = s6100,1
channel = 0
IgnoreHitPause = 1

[State 6120, Voice]
type = PlaySnd
trigger1 = StateNo = 6100
trigger1 = AnimElemTime(2) = 14
Value = s6100, 2 + random%2
channel = 0
IgnoreHitPause = 1

[State 6100, Voice]
type = PlaySnd
trigger1 = StateNo = 6100
trigger1 = AnimElemTime(9) = 0
trigger2 = StateNo = 6110
trigger2 = AnimElemTime(9) = 0
trigger3 = StateNo = 6020
trigger3 = AnimElemTime(8) = 0
Value = s6100,10 + random % 4
channel = 0
IgnoreHitPause = 1

[State 7000, Voice]
type = PlaySnd
trigger1 = StateNo = 7000
trigger1 = AnimElemTime(1) = 0
Value = s7000, 0
channel = 0
IgnoreHitPause = 1

[State 7300, Voice]
type = PlaySnd
trigger1 = StateNo = 7300
trigger1 = AnimElemTime(1) = 0
Value = s7000, 1 + random % 2
channel = 0
IgnoreHitPause = 1


[State -3, AItOZbg]
type = VarSet
triggerall = var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"|| Command = "AI31"
trigger9 = Command = "AI32"|| Command = "AI33"|| Command = "AI34"|| Command = "AI35"
trigger10= Command = "AI36"|| Command = "AI37"|| Command = "AI38"|| Command = "AI39"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"
trigger14 = NumHelper(10000)
trigger14 = Helper(10000),var(59)>0
;trigger15 = 1;[ɂ;OƏ펞AIN(vC[sɂȂ܂)
var(59) = 11;̐lς(1`11)	11Œ
IgNoreHitPause = 1

;K[hxݒ
[State -3, Guard Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(58) = 0
V = 58
value = 5;̐lς(0`10)
IgNoreHitPause = 1

;RCK[hxݒ
[State -3, Recoil Guard Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(57) = 0
V = 57
value = 20;̐lς(0`100)
IgNoreHitPause = 1

;RCJE^[xݒ
[State -3, Recoil Counter Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(53) = 0
V = 53
value = 50;̐lς(0`100)
IgNoreHitPause = 1

;т܂XCb`
[State -3, Chibi-Mai Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(56) = 0
V = 56
value = 3;̐lς(0`3)
;0cт܂gpȂ
;1c͂̍sg`gp
;2c1+͂̑`gp
;3c2+͂̑`⏕Ɏgp
IgNoreHitPause = 1

;
;ݒ肢̂͂܂
;

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000)
trigger1=alive
trigger1=var(59)=0
trigger1=PrevStateNo=4000||PrevStateNo=4010||PrevStateNo=4020||PrevStateNo=5900
trigger1=RoundState<2||(RoundState=2&&ctrl)
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

[State -3,^bOp]
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
V = 54
value = 0
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,^bOp]
Type = VarSet
trigger1 = NumEnemy > 1
trigger1 = EnemyNear,life = 0
V = 54
value = 1
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,Zbg]
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(36)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(36) = 0
IgNoreHitPause = 1

[State -3,Zbg]
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(35)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(35) = 0
IgNoreHitPause = 1

[State -3, DisplayToClipBoard]
type = null;DisplayToClipBoard
trigger1 = 1
text =  "P2X:%d,P2Y:%d,fV(39)=%f,fV(6)=%f,P2S:%d, \n"
params = floor(P2BodyDist x),floor(P2BodyDist y),fvar(39),fvar(6),EnemyNear(var(54)),StateNo
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]
type = null;AppendToClipBoard
trigger1 = NumHelper(60000)
text =  "fv(38):%f,(52):%d,(4):%d,(5):%d,ENA:%d, \n"
params = fvar(38),Helper(60000),var(52),Helper(60000),var(4),Helper(60000),var(5),EnemyNear(var(54)),AnimTime
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]
type = null;AppendToClipBoard
trigger1 = NumHelper(60000)
text =  "V(1):%d,(1):%d,(4):%d,(7):%d,(13):%d, \n"
params = var(1),Helper(60000),var(1),Helper(60000),var(4),Helper(60000),var(7),Helper(60000),var(13)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]
type = null;AppendToClipBoard
trigger1 = NumHelper(20000)
text =  "HSN:%d,EBD:%d,EFD:%d,BD:%d,FD:%d, \n"
params = Helper(20000),StateNo,floor(EnemyNear(var(54)),BackEdgeBodyDist),floor(EnemyNear(var(54)),FrontEdgeBodyDist),floor(BackEdgeBodyDist),floor(FrontEdgeBodyDist)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, wKwp[]
type=helper
trigger1=!NumHelper(60000)
trigger1=var(59)>0&&Alive
trigger1=RoundState=2
helpertype=normal
name="Learning"
stateno=60000
ID=60000
pos=9999,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(60000)
trigger1= stateno!=60000
value=60000

[State -3, K[hwp[]
type=helper
TriggerAll=!IsHelper
trigger1=!NumHelper(60001)
trigger1=var(59)>0&&Alive
trigger1=RoundState=2
helpertype=normal
name="Guard"
stateno=60001
ID=60001
Pos = 0,0
KeyCtrl = 0
postype = left
ownpal = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(60001)
trigger1= stateno!=60001
value=60001

[State -2, VarSet];RootDist
type = VarSet
trigger1 = var(59) > 0
trigger1 = NumHelper(20000)
trigger1 = RoundState = 2
var(51) = -1*ceil(Helper(20000),RootDist X)*Facing*Helper(20000),Facing
ignorehitpause = 1

[State -2, VarSet];RootDist
type = VarSet
trigger1 = var(59) > 0
trigger1 = !NumHelper(20000)
var(51) = 0
ignorehitpause = 1

[State -3,󋭁AD]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 420;419
trigger1 = StateNo = 110
trigger1 = fvar(39) = 0 || fvar(39) = 10 || fvar(39) = 6 || fvar(39) = 14
fvar(39) = 1
IgNoreHitPause = 1

[State -3,と]
Type = VarSet
triggerall = var(59) > 0
;Trigger1 = PrevStateNo = 400
trigger1 = StateNo = 420
trigger1 = fvar(39) = 1
fvar(39) = 2
IgNoreHitPause = 1

[State -3,]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = StateNo = [1500,1520]
trigger1 = !fvar(39)
trigger1 = EnemyNear(var(54)),StateType != L
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
fvar(39) = 2.5
IgNoreHitPause = 1

[State -3,Ǎۋߒi蕂Ăj]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 210
trigger1 = StateNo = 39
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = EnemyNear(var(54)),Pos Y < -20
trigger1 = var(1) = 1
trigger1 = fvar(39)
fvar(39) = 2
IgNoreHitPause = 1

[State -3,と]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 400
trigger1 = StateNo = 410
trigger1 = fvar(39) != 13
fvar(39) = 3
IgNoreHitPause = 1

[State -3,㖶U뎮]
Type = VarSet
triggerall = var(59) > 0
trigger1 = StateNo = 7100
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 50 || EnemyNear(var(54)),FrontEdgeBodyDist < 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
fvar(39) = 4
IgNoreHitPause = 1

[State -3,IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 510
trigger1 = StateNo = 600
fvar(39) = 5
IgNoreHitPause = 1

[State -3,ICFM]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 510
trigger1 = StateNo = 600
trigger1 = fvar(12) = 4
fvar(39) = 5.1
IgNoreHitPause = 1

[State -3,knBǌIC]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = 1111
trigger1 = StateNo = 610
fvar(39) = 6
IgNoreHitPause = 1

[State -3,㖶UJ]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1000
trigger1 = StateNo = 39
trigger1 = fvar(39) = 2
fvar(39) = 7
IgNoreHitPause = 1e

[State -3,Ǎۋߒ(蕂łȂ)]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 210
trigger1 = StateNo = 39
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = EnemyNear(var(54)),Pos Y >= -20
trigger1 = var(1) = 1
trigger1 = fvar(39) = 2
fvar(39) = 8
IgNoreHitPause = 1

[State -3,AIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1300
trigger1 = StateNo = 600
fvar(39) = 9
IgNoreHitPause = 1

[State -3,RFknIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1120
trigger1 = StateNo = 600 && fvar(39) != 4 && fvar(39) != 12 && fvar(39) != 16
trigger2 = PrevStateNo = 1010 && StateNo = 600
trigger2 = !fvar(39)
trigger2 = EnemyNear(var(54)),StateType = A
trigger2 = EnemyNear(var(54)),MoveType = H
trigger2 = EnemyNear(var(54)),StateNo != [120,159]
fvar(39) = 10
IgNoreHitPause = 1

[State -3,RFknIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1120
trigger1 = StateNo != 600
trigger1 = !fvar(39)
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,159]
fvar(39) = 9.5
IgNoreHitPause = 1

[State -3,ߒh~]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = StateNo = [1500,1520]
trigger1 = fvar(39) = [1,2]
trigger2 = PrevStateNo = 510
trigger2 = StateNo != 600
trigger3 = StateNo = 1010 && var(1) = 1
trigger3 = !fvar(39)
trigger3 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),MoveType = H
trigger3 = EnemyNear(var(54)),StateNo != [120,159]
fvar(39) = 10.1
IgNoreHitPause = 1

[State -3,ICFM]
Type = VarSet
triggerall = var(59) > 0
trigger1 = fvar(12) = 4
trigger1 = (PrevStateNo = [200,320]) && (var(1) = 1)
trigger1 = StateNo = 600
fvar(39) = 11
IgNoreHitPause = 1

[State -3,orU뎮D]
Type = VarSet
triggerall = var(59) > 0
trigger1 = StateNo = 7110 || PrevStateNo = 7110 || StateNo = 7120 || PrevStateNo = 7120
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
fvar(39) = 12
IgNoreHitPause = 1

[State -3,㖶Uiǒ[j]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = 1000
trigger1 = StateNo = 39
trigger1 = fvar(39) != 10
fvar(39) = 13
IgNoreHitPause = 1

[State -3,ʌIC]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = 1200
trigger1 = StateNo = 610
fvar(39) = 14
IgNoreHitPause = 1

[State -3,UIC]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = 1010
trigger1 = StateNo = 600
fvar(39) = 15
IgNoreHitPause = 1

;oR{p
[State -3,RFknIC]
Type = null;VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1120
trigger1 = StateNo = 600 && (fvar(39) = 10 || fvar(39) = 12) || StateNo != 600 && fvar(39) = 4
fvar(39) = 16
IgNoreHitPause = 1

[State -3,ComboDebacFlagReSet];R{mFtOZbg
Type = VarSet
triggerall = var(59) > 0
Triggerall = fvar(39) > 0
trigger1 = EnemyNear(var(54)),MoveType != H
trigger2 = EnemyNear(var(54)),StateType = L
trigger3 = EnemyNear(var(54)),StateNo = [120,159]
trigger4 = MoveType = H
trigger5 = StateType = L
fvar(39) = 0
IgNoreHitPause = 1

;т܂tO
[State -3,U]
Type = VarSet
triggerall = var(59) > 7
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(38) != 0
trigger1 = (StateNo = [1000,1010]) && AnimElemTime(4) >= 0 && (var(1) != 2)
trigger2 = (StateNo = 1120) && AnimElemTime(3) >= 0 
trigger2 = (fvar(16) != 3) && !fvar(39) && (var(1) = 1) || var(1) != 1
trigger3 = (StateNo = 1020) && AnimElemTime(4) >= 0 && ((var(1) != [1,2])||Power<1000||P2BodyDist X<65&&Power<2000||P2BodyDist X<100&&Power<3000)
trigger4 = StateNo = 1020 && EnemyNear(var(54)),StateType=A
var(52) = 1
IgNoreHitPause = 1

[State -3,kn]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = StateNo = 1100 || StateNo = 1110
trigger1 = EnemyNear(var(54)),StateNo != [120,159]
var(52) = 2
IgNoreHitPause = 1

[State -3,knǌ]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = StateNo = 1101 || StateNo = 1111
trigger1 = (var(1) = [2,3]) || EnemyNear(var(54)),MoveType != H && (EnemyNear(var(54)),StateNo != [120,159])
var(52) = 3
IgNoreHitPause = 1

[State -3,ʌ]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = StateNo = 1201
trigger1 = (var(1) = [2,3]) || EnemyNear(var(54)),MoveType != H && (EnemyNear(var(54)),StateNo != [120,159])
var(52) = 4
IgNoreHitPause = 1

[State -3,]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = StateNo = 6100 || StateNo = 6110 || StateNo = 6120
trigger1 = AnimElemTime(8) >= 0
trigger1 = (var(1) = [1,3]) || (EnemyNear(var(54)),StateNo != [120,159])
var(52) = 5
IgNoreHitPause = 1

[State -3,V(1)=3orMISS]
Type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 0
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = var(1) = 3 || EnemyNear(var(54)),MoveType != H && (EnemyNear(var(54)),StateNo != [120,159])
trigger1 = StateNo = 200 && AnimElemTime(4) >= 0
trigger2 = (StateNo = [210,220]) && AnimElemTime(4) >= 0
trigger3 = (StateNo = 230) && AnimElemTime(5) >= 0
trigger4 = (StateNo = 240 || StateNo = 300) && AnimElemTime(3) >= 0 
trigger5 = (StateNo = [310,320]) && AnimElemTime(5) >= 0
var(52) = 6
IgNoreHitPause = 1

[State -3,^C~O]
Type = VarSet
triggerall = var(59) > 7
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
trigger1 = (StateNo = [1000,1010]) && AnimElemTime(4) < 0
trigger2 = (StateNo = [310,320]) && AnimElemTime(5) < 0
trigger3 = ((StateNo = [6101,6103])||(StateNo = [6111,6113])||(StateNo = [6121,6123]))&&var(1)=1
trigger4 = (StateNo = 240 || StateNo = 300) && AnimElemTime(3) < 0 
trigger5 = StateNo = 6100 || StateNo = 6110 || StateNo = 6120
trigger5 = AnimElemTime(8) < 0 || AnimElemTime(8) >= 0 && var(1) = 1
trigger6 = StateNo = 1120 && AnimElemTime(3) < 0 
trigger7 = (StateNo = [210,220]) && AnimElemTime(4) < 0
trigger8 = (StateNo = 230) && AnimElemTime(5) < 0
trigger9 = (StateNo = [100,116]) && EnemyNear(var(54)),MoveType!=A
trigger10 = (StateNo = 1020) && AnimElemTime(4) < 0 && EnemyNear(var(54)),StateType!=A
var(52) = -1
IgNoreHitPause = 1

[State -3,K[hȊO]
Type = VarSet
triggerall = var(59) > 7
triggerall = NumHelper(20000)
triggerall = Helper(20000),StateNo = 20000
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType=A || Helper(60000),var(59) > 0
trigger1 = (StateNo = [200,240])
trigger2 = (StateNo = [300,320])
trigger3 = (StateNo = [400,420])
trigger4 = (StateNo = [1000,1020])
trigger5 = (StateNo = [1100,1111])
trigger6 = (StateNo = [100,116])
trigger7 = (StateNo = [120,159]) || InguardDist
trigger8 = NumHelper(60000)
trigger8 = Helper(60000),InguardDist
trigger9 = NumHelper(60001)
trigger9 = Helper(60001),InguardDist
var(52) = 11
IgNoreHitPause = 1

[State -3,Zbg]
Type = VarSet
trigger1 = var(59) > 0
trigger1 = var(52)
trigger1 = !NumHelper(20000) || Ctrl || MoveType = H
var(52) = 0
IgNoreHitPause = 1

;҂AI
[State -3,AIxŒ]
Type = VarSet
trigger1 = var(59) > 11
var(59) = 11
IgNoreHitPause = 1

;
;΍ fvar(38)
;

[State -3, iK[hp]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),StateType != A
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(1)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(1)||Helper(60000),var(2)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(2)||Helper(60000),var(3)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(3)
trigger3 = EnemyNear(var(54)),Name = "Makoto Sawatari";n|
trigger3 = (EnemyNear(var(54)),StateNo=[3100,3121])&&EnemyNear(var(54)),AuthorName="BF"||(EnemyNear(var(54)),StateNo=[6200,6272])&&EnemyNear(var(54)),AuthorName="586"||EnemyNear(var(54)),StateNo=3250&&EnemyNear(var(54)),AuthorName="EL"
fvar(38) = 1
IgNoreHitPause = 1

[State -3, iK[hp]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),Name != "Makoto Sawatari" && (EnemyNear(var(54)),StateNo != [3100,3121]) && (EnemyNear(var(54)),StateNo != [6200,6272])
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(4)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(4)||Helper(60000),var(5)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(5)||Helper(60000),var(6)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(6)
trigger3 = EnemyNear(var(54)),Name = "Nayuki Minase";V^XXg
trigger3 = EnemyNear(var(54)),StateNo = 1020&&EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),StateNo = 1160&&EnemyNear(var(54)),AuthorName = "EL"
trigger4 = EnemyNear(var(54)),Name = "Mizuka Nagamori";]V
trigger4 = EnemyNear(var(54)),StateNo = 230
trigger5 = EnemyNear(var(54)),Name = "kaori misaka";Ưĥ۽
trigger5 = EnemyNear(var(54)),StateNo = 1100 || EnemyNear(var(54)),StateNo = 1150 || EnemyNear(var(54)),StateNo = 2100
trigger6 = EnemyNear(var(54)),Name = "Sayuri Kurata";RFϼ޶ف
trigger6 = EnemyNear(var(54)),StateNo = [1120,1121]
trigger6 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = EnemyNear(var(54)),Name = "Shiori";D
trigger7 = EnemyNear(var(54)),StateNo = 230
trigger8 = EnemyNear(var(54)),Name = "Minagi Tohno";D
trigger8 = EnemyNear(var(54)),StateNo = 270
trigger9 = EnemyNear(var(54)),Name = "Mishio Amano";엋 
trigger9 = EnemyNear(var(54)),StateNo = 225 || EnemyNear(var(54)),StateNo = 1310
trigger10 = EnemyNear(var(54)),Name = "Misuzu Kamio";ϗ邿NbV
trigger10 = EnemyNear(var(54)),StateNo = [240,241]
trigger11 = EnemyNear(var(54)),Name = "Misuzu";ϗ邿NbV
trigger11 = EnemyNear(var(54)),StateNo = [230,232]
trigger11 = EnemyNear(var(54)),AuthorName = "hanma"
trigger12 = EnemyNear(var(54)),Name = "Akane Satomura";D
trigger12 = EnemyNear(var(54)),StateNo = 370
trigger13 = EnemyNear(var(54)),Name = "Mio";ߑEȂC𗚂L 
trigger13 = EnemyNear(var(54)),StateNo = 2000
trigger14 = EnemyNear(var(54)),Name = "Kaori";Ưĥ۽
trigger14 = EnemyNear(var(54)),StateNo = 1100 || EnemyNear(var(54)),StateNo = 1110 || EnemyNear(var(54)),StateNo = 1120
trigger15 = EnemyNear(var(54)),Name = "Makoto Sawatari";܂[v
trigger15 = (EnemyNear(var(54)),StateNo = [220,221]) && EnemyNear(var(54)),AuthorName = "BF" || EnemyNear(var(54)),StateNo = 225 && EnemyNear(var(54)),AuthorName = "586"
trigger16 = EnemyNear(var(54)),Name = "RUMI NANASE";^̉̌
trigger16 = EnemyNear(var(54)),StateNo=3001||EnemyNear(var(54)),StateNo=3021||EnemyNear(var(54)),StateNo=3041
trigger17 = EnemyNear(var(54)),Name = "Ikumi Amasawa";D
trigger17 = EnemyNear(var(54)),AuthorName = "586"
trigger17 = EnemyNear(var(54)),StateNo = 270
trigger18 = EnemyNear(var(54)),Name = "Mizuka_Nagamori";U(]V)
trigger18 = EnemyNear(var(54)),AuthorName = "Ina"
trigger18 = EnemyNear(var(54)),StateNo = 212
fvar(38) = 2
IgNoreHitPause = 1

[State -3, K[hs\p()EU]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
triggerall = P2BodyDist X > 100
triggerall = fvar(38) != 4
trigger1 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger1 = (EnemyNear(var(54)),Time = [30,40]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [30,50])
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
trigger2 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger2 = (EnemyNear(var(54)),Time = [70,80]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [70,90])
trigger2 = EnemyNear(var(54)),AuthorName = "586"
trigger3 = EnemyNear(var(54)),StateNo = [3000,3002]
trigger3 = (EnemyNear(var(54)),Time = [30,40]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [30,50])
trigger3 = EnemyNear(var(54)),AuthorName = "kuri"
fvar(38) = 3
IgNoreHitPause = 1

[State -3, K[hs\p()EU]
type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 4
trigger1 = EnemyNear(var(54)),Name = "Sayuri Kurata";ϼ޶فݽð
trigger1 = EnemyNear(var(54)),StateNo = [7000,7001]
trigger1 = BackEdgeBodyDist < 30
trigger1 = EnemyNear(var(54)),AuthorName = "586"
fvar(38) = 3.1
IgNoreHitPause = 1

[State -3, K[hs\p()E]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),AuthorName = "frule"
trigger1 = EnemyNear(var(54)),StateNo = 500
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(7)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(7)||Helper(60000),var(8)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(8)||Helper(60000),var(9)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(9)
trigger3 = EnemyNear(var(54)),AuthorName = "BF" || EnemyNear(var(54)),AuthorName = "Rekku" || EnemyNear(var(54)),AuthorName = "UMA"
trigger3 = EnemyNear(var(54)),StateNo = 800
trigger4 = EnemyNear(var(54)),Name = "Misaki Kawana";ޭݽ
trigger4 = EnemyNear(var(54)),StateNo=6200||EnemyNear(var(54)),StateNo=6210||EnemyNear(var(54)),StateNo=6220
trigger5 = EnemyNear(var(54)),Name = "Mai Kawasumi";SĂ󂯓ꂽS
trigger5 = EnemyNear(var(54)),StateNo = 7300 && StateType != A
trigger5 = EnemyNear(var(54)),AuthorName = "586"
trigger6 = EnemyNear(var(54)),Name = "SB";ϼ޶فޯ޴ ϼ޶فެ
trigger6 = (EnemyNear(var(54)),StateNo = [2010,2011]) || EnemyNear(var(54)),StateNo = 2040
trigger7 = EnemyNear(var(54)),Name = "Sayuri Kurata";ϼ޶فݽð
trigger7 = EnemyNear(var(54)),StateNo = [7000,7001]
trigger7 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = BackEdgeBodyDist >= 30
trigger8 = EnemyNear(var(54)),Name = "Akane Satomura";E
trigger8 = EnemyNear(var(54)),StateNo = 7000
trigger9 = EnemyNear(var(54)),Name = "Mayu Shiina";݂ィ ЂƂ肶Ȃ
trigger9 = (EnemyNear(var(54)),StateNo=[3100,3101])||(EnemyNear(var(54)),StateNo=[3110,3111])||(EnemyNear(var(54)),StateNo=[3120,3121])||(EnemyNear(var(54)),StateNo=[3500,3501])||EnemyNear(var(54)),StateNo=3503
trigger9 = EnemyNear(var(54)),AuthorName = "BF"
trigger10 = EnemyNear(var(54)),Name = "Ayu Tukimiya";uE
trigger10 = EnemyNear(var(54)),StateNo = 4000 || EnemyNear(var(54)),StateNo = 4200 || EnemyNear(var(54)),StateNo = 4400
trigger10 = EnemyNear(var(54)),AuthorName = "arche"
trigger11 = EnemyNear(var(54)),Name = "Ayu Tukumiya";~̎vo
trigger11 = EnemyNear(var(54)),StateNo = 3750
trigger12 = EnemyNear(var(54)),Name = "misaki kawana";ޭݽ
trigger12 = (EnemyNear(var(54)),StateNo = [4000,4200])
trigger13 = EnemyNear(var(54)),Name = "Shiori";
trigger13 = (EnemyNear(var(54)),StateNo = [800,801])
trigger14 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger14 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger14 = EnemyNear(var(54)),Time = [30,40]
trigger14 = EnemyNear(var(54)),AuthorName = "hanma"
trigger14 = P2BodyDist X <= 100
trigger14 = fvar(38) != 4
trigger15 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger15 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger15 = EnemyNear(var(54)),Time = [70,90]
trigger15 = EnemyNear(var(54)),AuthorName = "586"
trigger15 = P2BodyDist X <= 100
trigger15 = fvar(38) != 4
trigger16 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger16 = EnemyNear(var(54)),StateNo = [3000,3002]
trigger16 = EnemyNear(var(54)),Time = [30,40]
trigger16 = EnemyNear(var(54)),AuthorName = "kuri"
trigger16 = P2BodyDist X <= 100
trigger16 = fvar(38) != 4
trigger17 = EnemyNear(var(54)),Name = "NANASE-MVC";x
trigger17 = EnemyNear(var(54)),StateNo = 1500
trigger18 = EnemyNear(var(54)),Name = "Mio";
trigger18 = EnemyNear(var(54)),StateNo = 800
trigger19 = EnemyNear(var(54)),Name = "Mayu Shiina";݂ィ ЂƂ肶Ȃ
trigger19 = EnemyNear(var(54)),StateNo=6000||EnemyNear(var(54)),StateNo=6010||EnemyNear(var(54)),StateNo=6020||EnemyNear(var(54)),StateNo=7000||EnemyNear(var(54)),StateNo=7015
trigger19 = EnemyNear(var(54)),AuthorName = "586"
trigger20 = EnemyNear(var(54)),Name = "Mizuka Nagamori" || EnemyNear(var(54)),Name = "UNKNOWN" || EnemyNear(var(54)),Name = "Misuzu"
trigger20 = EnemyNear(var(54)),AuthorName = "hanma"
trigger20 = EnemyNear(var(54)),StateNo = 800
trigger21 = EnemyNear(var(54)),Name = "Kano Kirishima";̋L
trigger21 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),AnimElemTime(8) <= 0
trigger22 = EnemyNear(var(54)),Name = "Misuzu";̎
trigger22 = EnemyNear(var(54)),StateNo = [3300,3302]
trigger22 = EnemyNear(var(54)),AuthorName = "hanma"
trigger23 = EnemyNear(var(54)),Name = "Misuzu Kamio";̎
trigger23 = EnemyNear(var(54)),StateNo = [7000,7002]
trigger24 = EnemyNear(var(54)),Name = "Akiko Minase"; ÂȂ̂܂
trigger24 = EnemyNear(var(54)),AuthorName = "shimon"
trigger24 = EnemyNear(var(54)),StateNo = 800 || (EnemyNear(var(54)),StateNo = [4502,4510])
trigger25 = EnemyNear(var(54)),Name = "Ayu Tukimiya";
trigger25 = EnemyNear(var(54)),AuthorName = "shikkoku"
trigger25 = EnemyNear(var(54)),StateNo = 700
trigger26 = EnemyNear(var(54)),Name = "kaori misaka";ذ
trigger26 = EnemyNear(var(54)),StateNo = 3500 || EnemyNear(var(54)),StateNo = 3600 || EnemyNear(var(54)),StateNo = 3700
trigger27 = EnemyNear(var(54)),Name = "Kaori";ذ
trigger27 = EnemyNear(var(54)),StateNo = [2200,2220]
trigger28 = EnemyNear(var(54)),Name = "RUMI NANASE";x
trigger28 = EnemyNear(var(54)),StateNo = [1100,1120]
trigger29 = EnemyNear(var(54)),Name = "Another_Mai_K";oM s
trigger29 = (EnemyNear(var(54)),StateNo=3250||EnemyNear(var(54)),StateNo=3500)&&StateType!=A
trigger30 = EnemyNear(var(54)),Name = "Ikumi Amasawa";̗\ ʗ
trigger30 = EnemyNear(var(54)),AuthorName = "586"
trigger30 = EnemyNear(var(54)),StateNo=1300||EnemyNear(var(54)),StateNo=6000||EnemyNear(var(54)),StateNo=6010||EnemyNear(var(54)),StateNo=6020
trigger31 = EnemyNear(var(54)),Name = "Akiko Minase"; ÂȂ̂܂
trigger31 = EnemyNear(var(54)),AuthorName = "IYO"
trigger31 = EnemyNear(var(54)),StateNo = 800 || (EnemyNear(var(54)),StateNo = [4500,4501])
trigger32 = EnemyNear(var(54)),Name = "Ikumi Amasawa By Toshi"; ̗\ ʗ
trigger32 = EnemyNear(var(54)),StateNo=800||EnemyNear(var(54)),StateNo=1300||EnemyNear(var(54)),StateNo=2700||EnemyNear(var(54)),StateNo=2710||EnemyNear(var(54)),StateNo=2720
fvar(38) = 4
IgNoreHitPause = 1

[State -3, S̓g(L)]
type = VarSet
triggerall = var(59) > 8
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misaki Kawana";ʲ޸ׯ
trigger1 = EnemyNear(var(54)),StateNo = 7000
trigger2 = EnemyNear(var(54)),Name = "kaori misaka";߰
trigger2 = EnemyNear(var(54)),StateNo = 4500
trigger3 = EnemyNear(var(54)),Name = "Misuzu Kamio";ϗ邿s`I
trigger3 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger4 = EnemyNear(var(54)),Name = "Sayuri Kurata";ARc݂͂܂[
trigger4 = EnemyNear(var(54)),StateNo = 1300
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "misaki kawana";ʲ޸ׯ
trigger5 = EnemyNear(var(54)),StateNo = 4500
trigger6 = EnemyNear(var(54)),Name = "Mai Kawasumi";n
trigger6 = EnemyNear(var(54)),StateNo = 695
trigger6 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = EnemyNear(var(54)),Name = "Kaori";߰
trigger7 = EnemyNear(var(54)),StateNo = 3000
fvar(38) = -1
IgNoreHitPause = 1

[State -3, g(iL)]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misaki Kawana";ʰ̶ޯ ްڲ
trigger1 = EnemyNear(var(54)),StateNo = 1010 || EnemyNear(var(54)),StateNo = 1300 || EnemyNear(var(54)),StateNo = 1310
trigger2 = EnemyNear(var(54)),Name = "misaki kawana";ʰ̶ޯ ްڲ
trigger2 = EnemyNear(var(54)),StateNo = 1010 || (EnemyNear(var(54)),StateNo = [1200,1201]) || EnemyNear(var(54)),StateNo = 2200
trigger3 = EnemyNear(var(54)),Name = "Nayuki Minase";EX׽
trigger3 = EnemyNear(var(54)),StateNo = 101000 || EnemyNear(var(54)),StateNo = 101010
trigger3 = EnemyNear(var(54)),AuthorName = "586"
fvar(38) = -2
IgNoreHitPause = 1

[State -3, S̓g(ѓL)]
type = VarSet
triggerall = var(59) > 8
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misuzu";ϗ邿s`I
trigger1 = EnemyNear(var(54)),StateNo = [3100,3104]
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
fvar(38) = -4
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "UNKNOWN"
trigger1 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
trigger1 = fvar(38) != [3,4]
trigger2 = EnemyNear(var(54)),Name = "NANASE-MVC"
trigger2 = EnemyNear(var(54)),StateNo = 3500 && EnemyNear(var(54)),Time <= 40
trigger3 = EnemyNear(var(54)),Name = "Ayu Tukimiya"
trigger3 = EnemyNear(var(54)),StateNo = 4500 && EnemyNear(var(54)),AuthorName = "shikkoku"
trigger4 = EnemyNear(var(54)),Name = "Kanna"
trigger4 = (EnemyNear(var(54)),StateNo = [6000,6001]) || (EnemyNear(var(54)),StateNo = [6010,6011]) || (EnemyNear(var(54)),StateNo = [6100,6101]) || (EnemyNear(var(54)),StateNo = [7000,7006])
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "SB"
trigger5 = EnemyNear(var(54)),StateNo = [1060,1063]
trigger6 = EnemyNear(var(54)),Name = "Mishio Amano"
trigger6 = EnemyNear(var(54)),StateNo = 7000
trigger7 = EnemyNear(var(54)),Name = "Mio" || EnemyNear(var(54)),Name = "Shiori"
trigger7 = EnemyNear(var(54)),AuthorName = "DABA"
trigger7 = EnemyNear(var(54)),PrevStateNo = 5120 && EnemyNear(var(54)),StateNo = 52
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "UNKNOWN"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger1 = EnemyNear(var(54)),AnimElemTime(8) >= 0 && EnemyNear(var(54)),AnimElemTime(10) < 0
trigger2 = EnemyNear(var(54)),StateNo = 100 && EnemyNear(var(54)),AnimElemTime(3) >= 0
trigger3 = EnemyNear(var(54)),StateNo = 1110 && EnemyNear(var(54)),Time < 33
trigger4 = EnemyNear(var(54)),StateNo = 1120 && EnemyNear(var(54)),Time < 16
trigger5 = EnemyNear(var(54)),StateNo = 7000
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Mai Kawasumi"
triggerall = EnemyNear(var(54)),AuthorName = "586"
triggerall = Enemy(var(54)),Const(size.head.pos.y) = -85
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6010
trigger1 = EnemyNear(var(54)),AnimElemTime(3) < 10
trigger2 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),AnimElemTime(3) < 14
trigger3 = EnemyNear(var(54)),StateNo = 6050 || EnemyNear(var(54)),StateNo = 6060 || EnemyNear(var(54)),StateNo = 6070
trigger3 = EnemyNear(var(54)),AnimElemTime(3) < 5
trigger4 = EnemyNear(var(54)),StateNo = 6100 || EnemyNear(var(54)),StateNo = 6110 || EnemyNear(var(54)),StateNo = 6120
trigger4 = EnemyNear(var(54)),AnimElemTime(3) < 10
trigger5 = (EnemyNear(var(54)),StateNo=[6101,6103])||(EnemyNear(var(54)),StateNo=[6111,6113])||(EnemyNear(var(54)),StateNo=[6121,6123])||(EnemyNear(var(54)),StateNo=[7001,7003])
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Sayuri Kurata"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 1310
trigger2 = EnemyNear(var(54)),StateNo = 6010 && EnemyNear(var(54)),AnimElemTime(7) < 0
trigger3 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),AnimElemTime(9) < 0
trigger4 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),AnimElemTime(8) < 0
trigger5 = EnemyNear(var(54)),StateNo = 106000 || EnemyNear(var(54)),StateNo = 106010 || EnemyNear(var(54)),StateNo = 106100
trigger5 = EnemyNear(var(54)),Time < 45
trigger6 = EnemyNear(var(54)),StateNo = 106020 && EnemyNear(var(54)),Time < 52
trigger7 = (EnemyNear(var(54)),StateNo = [106002,106004]) || (EnemyNear(var(54)),StateNo = [106012,106014]) || (EnemyNear(var(54)),StateNo = [106022,106024])
trigger8 = EnemyNear(var(54)),StateNo = 106110 && EnemyNear(var(54)),Time < 50
trigger9 = EnemyNear(var(54)),StateNo = 106120 && EnemyNear(var(54)),Time < 60
trigger10 = (EnemyNear(var(54)),StateNo=[6001,6002])||(EnemyNear(var(54)),StateNo=[6011,6013])||(EnemyNear(var(54)),StateNo=[6021,6022])||(EnemyNear(var(54)),StateNo=[7003,7005])
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Ayu Tukimiya"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6011 && EnemyNear(var(54)),Time < 10
trigger2 = EnemyNear(var(54)),StateNo = 6021 && EnemyNear(var(54)),Time < 14
trigger3 = EnemyNear(var(54)),StateNo = 6100 || EnemyNear(var(54)),StateNo = 6110 || EnemyNear(var(54)),StateNo = 6120
trigger3 = EnemyNear(var(54)),AnimElemTime(4) < 0
trigger4 = EnemyNear(var(54)),StateNo = 6150 || EnemyNear(var(54)),StateNo = 6160 || EnemyNear(var(54)),StateNo = 6170
trigger4 = EnemyNear(var(54)),AnimElemTime(3) < 0
trigger5 = EnemyNear(var(54)),StateNo = 6200 && EnemyNear(var(54)),AnimElemTime(11) < 0
trigger6 = EnemyNear(var(54)),StateNo = 6210 && EnemyNear(var(54)),AnimElemTime(14) < 0
trigger7 = EnemyNear(var(54)),StateNo = 6220 && EnemyNear(var(54)),AnimElemTime(43) < 0
trigger8 = EnemyNear(var(54)),StateNo = 7000
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Nayuki Minase"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6010 && EnemyNear(var(54)),AnimElemTime(6) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),Time < 52
trigger3 = EnemyNear(var(54)),StateNo = 6110 && EnemyNear(var(54)),Time < 49
trigger4 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),Time < 54
trigger5 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),Time > 44
trigger6 = EnemyNear(var(54)),StateNo = 106000 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(3) < 0
trigger7 = EnemyNear(var(54)),StateNo = 106010 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(6) < 0
trigger8 = EnemyNear(var(54)),StateNo = 106020 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(9) < 0
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Makoto Sawatari"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6010 || EnemyNear(var(54)),StateNo = 6020
trigger1 = EnemyNear(var(54)),AnimElemTime(2) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6110 && EnemyNear(var(54)),Time <= 52
trigger3 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),Time <= 106
trigger4 = EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger4 = EnemyNear(var(54)),Time <= 66
trigger5 = EnemyNear(var(54)),StateNo = 6260 || EnemyNear(var(54)),StateNo = 6270
trigger5 = EnemyNear(var(54)),Time <= 58
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Kano Kirishima"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6001 && EnemyNear(var(54)),AnimElemTime(7) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6011 && EnemyNear(var(54)),AnimElemTime(7) < 3
trigger3 = EnemyNear(var(54)),StateNo = 6021 && EnemyNear(var(54)),AnimElemTime(23) < 6
trigger4 = EnemyNear(var(54)),StateNo = 6101 || EnemyNear(var(54)),StateNo = 6201
trigger4 = EnemyNear(var(54)),AnimElemTime(8) < 0
trigger5 = EnemyNear(var(54)),StateNo = 6111 && EnemyNear(var(54)),AnimElemTime(10) < 0
trigger6 = EnemyNear(var(54)),StateNo = 6121 && EnemyNear(var(54)),AnimElemTime(7) < 10
trigger7 = EnemyNear(var(54)),StateNo = 6211 || EnemyNear(var(54)),StateNo = 6221
trigger7 = EnemyNear(var(54)),AnimElemTime(7) < 2
trigger8 = EnemyNear(var(54)),StateNo = 6300 || EnemyNear(var(54)),StateNo = 6310 || EnemyNear(var(54)),StateNo = 6320
trigger8 = EnemyNear(var(54)),AnimElemTime(16) < 2
trigger9 = EnemyNear(var(54)),StateNo = 6401 && EnemyNear(var(54)),AnimElemTime(6) < 2
trigger10 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),Time < 50 && EnemyNear(var(54)),AnimElemTime(8) > 0
trigger11 = EnemyNear(var(54)),StateNo = [7001,7003]
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Minagi Tohno"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6100
trigger1 = EnemyNear(var(54)),AnimElemTime(3) < 41
trigger2 = EnemyNear(var(54)),StateNo = 6010 || EnemyNear(var(54)),StateNo = 6110
trigger2 = EnemyNear(var(54)),AnimElemTime(3) < 44
trigger3 = EnemyNear(var(54)),StateNo = 6020 || EnemyNear(var(54)),StateNo = 6120
trigger3 = EnemyNear(var(54)),AnimElemTime(3) < 47
trigger4 = EnemyNear(var(54)),StateNo = 6050 || EnemyNear(var(54)),StateNo = 6060
trigger4 = EnemyNear(var(54)),AnimElemTime(2) < 41
trigger5 = EnemyNear(var(54)),StateNo = 6070 && EnemyNear(var(54)),AnimElemTime(3) < 45
trigger6 = EnemyNear(var(54)),StateNo = 6150 || EnemyNear(var(54)),StateNo = 6160
trigger6 = EnemyNear(var(54)),AnimElemTime(2) < 42
trigger7 = EnemyNear(var(54)),StateNo = 6170 && EnemyNear(var(54)),AnimElemTime(2) < 45
trigger8 = EnemyNear(var(54)),StateNo = 6200 && EnemyNear(var(54)),AnimElemTime(4) < 0
trigger9 = EnemyNear(var(54)),StateNo = 6210 && EnemyNear(var(54)),AnimElemTime(4) < 4
trigger10 = EnemyNear(var(54)),StateNo = 6220 && EnemyNear(var(54)),AnimElemTime(4) < 10
trigger11 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),AnimElemTime(8) < 0
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Neyuki"
triggerall = EnemyNear(var(54)),AuthorName = "frule"
trigger1 = EnemyNear(var(54)),StateNo = 111 || EnemyNear(var(54)),StateNo = 1220
trigger2 = EnemyNear(var(54)),StateNo = 215 && EnemyNear(var(54)),Time <= 11
trigger3 = EnemyNear(var(54)),StateNo = 1210 && EnemyNear(var(54)),Time <= 18
trigger4 = (EnemyNear(var(54)),StateNo = [1221,1222]) && EnemyNear(var(54)),var(30) > EnemyNear(var(54)),var(0)
trigger5 = EnemyNear(var(54)),StateNo = 1320 && EnemyNear(var(54)),Time <= 10
trigger6 = EnemyNear(var(54)),StateNo = 1410 && EnemyNear(var(54)),Time <= 3
trigger7 = EnemyNear(var(54)),StateNo = 2110 && EnemyNear(var(54)),Time <= 7
trigger8 = (EnemyNear(var(54)),StateNo=1120||EnemyNear(var(54)),StateNo=1400)&&EnemyNear(var(54)),AnimElemTime(7)<0
trigger9 = EnemyNear(var(54)),StateNo=[3000,3021]
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Ikumi Amasawa"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 800
trigger2 = (EnemyNear(var(54)),StateNo = 1060||EnemyNear(var(54)),StateNo = 1070) && EnemyNear(var(54)),Time < 13
trigger3 = (EnemyNear(var(54)),StateNo = 1150||EnemyNear(var(54)),StateNo = 1160) && EnemyNear(var(54)),Time < 8
trigger4 = EnemyNear(var(54)),StateNo = 1170 && EnemyNear(var(54)),Time < 6
trigger5 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),Time < 5
trigger6 = (EnemyNear(var(54)),StateNo=[6001,6003])||(EnemyNear(var(54)),StateNo=[6011,6013])||(EnemyNear(var(54)),StateNo=[6021,6023])
trigger7 = EnemyNear(var(54)),StateNo = 6101 || EnemyNear(var(54)),StateNo = 6111 || EnemyNear(var(54)),StateNo = 6121
trigger7 = EnemyNear(var(54)),Time < 12
trigger8 = EnemyNear(var(54)),StateNo = 6110 && EnemyNear(var(54)),Time < 4
trigger9 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),Time < 7
trigger10 = EnemyNear(var(54)),StateNo = 7000 || (EnemyNear(var(54)),StateNo = [7002,7004])
fvar(38) = 0
IgNoreHitPause = 1

;܂F邾
[State -3, x]
type = VarSet
triggerall = var(59) > 10
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),NumHelper(60000)
triggerall = fvar(36)<=0
triggerall = RoundState = 2
;triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear(var(54)),AuthorName = "586" && (EnemyNear(var(54)),Name = "Akane Satomura")=0
trigger1 = EnemyNear(var(54)),var(59)>10
trigger2 = EnemyNear(var(54)),Name = "Neyuki" || EnemyNear(var(54)),Name = "Kaori"
trigger2 = EnemyNear(var(54)),var(59)>10
trigger3 = EnemyNear(var(54)),Name = "Another_Mai_K" && EnemyNear(var(54)),AuthorName = "kuri" 
trigger3 = EnemyNear(var(54)),var(50)>10
fvar(36) = 1
IgNoreHitPause = 1

[State -3, AIF]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),NumHelper(60000)
triggerall = fvar(36)!=1
triggerall = RoundState = 2
trigger1 = EnemyNear(var(54)),AuthorName = "586" && (EnemyNear(var(54)),Name = "Akane Satomura")=0
trigger1 = EnemyNear(var(54)),var(59)>6
trigger2 = EnemyNear(var(54)),Name = "Neyuki" || EnemyNear(var(54)),Name = "Kaori"
trigger2 = EnemyNear(var(54)),var(59)>6
trigger3 = EnemyNear(var(54)),Name = "Another_Mai_K" && EnemyNear(var(54)),AuthorName = "kuri" 
trigger3 = EnemyNear(var(54)),var(50)>6
fvar(36) = -1
IgNoreHitPause = 1

[State -3, AIFZbg]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = fvar(36)=-1
trigger1 = (EnemyNear(var(54)),AuthorName = "586")=0
trigger1 = (EnemyNear(var(54)),Name = "Neyuki")=0 && (EnemyNear(var(54)),Name = "Kaori")=0
trigger1 = (EnemyNear(var(54)),Name = "Another_Mai_K")=0
trigger2 = EnemyNear(var(54)),var(59)<=6
trigger3 = !EnemyNear(var(54)),NumHelper(60000)
fvar(36) = 0
IgNoreHitPause = 1

[State -3, K[hsѓ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = NumHelper(60000)
trigger1 = Helper(60000),var(7)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(7)||Helper(60000),var(8)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(8)||Helper(60000),var(9)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(9)
trigger1 = 0
trigger2 = EnemyNear(var(54)),Name = "UNKNOWN";邶H@ʂH ǂ̂邬 ̂Ȃ
trigger2 = (EnemyNear(var(54)),StateNo=[1400,1420])||EnemyNear(var(54)),NumHelper(16510)||EnemyNear(var(54)),StateNo=6200||EnemyNear(var(54)),StateNo=6210||EnemyNear(var(54)),StateNo=6220
trigger2 = EnemyNear(var(54)),AuthorName = "586"
trigger3 = EnemyNear(var(54)),Name = "Kano Kirishima";İѶ޽
trigger3 = EnemyNear(var(54)),StateNo = [6220,6221]
trigger4 = EnemyNear(var(54)),Name = "Mai Kawasumi";뎮
trigger4 = EnemyNear(var(54)),StateNo = [7200,7220]
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "Shiori";㒍ӂł
trigger5 = EnemyNear(var(54)),StateNo = [1200,1220]
trigger6 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger6 = EnemyNear(var(54)),StateNo=3100||EnemyNear(var(54)),StateNo=3120||EnemyNear(var(54)),StateNo=3140
trigger6 = EnemyNear(var(54)),AuthorName = "hanma"
trigger7 = EnemyNear(var(54)),Name = "kanna";rtLM
trigger7 = (EnemyNear(var(54)),StateNo = [3020,3202]) || EnemyNear(var(54)),NumHelper(3204)>0
trigger7 = EnemyNear(var(54)),AuthorName = "kuri"
fvar(37) = 0.5
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Shiori";ፇK@ł
trigger1 = EnemyNear(var(54)),NumExplod(705) > 0
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 1
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Mizuka Nagamori";i̎
trigger1 = EnemyNear(var(54)),StateNo = [3300,3303]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 2
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear(var(54)),Name = "NANASE-MVC";ς鉳̔w
trigger1 = EnemyNear(var(54)),StateNo = 3500
trigger2 = EnemyNear(var(54)),Name = "RUMI NANASE";ς鉳̔w
trigger2 = EnemyNear(var(54)),StateNo = 4000
fvar(37) = 3
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Nayuki Minase";vo͐eƋ
trigger1 = EnemyNear(var(54)),StateNo = [6200,6220]
trigger1 = EnemyNear(var(54)),AuthorName = "586"
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 4
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "kanna-mvc";։􃒒fcՃm
trigger1 = EnemyNear(var(54)),StateNo = 3500
trigger1 = EnemyNear(var(54)),facing!=facing&&facing*((EnemyNear(var(54)),Pos X)-Pos X)>0
trigger1 = !InguardDist
fvar(37) = 5
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Ikumi Amasawa";\
trigger1 = EnemyNear(var(54)),var(30)=1
trigger1 = EnemyNear(var(54)),AuthorName = "586"
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 6
IgNoreHitPause = 1

[State -3, ԉ]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
triggerall = fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Shiori"
trigger1 = EnemyNear(var(54)),NumExplod(705) <= 0 && (EnemyNear(var(54)),StateNo != [1200,1220])
trigger2 = EnemyNear(var(54)),Name = "Mizuka Nagamori"
trigger2 = EnemyNear(var(54)),StateNo != [3300,3303]
trigger3 = EnemyNear(var(54)),Name = "NANASE-MVC"
trigger3 = EnemyNear(var(54)),var(35) <= 0 || EnemyNear(var(54)),NumHelper(3600) <= 0
trigger4 = EnemyNear(var(54)),Name = "Nayuki Minase"
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger4 = EnemyNear(var(54)),var(12)<=0||EnemyNear(var(54)),NumHelper(16200)<=0&&EnemyNear(var(54)),NumHelper(16210)&&EnemyNear(var(54)),NumHelper(16211)&&EnemyNear(var(54)),NumHelper(16220)&&EnemyNear(var(54)),NumHelper(16221)
trigger5 = EnemyNear(var(54)),Name = "UNKNOWN"
trigger5 = EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),AuthorName = "hanma"
trigger5 = EnemyNear(var(54)),MoveType != A
trigger6 = EnemyNear(var(54)),Name = "Kano Kirishima"
trigger6 = EnemyNear(var(54)),StateNo != [6220,6221]
trigger7 = EnemyNear(var(54)),Name = "Mai Kawasumi"
trigger7 = EnemyNear(var(54)),StateNo != [7200,7220]
trigger8 = EnemyNear(var(54)),AuthorName = "586"
trigger8 = EnemyNear(var(54)),Name = "kanna-mvc"
trigger8 = EnemyNear(var(54)),StateNo != 3500 || EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType != A
trigger9 = EnemyNear(var(54)),Name = "RUMI NANASE"
trigger9 = EnemyNear(var(54)),var(25) <= 0 || EnemyNear(var(54)),NumHelper(7000) <= 0
trigger10 = EnemyNear(var(54)),Name = "Ikumi Amasawa"
trigger10 = EnemyNear(var(54)),var(30)!=1
trigger10 = EnemyNear(var(54)),AuthorName = "586"
fvar(37) = 0
IgNoreHitPause = 1

[State -3, ԉ]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = fvar(37) = 1 && (EnemyNear(var(49)),Name = "Shiori")=0
trigger2 = fvar(37) = 2 && (EnemyNear(var(49)),Name = "Mizuka Nagamori")=0
trigger3 = fvar(37) = 3 && (EnemyNear(var(49)),Name = "NANASE-MVC")=0 && (EnemyNear(var(49)),Name = "RUMI NANASE")=0
trigger4 = fvar(37) = 4 && (EnemyNear(var(49)),Name = "Nayuki Minase")=0
trigger5 = fvar(37) = 0.5 && EnemyNear(var(49)),MoveType != A
trigger6 = fvar(37) = 5 && (EnemyNear(var(49)),Name = "kanna-mvc")=0
trigger7 = fvar(37) = 6 && (EnemyNear(var(54)),Name = "Ikumi Amasawa")=0
fvar(37) = 0
IgNoreHitPause = 1

;
;\
;Time=1 Random StateNo
;

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "NANASE-MVC";
trigger1 = EnemyNear(var(54)),StateNo = [1000,1002]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 3.5
IgNoreHitPause = 1

[State -3, ԉ]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
triggerall = fvar(37) = 3.5
trigger1 = EnemyNear(var(54)),Name = "NANASE-MVC"
trigger1 = EnemyNear(var(54)),StateNo != [1000,1002]
trigger2 = (EnemyNear(var(49)),Name = "NANASE-MVC")=0
fvar(37) = 0
IgNoreHitPause = 1

;
;RC		StateNo = 125
;

;ׂĂ󂯓ꂽS
[State -1, AA6BC]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3
triggerall = P2BodyDist X = [-10,45]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),PrevStateNo != [5100,5299]
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Random <= var(59)*60 || var(59) > 9
trigger1 = EnemyNear(var(54)),AnimTime <= -9-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 7300

;Lv3
[State -1, 236236C]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,80]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime < -21-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 6120

;Lv2
[State -1, 236236B]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,60]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*50
trigger1 = EnemyNear(var(54)),AnimTime < -21-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 6110

;RFkn(op)
[State -1, 412C]
type = VarSet
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [-5,75]
triggerall = P2BodyDist Y >= -50
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime <= -9-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 1120

;RFkn
[State -1, 412C]
type = VarSet
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [-5,75]
triggerall = P2BodyDist Y >= -50
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*(ifelse(fvar(16)=3,60,30)-Time*10)
triggerall = BackEdgeBodyDist<=30||EnemyNear(var(54)),BackEdgeBodyDist<40||EnemyNear(var(54)),FrontEdgeBodyDist<40&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||fvar(16)=3||P2life<=125
trigger1 = EnemyNear(var(54)),AnimTime <= -9-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 1120

;Lv1
[State -1, 236236A]
type = VarSet
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*30
trigger1 = EnemyNear(var(54)),AnimTime < -21-Helper(60000),var(58)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
trigger1 = !var(18)
var(18) = 6100

;RFʌ
[State -1, 623C]
type = VarSet
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0 && fvar(37) != 3
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y = [-80,30]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime <= -16-Helper(60000),var(58)
trigger1 = !var(18)
var(18) = 1220

;U뎮
[State -1, 6B]
type = VarSet
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime <= -7-Helper(60000),var(58)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
trigger1 = !var(18)
var(18) = 7110

;㖶U뎮
[State -1, 6A]
type = VarSet
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = StateNo = 125 && Time <= 2
triggerall = NumHelper(60000)
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [0,70]
triggerall = P2BodyDist Y >= -80
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
trigger1 = EnemyNear(var(54)),AnimTime <= -6-Helper(60000),var(58)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
trigger1 = !var(18)
var(18) = 7100

;
;RC؂ւ	var(14)=1
;

[State -1,RCJn]
type = VarSet
trigger1 = var(59) > 0
trigger1 = !var(55)
trigger1 = StateNo = 145
trigger1 = !var(18)
trigger1 = NumHelper(60000)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
var(55) = 1

[State -1,RCJn]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)=[0,1]
triggerall = StateNo = 145
triggerall = !var(18)
;ȉRC[vhׂ̋Lq
trigger1 = EnemyNear(var(54)),AuthorName="586"
trigger1 = EnemyNear(var(54)),NumHelper(10120)
trigger2 = EnemyNear(var(54)),AuthorName = "frule"
trigger2 = P2Name="EFZaya"||P2Name="EFZiku"||P2Name="Neyuki"||P2Name="Kaori"
var(55) = 2
IgNoreHitPause = 1

;肪UԂłȂȂI
[State -1,RCI]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)
trigger1 = EnemyNear(var(54)),MoveType != A
var(55) = 0

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [-5,30+(EnemyNear(var(54)),Vel X)*3]
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -5
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 300

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [-5,30+(EnemyNear(var(54)),Vel X)*3]
triggerall = P2BodyDist Y >= -20
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -4
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 200

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist Y > -70
triggerall = P2BodyDist X >= -5+(EnemyNear(var(54)),Vel X)*3
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -5
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 210

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [-5,30]
triggerall = P2BodyDist Y = [-30,40]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -6
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 400

;jS
[State -1, 4C]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,60+(EnemyNear(var(54)),Vel X)*3]
triggerall = P2BodyDist Y >= -30
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -9
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 240

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [-5,70+(EnemyNear(var(54)),Vel X)*3]
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime < -10
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 310

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X > 40
triggerall = P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*3
triggerall = P2BodyDist Y > -50
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -10
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 220

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [0,80+(EnemyNear(var(54)),Vel X)*3]
triggerall = P2BodyDist Y >= -70
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -5
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 230

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = P2BodyDist X = [0,85+(EnemyNear(var(54)),Vel X)*3]
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -14
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 320

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !fvar(36)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X=[-5,60]
triggerall = P2BodyDist Y=[0,50]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(55)=1&&Random<=var(59)*100||var(55)=2&&Random%100<var(59)*10-var(53)
triggerall = EnemyNear(var(54)),AnimTime <= -10
trigger1 = var(14) = 1 && !var(18) && var(55)>0
trigger2 = Ctrl && var(55) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[0,159])
value = 420

[State 145, AI]
type = ChangeState
triggerall = var(59) > 0
triggerall = !var(18)
triggerall = StateNo = 145
trigger1 = AnimTime < 0
trigger1 = Random <= var(58)*200 || var(58) > 3
value = 130 + (StateType = C) + (StateType = A)*2
ctrl = 0

;ȊOȂ΃RCI
[State -1,RCI]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)
triggerall = NumHelper(60000) || RoundState != 2
trigger1 = MoveType = A || MoveType = H
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = EnemyNear(var(54)),MoveReversed = 0
trigger4 = EnemyNear(var(54)),StateNo = Helper(60000),var(21) || EnemyNear(var(54)),StateNo = Helper(60000),var(22)
trigger5 = EnemyNear(var(54)),StateNo = Helper(60000),var(23) || EnemyNear(var(54)),StateNo = Helper(60000),var(24)
var(55) = ifelse(StateNo=145,-1,0)

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(var(54)),HitDefAttr = SCA,AT;
;

;ׂĂ󂯓ꂽS
[State -1, -AA6BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Ctrl || (StateNo = [200,320]) && (var(1) = [1,3]) || (StateNo = 1020) && (var(1) = [1,3])
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A || !EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),MoveType = I
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = (EnemyNear(var(54)),StateNo != [5100,5299])
triggerall = EnemyNear(var(54)),PrevStateNo != [5100,5299]
triggerall = (P2BodyDist X = [-10,40+(EnemyNear(var(54)),Vel X)*3]);95܂łon܂Ȃ̂ŁB
triggerall = EnemyNear(var(54)),AnimTime <= -9 || var(59)<7
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
trigger6 = (PrevStateNo=[1100,1120])
value = 7300

;C
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = fvar(37) != 3.5
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [20+(EnemyNear(var(54)),Vel X)*10,100+(EnemyNear(var(54)),Vel X)*10]
triggerall = P2BodyDist Y>=-25-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y<=0||(P2BodyDist Y=[-60-(EnemyNear(var(54)),Vel Y)*5,-30-(EnemyNear(var(54)),Vel Y)*5])&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime < -21 || var(59)<7
triggerall = Random <= var(59)*60
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6120

;B
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = fvar(37) != 3.5
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [10+(EnemyNear(var(54)),Vel X)*10,60+(EnemyNear(var(54)),Vel X)*10]
triggerall = P2BodyDist Y>=-25-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y<=0||(P2BodyDist Y=[-60-(EnemyNear(var(54)),Vel Y)*5,-30-(EnemyNear(var(54)),Vel Y)*5])&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime < -20 || var(59)<7
triggerall = Random <= var(59)*40
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6110

;A
[State -1, 236236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 3 && fvar(37) != 6
triggerall = fvar(37) != 3.5
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5+(EnemyNear(var(54)),Vel X)*10,35+(EnemyNear(var(54)),Vel X)*10]
triggerall = P2BodyDist Y>=-25-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y<=0||(P2BodyDist Y=[-60-(EnemyNear(var(54)),Vel Y)*5,-30-(EnemyNear(var(54)),Vel Y)*5])&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime < -21 || var(59)<7
triggerall = Random <= var(59)*30 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6100

;knA
[State -1, 412A]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && fvar(37) != 3
triggerall = EnemyNear(var(54)),StateType != A
triggerall = (P2BodyDist X=[70,90]) && EnemyNear(var(54)),Vel X = 0 || (P2BodyDist X=[90,110]) && EnemyNear(var(54)),Vel X > 0
triggerall = EnemyNear(var(54)),HitDefAttr=C,AA || fvar(38) = -2
triggerall = EnemyNear(var(54)),AnimTime <= -35 || var(59)<7 || fvar(38) = -2
triggerall = Random<=var(59)*25
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 1100

;knA(op)
[State -1, 412A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [50,110]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateType != A
triggerall = Random <= var(59)*50
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = fvar(11) < 30 || (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = fvar(38) != 0 && fvar(37) != 3
triggerall = Random<=var(59)*40 || var(59) > 9 && (fvar(16) = [2,3])
triggerall = EnemyNear(var(54)),AnimTime < -10 || var(59)<7
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 1100

;knB(Ǎۂ̒Eo)
[State -1, 412B]
type = null;ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !EnemyNear(var(54)),Ctrl
triggerall = EnemyNear(var(54)),StateType = A && EnemyNear(var(54)),MoveType != A
triggerall = (P2BodyDist X = [10+(EnemyNear(var(54)),Vel X)*5,70+(EnemyNear(var(54)),Vel X)*5])
triggerall = BackEdgeBodyDist < 20
triggerall = P2BodyDist Y <= -50-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),Vel X > 0
;triggerall = !InGuardDist
triggerall = Random<=var(59)*60
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 1110

;knC
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
;triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AA,AT||(EnemyNear(var(54)),StateNo=[200,999])
triggerall = P2BodyDist X=[-5,70+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y>-25-(EnemyNear(var(54)),Vel Y)*5 && EnemyNear(var(54)),Vel Y <= 0||P2BodyDist Y>-60-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime <= -9 || var(59)<7
triggerall = BackEdgeBodyDist<=30||EnemyNear(var(54)),BackEdgeBodyDist<40||EnemyNear(var(54)),FrontEdgeBodyDist<40&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||fvar(16)=3||P2life<125
triggerall = var(59)>6&&Random<=var(59)*80&&fvar(16)=3||var(59)>6&&Random<=var(59)*(140-(floor(fvar(15))))&&fvar(16)=2||var(59)<=6&&Random<=var(59)*30 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1120

;knCEop
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Ctrl||(StateNo=[200,320])&&(var(1)=[1,3])||(StateNo=1020)&&(var(1)=[1,3])
triggerall = fvar(38) > 0
triggerall = fvar(11) >= 32
triggerall = NumHelper(60000)
;triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AA,AT||(EnemyNear(var(54)),StateNo=[200,999])
triggerall = P2BodyDist X=[-5,70+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y>-25-(EnemyNear(var(54)),Vel Y)*5 && EnemyNear(var(54)),Vel Y <= 0||P2BodyDist Y>-60-(EnemyNear(var(54)),Vel Y)*5&&EnemyNear(var(54)),Vel Y>0
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime <= -9 || var(59)<7
triggerall = var(59)>6&&Random<=var(59)*80&&fvar(16)=3||var(59)>6&&Random<=var(59)*(180-(floor(fvar(15))))&&fvar(16)=2||var(59)<=6&&Random<=var(59)*30 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1120

;RFʌ
[State -1, 623C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = Ctrl||(StateNo=[400,420])&&(var(1)=[1,3])
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [-80-(EnemyNear(var(54)),Vel Y)*5,30-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime <= -16 || var(59)<7
triggerall = Random <= var(59)*40 || !Ctrl && var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1220

;
[State -1, Throw - in Ground]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = S
triggerall = MoveType = I
triggerall = P2BodyDist X < 20
triggerall = P2MoveType != H
triggerall = P2StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = ctrl
triggerall = P2StateNo != [120,155]
triggerall = P2BodyDist X >= 0
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),Vel X=0&&EnemyNear(var(54)),Vel Y=0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),AnimTime <=-4 || var(59) < 10
triggerall = !Inguarddist || EnemyNear(var(54)),StateNo < 1000 && Time <= 1
triggerall = (EnemyNear(var(54)),PrevStateNo != [5000,5270]) || EnemyNear(var(54)),Time > 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),PrevStateNo != [5120,5125]
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = var(59) < 7 || !(EnemyNear(var(54)),HitDefAttr= ,AA,AT,AP)
trigger1 = Random <= var(59)*ifelse(fvar(15)>=2,20,5)
trigger2 = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159])
trigger2 = Random <= var(59)*ifelse(fvar(15)>=2,40,20)
value = 500

;󒆓
[State -1, Throw - in Ariel]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = P2StateType = A
triggerall = P2BodyDist X < 20
triggerall = Alive
triggerall = !isHelper
triggerall = P2StateNo != [120,155]
triggerall = ctrl
triggerall = RoundState = 2
triggerall = fvar(38) > 0
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = PrevStateNo = [120,159]
trigger2 = EnemyNear(var(54)),Ctrl
value = 520

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-5,30+(EnemyNear(var(54)),Vel X)*3]
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=S,NA,SA,NT,ST||EnemyNear(var(54)),StateNo<1000&&EnemyNear(var(54)),Time>=12
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(54)),Time>=15||EnemyNear(var(54)),StateNo=EnemyNear(var(54)),PrevStateNo||EnemyNear(var(54)),AnimTime<-5||Helper(60000),InguardDist&&EnemyNear(var(54)),MoveContact=0
trigger1 = EnemyNear(var(54)),Const(Size.head.Pos.Y) <= -90
trigger1 = EnemyNear(var(54)),AnimTime <= -4 || Time >= 30
trigger1 = !fvar(35)
value = 300

;K[hs\_bVi݂UNKNOWNpj
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = fvar(38) = 3 && P2BodyDist X > 100 || fvar(38) = 3.1 && P2BodyDist X < 60 && BackEdgeBodyDist < 30
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 100

;K[hs\obN
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = NumHelper(60000)
triggerall = fvar(38)=4||EnemyNear(var(54)),HitDefAttr=SCA,AT
triggerall = P2BodyDist X <= 110+(EnemyNear(var(54)),Vel X)*5
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*12
triggerall = BackEdgeBodyDist > 40
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
value = 105

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = Ctrl || (StateNo = [400,420]) && (var(1) >= 1)
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 100+(EnemyNear(var(54)),Vel X)*12
triggerall = P2BodyDist Y-(Vel Y)*5-(EnemyNear(var(54)),Vel Y)*12 = [-80,80]
triggerall = BackEdgeBodyDist > 40
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610])
value = 115

;Wv
[State -1, Jump in Ground]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl||(StateNo=[200,211])&&(var(1)=[1,3])||(StateNo=220)&&(var(1)=1)||(StateNo=300)&&(var(1)=[1,3])||(StateNo=[310,320])&&(var(1)=1)||(StateNo=1000)&&(var(1)=1)||(StateNo=[7100,7120])&&(var(1)=1)
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 125+(EnemyNear(var(54)),Vel X)*12
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*12
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52 || PrevStateNo = 7303
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = ifelse(EnemyNear(var(54)),Vel X>6,39,41)

[State -1, Air Jump]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = Ctrl || (StateNo = [400,420]) && (var(1) = [1,3])
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*12
triggerall = P2BodyDist Y-(Vel Y)*5-(EnemyNear(var(54)),Vel Y)*12 = [-80,80]
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 45

;
;MoveType = I && !EnemyNear,Ctrl 
;

;knB
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
;triggerall = !Inguarddist
triggerall = P2BodyDist X > 150
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
triggerall = !EnemyNear(var(54)),Ctrl
triggerall = EnemyNear(var(54)),Vel X = 0
triggerall = EnemyNear(var(54)),PrevStateNo != [5000,5129]
triggerall = EnemyNear(var(54)),StateNo >= 1000
triggerall = !(EnemyNear(var(54)),HitDefAttr=SCA,AA,AT)
triggerall = EnemyNear(var(54)),Power >= 1000
;triggerall = EnemyNear(var(54)),AnimTime > -50
triggerall = Random <= var(59)*30 || var(59) > 7 && Random <= var(59)*100 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo = [600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
value = 1110

;
;nNU 
;EnemyNear(var(54)),StateType = L EnemyNear(var(54)),AnimTime P2bodyDist Y P2bodyDist X
;

;NU߃_bV
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = EnemyNear(var(54)),StateType = L
triggerall = P2BodyDist X > 140
;triggerall = BackEdgeBodyDist > 50
triggerall = !Inguarddist
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),StateNo = [5100,5119]
;trigger1 = NumHelper(20000) || var(59) < 10
trigger2 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger2 = P2BodyDist X > 180
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger3 = EnemyNear(var(54)),Vel X <= 0 && P2BodyDist X > 120+(EnemyNear(var(54)),Vel X)*5
value = 100

;G_EAт܂gȂobN
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = !Inguarddist
triggerall = Ctrl
triggerall = BackEdgeBodyDist >= 60
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = fvar(12) > 0 || var(56) = 0 || fvar(12) = 0 && P2BodyDist X < 5
triggerall = P2BodyDist X <= 40
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5125]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist >= 30 || var(56) = 0 || (fvar(12) != [0,1])
trigger2 = EnemyNear(var(54)),Stateno = [5200,5201]
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger3 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*5
value = 105

;薳GobN
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = P2BodyDist X <= 80
triggerall = BackEdgeBodyDist >= 40
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = EnemyNear(var(54)),Stateno = [5200,5201]
trigger2 = fvar(38) = 0 && EnemyNear(var(54)),MoveType != A
trigger2 = P2BodyDist X < 20
value = 105

[State -1, Jump - in Ground]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist
triggerall = Ctrl
;[Eo
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5125]
trigger1 = P2BodyDist X <= 30
trigger1 = Random <= var(59)*40
trigger1 = BackEdgeBodyDist < 60
;NU߃Wv
trigger2 = var(59) > 6
trigger2 = P2BodyDist X = [30,60]
trigger2 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger2 = EnemyNear(var(54)),AnimTime = [-30,-20]
trigger2 = Random <= var(59)*60
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist>=25&&EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist>=25&&EnemyNear(var(54)),facing=facing
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger3 = EnemyNear(var(54)),StateType != A
trigger3 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*5
trigger3 = Random <= var(59)*40 || var(59) > 9
;薳G,ǒ[
trigger4 = (EnemyNear(var(54)),Stateno = [5200,5201]) || fvar(38) = 0 && EnemyNear(var(54)),MoveType != A
trigger4 = P2BodyDist X < 40 && BackEdgeBodyDist < 40
trigger4 = Random <= var(59)*40 || var(59)>9
value = 41

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
;triggerall = !InGuardDist
triggerall = (PrevStateNo = 38 || PrevStateNo = 41 || PrevStateNo = 120) && Vel Y > 0
triggerall = P2BodyDist X <= 5
triggerall = P2BodyDist Y <= 90+(EnemyNear(var(54)),Vel Y)*5+(Vel Y)*3
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),AnimTime = [-7,-6]
trigger1 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger2 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger2 = EnemyNear(var(54)),StateType != A
value = 420

;knB(Ǎۂ̒Eo)
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X < 40 && BackEdgeBodyDist < 30
triggerall = EnemyNear(var(54)),StateType = L
triggerall = EnemyNear(var(54)),Stateno = [5100,5125]
;triggerall = !Inguarddist
trigger1 = Random <= var(59)*40
value = 1110

;͂̍sgEAC
[State -1, 236C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Ctrl
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType = L
triggerall = var(56) > 0
triggerall = P2BodyDist X = [0,80]
triggerall = var(59)>6&&Random<=var(59)*80&&fvar(16)=3||var(59)>6&&(Random<=var(59)*(floor(fvar(15)))/10)&&fvar(16)=2||var(59)<=6&&Random<=var(59)*30
triggerall = EnemyNear(var(54)),StateNo = [5120,5125]
triggerall = EnemyNear(var(54)),AnimTime = [-22,-20]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = P2BodyDist X = [5,80]
value = 1320

;͂̍sgEAB
[State -1, 236C]
type = null;ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) != [2,3]
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = EnemyNear(var(54)),StateType = L
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = P2BodyDist X = [20,60]
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = var(56) > 0
triggerall = EnemyNear(var(54)),StateNo = [5120,5125]
triggerall = EnemyNear(var(54)),AnimTime = [-25,-24]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = P2BodyDist X = [5,60]
value = 1310

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
;triggerall = !InGuardDist
triggerall = P2BodyDist X =[-5,30]
triggerall = EnemyNear(var(54)),StateType = L
triggerall = Random <= var(59)*60 || var(59) > 6
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = -1
trigger1 = NumHelper(60000)
trigger1 = Helper(60000),var(34)=0 || var(59) < 10
value = 300

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist
triggerall = Ctrl
triggerall = fvar(12) = [0,1]
triggerall = EnemyNear(var(54)),Stateno = [5100,5125]
;triggerall = EnemyNear(var(54)),BackEdgeBodyDist <= 30
triggerall = NumHelper(60000)
trigger1 = (P2BodyDist X < 40 || (P2BodyDist X =[40,60])) && BackEdgeBodyDist >= 20
trigger1 = Helper(60000),var(34)>0
trigger2 = (P2BodyDist X =[40,60]) && BackEdgeBodyDist >= 20
trigger2 = Helper(60000),var(34)>0
value = 20
ctrl = 1

;
;CX^g`[W IC
;

;nIC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = !Inguarddist
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
;
trigger1 = (StateNo = 510) && (AnimElemTime(6) = 1)
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || Power >= 2000 && var(56) > 0 && fvar(12) = 0
;U
trigger2 = (StateNo = 1010) && (var(1) = 1)
trigger2 = P2BodyDist X = [-50,50]
trigger2 = EnemyNear(var(54)),Vel Y <= 0 || EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = EnemyNear(var(54)),StateType != L
trigger2 = 0
;RFkn
trigger3 = (StateNo = 1120) && (var(1) = 1); && AnimElemTime(4) < 0
trigger3 = fvar(39) != 4
trigger3 = EnemyNear(var(54)),StateType != L
;trigger3 = P2BodyDist X = [-80,80]
trigger3 = P2BodyDist X<=0||EnemyNear(var(54)),BackEdgeBodyDist<30&&EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist<30&&EnemyNear(var(54)),facing=facing
;trigger3 = P2BodyDist X <= 40 && P2BodyDist Y < -50-(EnemyNear(var(54)),Vel Y)*5
;ǒ[@͂̍sgEA
trigger4 = (StateNo = 1300) && var(16) = 1
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = fvar(39) = 2
trigger4 = EnemyNear(var(54)),StateType != A
trigger4 = EnemyNear(var(54)),StateType != L
trigger4 = Power >= 1000
;oR{pRFkn
trigger5 = (StateNo = 1120) && (var(1) = 1)
trigger5 = fvar(39) = 12
trigger5 = EnemyNear(var(54)),StateType != L
;U
trigger6 = (StateNo = 1010) && (var(1) = 1) && !fvar(39)
trigger6 = P2BodyDist X = [80,130]
trigger6 = EnemyNear(var(54)),StateType = A && EnemyNear(var(54)),Vel X = 0
value = 600

;nIC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
;knFIC
trigger1 = (StateNo = 1100) && var(16) = 1
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),MoveType != H
trigger1 = P2BodyDist X = [-5,45]
trigger1 = fvar(38) != 0 && fvar(37) != 3
trigger1 = fvar(12) = 4
trigger1 = ((Life*100)/LifeMax) <= 33 || PalNo = 12
;(͂̍sgEAoror 뎮)댯mFIC or (U FM)댯mIC
trigger2 = EnemyNear(var(54)),Time >= 30-var(59)*3 || var(59) >= 10
trigger2 = ((Life*100)/LifeMax) < ifelse(EnemyNear(var(54)),Power<1000,33,70)
trigger2 = (StateNo=[1300,1520])&&var(16)=1||(StateNo=[1000,1020])&&(var(1)=[1,2])||(StateNo=[7200,7229])&&var(16)=1||(StateNo=7300)&&(AnimElemTime(8)>=0)&&(var(1)=[1,2])
trigger2 = Inguarddist&&EnemyNear(var(54)),MoveType != H || EnemyNear(var(54)),MoveType = A && P2BodyDist X<=120+(EnemyNear(var(54)),Vel X)*5&&P2BodyDist Y>=-120-(EnemyNear(var(54)),Vel Y)*5
value = 600

;IC
[State -1, Instant Charge]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
;triggerall = !Inguarddist
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
;ʌ
trigger1 = StateNo = 1200 && (var(1) = 1) && AnimElemTime(12) < 0
trigger1 = P2BodyDist X = [0,80]
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
;т܂Ȃ
trigger2 = StateNo = 1200 && (var(1) = [2,3])
trigger2 = P2BodyDist X = [0,60]
trigger2 = var(56) = 0 || !NumHelper(20000)
;т܂
trigger3 = StateNo = 1200 && (var(1) = [2,3])
trigger3 = P2BodyDist X = [0,60]
trigger3 = NumHelper(20000)
trigger3 = Helper(20000),StateNo != 20000
;knBǌ
trigger4 = StateNo = 1111 && (var(1) = 1)
trigger4 = P2BodyDist X = [0,40]
trigger4 = P2BodyDist Y = [-30,30]
trigger4 = EnemyNear(var(54)),MoveType = H
trigger4 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = AnimElemTime(3) >= 0
;т܂Ȃ
trigger5 = StateNo = 1111 && (var(1) = [2,3])
trigger5 = P2BodyDist X = [0,60]
trigger5 = var(56) = 0 || !NumHelper(20000)
;т܂
trigger6 = StateNo = 1111 && (var(1) = [2,3])
trigger6 = P2BodyDist X = [0,60]
trigger6 = NumHelper(20000)
trigger6 = Helper(20000),StateNo != 20000
trigger7 = StateNo = 1200 && (var(1) = 1)
trigger7 = NumHelper(60000)
trigger7 = Helper(60000),var(59)>0
value = 610

;
;nډ 
;Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

;ׂĂ󂯓ꂽS(R{p)
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = PrevStateNo != [7300,7303]
triggerall = P2BodyDist X < 80
triggerall = Ctrl
trigger1 = fvar(11) < 15 || fvar(6) < 8
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),Vel Y > 0
trigger1 = fvar(39) = 4 || fvar(39) = 10 || fvar(39) = 12
trigger1 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
trigger2 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
trigger2 = fvar(39) = 5.1 && P2BodyDist X <= 45
trigger3 = var(59) > 6 && fvar(39) = 16
trigger3 = EnemyNear(var(54)),StateNo = [41123,41125]
value = 7300

;oR{oFMp
[State -1, 412C]
type = null;ChangeState
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = Random <= var(59)*70 || var(59)>8
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
trigger1 = fvar(39) = 4
trigger1 = P2BodyDist X < 80
;trigger1 = P2BodyDist Y = [-120,-30]
trigger1 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
trigger1 = fvar(11) < 16 || fvar(6) < 10
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = fvar(39) = 10 || fvar(39) = 12
trigger2 = P2BodyDist X < 60
trigger2 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
trigger2 = fvar(11) < 16 || fvar(6) < 10
trigger2 = fvar(16) = [2,3]
value = 1120

;ioR{pj
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = Random <= var(59)*70 || var(59)>8
;triggerall = !Inguarddist
trigger1 = fvar(39) = 4
trigger1 = P2BodyDist X < 80
;trigger1 = P2BodyDist Y = [-120,-30]
trigger1 = EnemyNear(var(54)),Pos Y > -80
trigger1 = fvar(11) >= 13 || fvar(6) >= 8
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 230

;ׂĂ󂯓ꂽS(SgႨ)
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = PrevStateNo != [7300,7303]
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X < 80
triggerall = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*10
triggerall = EnemyNear(var(54)),Vel Y > 0
triggerall = fvar(39) = 4 || fvar(39) = 10 || fvar(39) = 12
trigger1 = (StateNo = [200,320]) && (var(1) = [1,3])
trigger1 = fvar(11) < 13 || fvar(6) < 8
value = 7300

;ʌ
[State -1, 623A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
trigger1 = (StateNo = [400,420]) && (var(1) = 1)
trigger1 = Vel Y < 0 || StateNo != 420
trigger1 = P2BodyDist X = [-5,70]
value = 1200

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
;triggerall = !Inguarddist
triggerall = Ctrl
triggerall = fvar(39) != 4 && fvar(39) != 10.1 && fvar(39) != 16
triggerall = Random <= var(59)*100
triggerall = fvar(12) != 4 || fvar(12) = 4 && !fvar(39)
triggerall = P2BodyDist X >= 0
;trigger1 = PrevStateNo = 52
trigger1 = fvar(39) = [1,2]
trigger1 = EnemyNear(var(54)),Pos Y > -40-(EnemyNear(var(54)),Vel Y)*5
trigger1 = EnemyNear(var(54)),Vel Y > 0
trigger2 = fvar(39) = 10
trigger2 = P2BodyDist Y > -20-(EnemyNear(var(54)),Vel Y)*5
trigger2 = EnemyNear(var(54)),Vel Y > 0
;trigger2 = PrevStateNo = 600
trigger3 = EnemyNear(var(54)),StateNo != [5200,5299]
trigger3 = fvar(39) != 10
trigger3 = fvar(12) != 4 && fvar(6) > 25 || fvar(12) = 4 && PrevStateNo != 1101
trigger3 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*5
trigger3 = EnemyNear(var(54)),Vel Y > 0
trigger4 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*5
trigger4 = EnemyNear(var(54)),StateNo = [42600,42601]
value = 210

;RFkn
[State -1, 412C]
type = null;ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4 && fvar(16) = 3 && fvar(15) >= 50 || fvar(12) = 4 && (fvar(16) = [2,3])
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 50
triggerall = P2BodyDist Y > -40
triggerall = Random <= var(59)*60 || var(59)>9
triggerall = (StateNo = [210,210]) && (var(1) = 1)
trigger1 = fvar(39) = 2 && fvar(6) < 38 && fvar(6) > 28
trigger1 = EnemyNear(var(54)),StateType != A || !fvar(39)
trigger1 = P2life > 150
value = 1120

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
;triggerall = !Inguarddist
triggerall = Ctrl
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 0
trigger1 = P2BodyDist Y > -30-(EnemyNear(var(54)),Vel Y)*5
trigger1 = EnemyNear(var(54)),Vel Y >= 0
trigger1 = TeamMode = Simul
trigger1 = NumPartner
trigger1 = Partner,Alive
trigger1 = fvar(39) != 10.1 && fvar(39) != 16
value = 210

;ߒ(󒆁Eopj
[State -1, Stand Medium Attack(Near)3]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist X >= 0
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = fvar(39) != 4
triggerall = Random <= var(59)*100
trigger1 = fvar(12) = 4
trigger1 = Ctrl
trigger1 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*5
trigger1 = fvar(39) != 10.1 && fvar(39) != 16
value = 211

;iߒ͂Ȃpj
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
;triggerall = !Inguarddist
triggerall = fvar(39) != 4
trigger1 = Ctrl
trigger1 = fvar(39) = [1,2]
trigger1 = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = P2BodyDist X < 80
trigger1 = P2BodyDist Y > -40-(EnemyNear(var(54)),Vel Y)*5
trigger2 = StateNo = 210 && var(1) = 1 && fvar(39) = 9.5
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<25&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50
value = 220

;C
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = P2BodyDist X <= 120 || P2BodyDist X <= 140 && EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = P2BodyDist Y > -40
triggerall = P2life >= 350
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
triggerall = NumHelper(20000)
;triggerall = Helper(20000),MoveContact
trigger1 = Ctrl
trigger1 = Random <= var(59)*100
trigger1 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 && Helper(20000),Time < 63 || (Helper(20000),StateNo = [26050,26072])
trigger1 = Helper(20000),StateNo=21300&&Helper(20000),Time<56||Helper(20000),StateNo=21310&&Helper(20000),Time<30||Helper(20000),StateNo=21320&&Helper(20000),Time<100||(Helper(20000),StateNo != [21300,21320])
value = 6120

;B
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = P2BodyDist X <= 85 || P2BodyDist X <= 110 && EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = P2BodyDist Y > -40
triggerall = P2life >= 250
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
triggerall = NumHelper(20000)
;triggerall = Helper(20000),MoveContact
trigger1 = Ctrl
trigger1 = Random <= var(59)*100
trigger1 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 && Helper(20000),Time < 63 || (Helper(20000),StateNo = [26050,26072])
trigger1 = Helper(20000),StateNo=21300&&Helper(20000),Time<56||Helper(20000),StateNo=21310&&Helper(20000),Time<30||Helper(20000),StateNo=21320&&Helper(20000),Time<100||(Helper(20000),StateNo != [21300,21320])
value = 6110

;A
[State -1, 236236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo >= 200
triggerall = P2BodyDist X <= 60 || P2BodyDist X <= 100 && EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = P2BodyDist Y > -40
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
triggerall = P2life >= 100
triggerall = NumHelper(20000)
;triggerall = Helper(20000),MoveContact
trigger1 = Ctrl
trigger1 = Random <= var(59)*100
trigger1 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 && Helper(20000),Time < 63 || (Helper(20000),StateNo = [26050,26072])
trigger1 = Helper(20000),StateNo=21300&&Helper(20000),Time<56||Helper(20000),StateNo=21310&&Helper(20000),Time<30||Helper(20000),StateNo=21320&&Helper(20000),Time<100||(Helper(20000),StateNo != [21300,21320])
value = 6100

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo != [146001,146022]
triggerall = P2BodyDist X =[30,80]
triggerall = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !fvar(39) && fvar(39) != 10.1
triggerall = EnemyNear(var(54)),StateNo != 40514
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
trigger1 = NumHelper(20000)
trigger1 = (Helper(20000),StateNo = [22700,22701]) && EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X > 30 && P2BodyDist Y >= -30
value = 310

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 30
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo != [41124,41125]
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateNo != [146001,146022]
trigger1 = EnemyNear(var(54)),MoveType = H || EnemyNear(var(54)),StateNo = [120,159]
trigger1 = NumHelper(20000)
trigger1 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 || (Helper(20000),StateNo = [26050,26072]) || (Helper(20000),StateNo = [22700,22701])
trigger2 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = !fvar(39)
value = 300

;
;n㌄t 
;

;RFkn
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Inguarddist
triggerall = Random <= var(59)*40||var(59)>9
triggerall = P2bodydist X = [-5+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2bodydist Y = [-50-(EnemyNear(var(54)),Vel Y)*5,0-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),AnimTime <= -9
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = fvar(16) = 3
trigger1 = (EnemyNear(var(54)),StateNo = [200,649])
trigger2 = EnemyNear(var(54)),StateType = A
trigger2 = !EnemyNear(var(54)),Ctrl
value = 1120

;RFkn(op)
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = fvar(11) >= 32
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Inguarddist
triggerall = Random <= var(59)*40||var(59)>9
triggerall = P2bodydist X = [-5+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2bodydist Y = [-50-(EnemyNear(var(54)),Vel Y)*5,0-(EnemyNear(var(54)),Vel Y)*5]
triggerall = EnemyNear(var(54)),AnimTime <= -9
triggerall = EnemyNear(var(54)),MoveType = I
trigger1 = (EnemyNear(var(54)),StateNo = [200,649])
trigger2 = EnemyNear(var(54)),StateType = A
trigger2 = !EnemyNear(var(54)),Ctrl
value = 1120

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = !fvar(39)
triggerall = Ctrl && fvar(39) != 10.1
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y = [-50-(EnemyNear(var(54)),Vel Y)*5,-15-(EnemyNear(var(54)),Vel Y)*5]
trigger1 = (EnemyNear(var(54)),StateNo = [50,55])&&EnemyNear(var(54)),Vel Y>0 || (EnemyNear(var(54)),StateNo = [90,119]) && (!EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),facing = facing)
trigger1 = Random <= var(59)*(100-var(57))
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = !EnemyNear(var(54)),Ctrl
trigger2 = EnemyNear(var(54)),AnimTime <= -9
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = Random <= var(59)*100
trigger3 = EnemyNear(var(54)),StateNo = 132 || (EnemyNear(var(54)),StateNo = [154,155])
trigger3 = Random <= var(59)*100
value = 210

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,30]
trigger1 = EnemyNear(var(54)),facing=facing
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AnimTime <= -9
trigger1 = Random <= var(59)*100
trigger2 = P2BodyDist Y >= -20 && EnemyNear(var(54)),Vel Y > 0
trigger2 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),facing=facing
trigger3 = EnemyNear(var(54)),StateType = S
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*20
trigger4 = StateNo = 52 || PrevStateNo = 52
trigger4 = EnemyNear(var(54)),StateType = S
trigger4 = EnemyNear(var(54)),StateNo = 130 || (EnemyNear(var(54)),StateNo = [150,151])
trigger4 = Random <= var(59)*30||var(59)>9
value = 300

;
[State -1, Crouch Medium Attack]
type = null;ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X = [30,60]
triggerall = EnemyNear(var(54)),facing=facing
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AnimTime <= -15
trigger1 = Random <= var(59)*100
trigger2 = EnemyNear(var(54)),facing=facing
trigger3 = EnemyNear(var(54)),StateType = S
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*8
trigger4 = StateNo = 52 || PrevStateNo = 52
trigger4 = EnemyNear(var(54)),StateType = S
trigger4 = EnemyNear(var(54)),StateNo = 130 || (EnemyNear(var(54)),StateNo = [150,151])
trigger4 = Random <= var(59)*30||var(59)>9
value = 310

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,30]
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 200

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X >= 30
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 210

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X <= 60
trigger1 = StateNo = 52 || PrevStateNo = 52
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = EnemyNear(var(54)),StateNo = 131 || (EnemyNear(var(54)),StateNo = [152,153])
trigger1 = Random <= var(59)*30||var(59)>9
value = 220

;R{P@とߒUorU
;R{Q@JADと󋭁ߒ͂̍sgEi΋j
;R{R@JADと󋭁ߒ͂̍sgEALv1`Lv3i΋Eʒ[j
;R{S@JADと󋭁ߒiJと󒆁󋭁j*Qi΋Eʒ[j
;Q[WΒUUɕςčŌɁ{Lv1`Lv3
;Q[WΒUorU͂̍sgEjLv2ɕς
;R{T@ICUor㖶Uor͂̍sgEjLv2
;R{U@jS㖶UJDと㖶UiJと󒆁󋭁j*Q(ʒ[j
;R{V@ʌICiADj󋭁R{Q`S
;R{W@とߒLv2͂̍sgEj
;R{X@㖶U뎮i㖶U뎮j~FMioρE[j
;R{10@とߒU끨D(ߒU)*nFM

;
;g
;

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*3
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 12 || EnemyNear(var(54)),Ctrl
value = 210

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X <= 70
triggerall = P2BodyDist Y >= -60-(EnemyNear(var(54)),Vel Y)*3
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 7 || EnemyNear(var(54)),Ctrl
value = 220

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X <= 90
triggerall = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*3
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 12 || EnemyNear(var(54)),Ctrl
value = 230

;󒆓
[State -1, Throw - in Ariel]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = P2StateType = A
triggerall = P2BodyDist X < 20
triggerall = Alive
triggerall = !isHelper
triggerall = P2StateNo != [120,155]
triggerall = ctrl
triggerall = RoundState = 2
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist Y = [-70-(EnemyNear(var(54)),Vel Y)*3,40-(EnemyNear(var(54)),Vel Y)*3]
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 15 || EnemyNear(var(54)),Ctrl
value = 520

;
[State -1, Ariel Light Attack]
type = null;ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y = [-30-(EnemyNear(var(54)),Vel Y)*3,40-(EnemyNear(var(54)),Vel Y)*3]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 11 || EnemyNear(var(54)),Ctrl
value = 400

;
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-70-(EnemyNear(var(54)),Vel Y)*3,20-(EnemyNear(var(54)),Vel Y)*3]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 9 || EnemyNear(var(54)),Ctrl
value = 410

;
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-10,50]
triggerall = P2BodyDist Y = [-20-(EnemyNear(var(54)),Vel Y)*3,70-(EnemyNear(var(54)),Vel Y)*3]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 8 || EnemyNear(var(54)),Ctrl
value = 420

[State -1, Jump in Ground]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-10,70]
triggerall = P2BodyDist Y = [-130-(EnemyNear(var(54)),Vel Y)*3,-50-(EnemyNear(var(54)),Vel Y)*3]
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*40
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = !EnemyNear(var(54)),Ctrl
Value = ifelse(P2BodyDist X<=30,37,41)

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

;SĂ󂯓ꂽS
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Random <= var(59)*100
trigger1 = Ctrl && (PrevStateNo = 600 || PrevStateNo = 1100 || PrevStateNo = 1110)
trigger1 = P2BodyDist X = [-10,45]
trigger1 = fvar(38) != 0 && fvar(37) != 3
value = 7300

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Ctrl
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = PrevStateNo = 610
trigger1 = (EnemyNear(var(54)),StateNo = [120,169]) || EnemyNear(var(54)),Ctrl
trigger1 = Random <= var(59)*30 || Random <= var(59)*100 && var(59) > 6
trigger1 = backedgebodydist >= 30
trigger1 = P2BodyDist X >= 0
value = 115

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !Inguarddist
trigger1 = PrevStateNo = 610
trigger1 = (EnemyNear(var(54)),StateNo = [120,169]) || EnemyNear(var(54)),Ctrl
trigger1 = Random <= var(59)*30 || Random <= var(59)*100 && var(59) > 6
trigger1 = frontedgebodydist >= 30
trigger1 = P2BodyDist X < 0
value = 110

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = (Helper(60000),var(59)>0 || EnemyNear(var(54)),Vel X >= 0 && EnemyNear(var(54)),facing != facing || EnemyNear(var(54)),Vel X <= 0 && EnemyNear(var(54)),facing = facing) && BackEdgeBodyDist <= 30 && P2BodyDist X <= 30
triggerall = Random <= var(59)*40
trigger1 = (StateNo = 200) && (var(1) = 2)
trigger2 = (StateNo = 210) && (var(1) = 2)
trigger3 = (StateNo = 300) && (var(1) = 2)
value = 41

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist Y > -40
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Stateno = 200
triggerall = TeamMode = Single || TeamMode = Turns
trigger1 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger1 = var(1) = 2 && Random <= var(59)*70
trigger2 = (P2BodyDist X = [0,9]) && (var(1) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)
trigger3 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger3 = var(1)=3&&Random<=var(59)*50 && fvar(38)>0
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1
value = 200

;(^bOpj
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist Y > -40
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Stateno = 200
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,facing=facing || Pos X-Partner,Pos X<=0
trigger1 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger1 = var(1) = 2 && Random <= var(59)*70
trigger2 = (P2BodyDist X = [0,9]) && (var(1) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)
trigger2 = Random <= var(59)*100
trigger3 = (P2BodyDist X = [0,20]) && EnemyNear(var(54)),StateType != S
trigger3 = var(1)=3&&Random<=var(59)*50 && fvar(38)>0
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1
value = 200

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Single || TeamMode = Turns
trigger1 = Stateno = 200 && (var(1) = 1) || Stateno = 300 && (var(1) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = EnemyNear(var(54)),facing != facing
trigger1 = Random <= var(59)*100
trigger2 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger2 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger2 = var(1) = 2 && Random <= var(59)*90
trigger3 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger3 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = var(1)=3 && Random<=var(59)*70 && (fvar(38)>0||fvar(38)=-2)
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1||fvar(38)=-2
value = 300

;(^bOpj
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,facing=facing || Pos X-Partner,Pos X<=0
trigger1 = Stateno = 200 && (var(1) = 1) || Stateno = 300 && (var(1) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Random <= var(59)*100
trigger2 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger2 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger2 = var(1) = 2 && Random <= var(59)*90
trigger3 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger3 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = var(1)=3 && Random<=var(59)*70 && (fvar(38)>0||fvar(38)=-2)
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1||fvar(38)=-2
value = 300

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist X <= 20 || var(59) < 7
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -40 && (var(1) = 1)
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 300 && (var(1) = [1,2])
trigger2 = StateNo = 200 && (var(1) = [1,2])
value = 210

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType = C && (P2BodyDist X = [20,60])
triggerall = Random <= var(59)*40
trigger1 = (StateNo = 200) && (var(1) = 2)
trigger2 = (StateNo = 210) && (var(1) = 2)
trigger3 = (StateNo = 300) && (var(1) = 2)
value = ifelse(fvar(16)=2&&fvar(15)>100&&(Helper(60000),var(56)<2||var(59)<9),38,41)

;ʌ
[State -1, 623A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(56) < 2 || var(59) < 8
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 || var(59) < 9
trigger1 = PrevStateNo = 38
trigger1 = P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*5
value = 1200

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X=[-5,25]
triggerall = P2BodyDist Y=[-30,10]
triggerall = Random <= var(59)*100
trigger1 = StateNo = 400 && (var(1) = [1,2])
trigger1 = !fvar(39)
trigger1 = EnemyNear(var(54)),StateType != A || EnemyNear(var(54)),MoveType != H
value = 400

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 210 && var(1) = 1
trigger1 = fvar(39) = [1,2]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist>=20&&EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist>=20&&EnemyNear(var(54)),facing = facing && BackEdgeBodyDist>50||fvar(6)<37&&P2BodyDist Y>-20
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = P2BodyDist X >= 0 && fvar(6) < 37
trigger2 = StateNo = 210 && (var(1) = [1,2])
trigger2 = P2BodyDist Y > -10 && !fvar(39) && (var(1) = 2) || P2BodyDist Y >= 0 && fvar(39) = 12
trigger2 = P2BodyDist X >= 0
trigger3 = StateNo = 200 && (var(1) = 2)
trigger3 = P2BodyDist X > 40
trigger4 = P2BodyDist X > 40
trigger4 = StateNo = 300 && (var(1) = 2)
trigger5 = StateNo = 210 && var(1) = 1
trigger5 = PrevStateNo = 200
trigger5 = EnemyNear(var(54)),StateType = A
trigger5 = EnemyNear(var(54)),MoveType = H
trigger5 = P2BodyDist X >= 0
trigger6 = StateNo = 210 && var(1) = 1
trigger6 = fvar(39) = 14 && fvar(6) < 37
trigger6 = EnemyNear(var(54)),MoveType = H
trigger7 = fvar(39) = 2
trigger7 = StateNo = 210 && var(1) = 1
trigger7 = EnemyNear(var(54)),StateType = A
trigger7 = EnemyNear(var(54)),MoveType = H
trigger7 = EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<20&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50
value = 220

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = StateNo = 210 && (var(1) = 1) || StateNo = 220 && (var(1) = 1)
trigger1 = fvar(39) = 2
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<20&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50
value = 230

;㖶U
[State -1, 6A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = (StateNo = [210,230]) && (var(1) = 1)
trigger1 = fvar(39) = 2
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<20&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50
value = 1000

;C
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 130
triggerall = P2BodyDist Y > -40
triggerall = NumHelper(20000)
triggerall = (Helper(20000),StateNo = [26050,26072])
triggerall = Helper(20000),RootDist X = [-60,60]
triggerall = Random <= var(59)*100
triggerall = P2life >= 350
trigger1 = StateNo = 300 && (var(1) = 1)
trigger2 = StateNo = 200 && (var(1) = 1)
trigger3 = StateNo = 210 && (var(1) = 1) && fvar(39) != 9.5
trigger4 = StateNo = 220 && (var(1) = 1)
value = 6120

;B
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X<=65||(EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<20&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50)&&P2BodyDist X<=75
triggerall = P2BodyDist Y > -40
triggerall = NumHelper(20000)
triggerall = (Helper(20000),StateNo = [26050,26072])
triggerall = Helper(20000),RootDist X = [-60,60]
triggerall = Random <= var(59)*100
triggerall = P2life >= 250
trigger1 = StateNo = 300 && (var(1) = 1)
trigger2 = StateNo = 200 && (var(1) = 1)
trigger3 = StateNo = 210 && (var(1) = 1) && fvar(39) != 9.5
trigger4 = StateNo = 220 && (var(1) = 1)
value = 6110

;A
[State -1, 236236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 60
triggerall = P2BodyDist Y > -40
triggerall = Random <= var(59)*100
triggerall = NumHelper(20000)
triggerall = P2life >= 100
triggerall = (Helper(20000),StateNo = [26050,26072])
triggerall = Helper(20000),RootDist X = [-60,60]
trigger1 = StateNo = 300 && (var(1) = 1)
trigger2 = StateNo = 200 && (var(1) = 1)
trigger3 = StateNo = 210 && (var(1) = 1) && fvar(39) != 9.5
trigger4 = StateNo = 220 && (var(1) = 1)
value = 6100

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X < 90
triggerall = P2BodyDist Y > -40
triggerall = Random <= var(59)*100
trigger1 = Ctrl
trigger1 = fvar(39) = 5
value = 310

;͂̍sgEjLv3
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
trigger1 = (StateNo = 310) && (var(1) = 1)
trigger1 = P2BodyDist X < 70
trigger1 = P2BodyDist Y > -70
trigger1 = fvar(39) = 5
value = 6020

;͂̍sgEjLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
trigger1 = (StateNo = 310) && (var(1) = 1)
trigger1 = P2BodyDist X < 70
trigger1 = P2BodyDist Y > -70
trigger1 = fvar(39) = 5
value = 6010

;Cij
;[State -1, 236236C]
;type = ChangeState
;triggerall = var(59) > 0
;triggerall = StateType != A
;triggerall = Alive
;triggerall = RoundState = 2
;triggerall = !isHelper
;triggerall = Power >= 3000
;triggerall = EnemyNear(var(54)),StateType = A
;triggerall = EnemyNear(var(54)),MoveType = H
;triggerall = P2BodyDist X <= 120
;triggerall = P2BodyDist Y = [-50-6*(EnemyNear(var(54)),Vel Y),0-6*(EnemyNear(var(54)),Vel Y)]
;triggerall = Random <= var(59)*100
;trigger1 = (StateNo = 310) && (var(1) = 1)
;trigger1 = fvar(39) = 5
;value = 6120

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 300 && (var(1) = 2) || StateNo = 200 && (var(1) = 2)
trigger1 = fvar(39) != 5
value = 310

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 310 && (var(1) = [1,2]) || StateNo = 220 && (var(1) = [1,2])
trigger1 = fvar(39) != 5
trigger1 = EnemyNear(var(54)),StateType != A
trigger2 = StateNo = 210 && (var(1) = 1)
trigger2 = P2BodyDist Y >= 0 && fvar(39) = 12
value = 320

;㖶U
[State -1, 6A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 0
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = (StateNo = [220,230]) && (var(1) = 1)
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = fvar(39) = 2
trigger2 = fvar(39) = 8
trigger2 = (StateNo = 220) && (var(1) = 1)
trigger3 = (StateNo = 310) && (var(1) = 1)
trigger3 = fvar(39) = 5
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = StateNo = 220 && (var(1) = 1) || (StateNo = 230) && (var(1) = 1)
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = EnemyNear(var(54)),StateType = A
trigger5 = StateNo = 210 && (var(1) = 1)
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger5 = EnemyNear(var(54)),StateType != A
value = 1000

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = (P2BodyDist X = [0,75]) || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 220 && (var(1) = [1,2])
trigger2 = StateNo = 200 && (var(1) = [1,2])
trigger3 = StateNo = 300 && (var(1) = [1,2])
trigger4 = StateNo = 210 && (var(1) = [1,2])
trigger4 = P2BodyDist Y > -10 && !fvar(39) || P2BodyDist Y >= 0 && fvar(39) = 12
trigger5 = StateNo = 200 && (var(1) = [1,2])
trigger6 = (StateNo = [210,220]) && var(1) = 1 && (fvar(39) = 9.5 || fvar(39) = 2)
trigger6 = EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<20&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50
value = 230

;(oj
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = (P2BodyDist X = [0,75]) || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = fvar(12) = 4
trigger1 = StateNo = 200 && (var(1) = [1,2])
trigger2 = StateNo = 210 && (var(1) = [1,2])
trigger3 = StateNo = 220 && (var(1) = [1,2])
trigger4 = StateNo = 300 && (var(1) = [1,2])
trigger5 = StateNo = 310 && (var(1) = [1,2])
trigger6 = StateNo = 211 && (var(1) = [1,2])
value = 230

;㖶U뎮
[State -1, 6A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = (StateNo = 230) && (var(1) = [1,2])
;trigger1 = fvar(39) = 4
trigger1 = fvar(11) >= 12
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = EnemyNear(var(54)),MoveType = H
trigger3 = StateNo = 1100 && AnimElemTime(7) >= 0
trigger3 = P2BodyDist X < 40
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist < 30 || EnemyNear(var(54)),FrontEdgeBodyDist < 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = fvar(11) >= 40
trigger3 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = StateNo = 1110 && AnimElemTime(7) >= 0
trigger4 = P2BodyDist X < 40
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist < 30 || EnemyNear(var(54)),FrontEdgeBodyDist < 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = fvar(11) >= 40
trigger4 = EnemyNear(var(54)),StateNo != [120,169]
value = 7100

;͂̍sgEAC
[State -1, 236C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = var(56) > 0
triggerall = P2BodyDist X < 60
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 60 || EnemyNear(var(54)),FrontEdgeBodyDist < 60 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = var(59)>6&&Random<=var(59)*100&&fvar(16)=3||var(59)>6&&(Random<=var(59)*(floor(fvar(15)))/10)&&fvar(16)=2||var(59)<=6&&Random<=var(59)*30
triggerall = (StateNo = [200,230]) && (var(1) = 1)
trigger1 = !fvar(39)
value = 1320

;͂̍sgEA`
[State -1, 236A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
;triggerall = P2BodyDist X < 60
triggerall = P2BodyDist Y >= -20
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = (StateNo = [200,230]) && (var(1) = 1)
triggerall = Power >= 1000 && P2BodyDist X <= 50 || Power >= 2000 && P2BodyDist X <= 70 || Power >= 3000 && P2BodyDist X <= 80
trigger1 = !fvar(39)
trigger2 = fvar(39) = 2 && (fvar(16) = 2 && fvar(15) > 100)
trigger3 = fvar(39) = 2 && fvar(16) = 3
value = 1300

;͂̍sgEjLv3
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
trigger1 = (StateNo = 230) && (var(1) = 1)
trigger1 = !fvar(39)
trigger1 = P2BodyDist X < 70
trigger1 = (P2BodyDist Y = [-150,-50]) || EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 20 || EnemyNear(var(54)),FrontEdgeBodyDist <= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
;trigger2 = (StateNo = 240) && (var(1) = 1)
;trigger2 = P2BodyDist X < 70
;trigger2 = P2BodyDist Y = [-150,-50]
;trigger2 = EnemyNear(var(54)),StateType = A
value = 6020

;͂̍sgEjLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
triggerall = var(56) > 0
trigger1 = (StateNo = 230) && (var(1) = 1)
trigger1 = !fvar(39)
trigger1 = P2BodyDist X < 70
trigger1 = P2BodyDist Y > -50
trigger1 = EnemyNear(var(54)),Vel X > -2
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = P2BodyDist X < 70
trigger2 = P2BodyDist Y <= -50
value = 6010

;͂̍sgEB
[State -1, 214B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = EnemyNear(var(54)),StateType = A
;triggerall = !Inguarddist
triggerall = var(56) > 0
trigger1 = (StateNo = 230) && (var(1) = 1)
trigger1 = Random <= var(59)*100
trigger1 = fvar(39) = [1,2]
trigger1 = P2BodyDist X = [75,120]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 50 || EnemyNear(var(54)),FrontEdgeBodyDist <= 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = FrontEdgeBodyDist >= 30
;trigger1 = EnemyNear(var(54)),Pos Y < -20
value = 1510

;͂̍sgEC
[State -1, 214C]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = var(56) > 0
triggerall = (StateNo = 230) && (var(1) = 1)
triggerall = Random <= var(59)*100
triggerall = fvar(39) = [1,2]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist > 50 && EnemyNear(var(54)),facing != facing && FrontEdgeBodyDist > 100
trigger2 = EnemyNear(var(54)),FrontEdgeBodyDist > 50 && EnemyNear(var(54)),facing = facing && FrontEdgeBodyDist > 100
value = 1520

;㖶UiQ[W2000E[ɂ鎞j
[State -1, 6A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = Power < 2000 || P2BodyDist Y < -45 || (StateNo = 230) && (var(1) = 3)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = StateNo = 220 && (var(1) = 1) || (StateNo = 230) && (var(1) = 1)
trigger1 = fvar(39) != 2 && fvar(39) != 1
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 && P2BodyDist X < 30 || P2BodyDist Y <= -20
trigger1 = EnemyNear(var(54)),StateType = A
trigger2 = fvar(39) = [1,2]
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist > 50 || EnemyNear(var(54)),FrontEdgeBodyDist > 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = FrontEdgeBodyDist < 80
trigger3 = (StateNo = 230) && (var(1) = 3)
trigger3 = P2BodyDist Y < -35||EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing
value = 1000

;RFkn
[State -1, 412C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4 && fvar(16) = 3 && fvar(15) >= 50 || fvar(12) = 4 && (fvar(16) = [2,3])
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 50
triggerall = P2BodyDist Y > -50
triggerall = Random <= var(59)*60 || var(59)>9
triggerall = (StateNo = [200,320]) && (var(1) = 1)
trigger1 = !fvar(39)
trigger1 = EnemyNear(var(54)),StateType != A || (StateNo != [210,211])
value = 1120

;U
[State -1, 6C]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType = S
trigger1 = StateNo = 220 && (var(1) = 2) || StateNo = 230 && (var(1) = 2)
trigger1 = Power >= 1000 && P2BodyDist X <= 35+(EnemyNear(var(54)),Vel X)*5 || Power >= 2000 && P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*5 || Power >= 3000 && P2BodyDist X <= 110+(EnemyNear(var(54)),Vel X)*5
trigger1 = !fvar(39)
trigger2 = StateNo = 320 && (var(1) = 2)
trigger2 = Power >= 1000 && P2BodyDist X <= 35+(EnemyNear(var(54)),Vel X)*5 || Power >= 2000 && P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*5 || Power >= 3000 && P2BodyDist X <= 110+(EnemyNear(var(54)),Vel X)*5
trigger3 = (StateNo = 240) && (var(1) = 2)
value = 1020

;U
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X < 95
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Power < 1000 || Power >= 1000 && (Random = [0,300])
trigger1 = (StateNo = 230) && (var(1) = [1,2])
trigger1 = fvar(39) != [1,2]
trigger2 = (StateNo = 310) && (var(1) = [1,2])
trigger2 = EnemyNear(var(54)),Pos Y > -15
trigger3 = (StateNo = 320) && (var(1) = [1,2]) || StateNo = 220 && (var(1) = 3) && P2BodyDist X > 70 || StateNo = 220 && (var(1) = [1,2])
trigger4 = (StateNo = 240) && (var(1) = 2)
trigger5 = (StateNo = 230) && (var(1) = [1,2])
trigger5 = fvar(39) = [1,2]
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist > 50 || EnemyNear(var(54)),FrontEdgeBodyDist > 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger5 = FrontEdgeBodyDist < 50
value = 1010

;U뎮B
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
;triggerall = fvar(11) > 10
trigger1 = (StateNo = [220,230]) && (var(1) = 1)
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = (StateNo = 310) && (var(1) = 1)
trigger2 = EnemyNear(var(54)),MoveType = H
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger3 = (StateNo = 320) && (var(1) = 1)
trigger3 = EnemyNear(var(54)),MoveType = H
trigger3 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = StateNo = 1100 && AnimElemTime(7) >= 0
trigger4 = P2BodyDist X < 60
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist >= 30 || EnemyNear(var(54)),FrontEdgeBodyDist >= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = fvar(11) > 40
trigger5 = StateNo = 1110 && AnimElemTime(7) >= 0
trigger5 = P2BodyDist X < 60
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist >= 30 || EnemyNear(var(54)),FrontEdgeBodyDist >= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger5 = EnemyNear(var(54)),StateNo != [120,169]
trigger5 = fvar(11) > 40
trigger6 = (StateNo = 240) && (var(1) = [1,2])
value = 7110

;U
[State -1, 6C]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist X < 100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
trigger1 = StateNo = 230 && (var(1) = [1,3]) || StateNo = 220 && (var(1) = [1,3])
trigger1 = Power >= 1000 && P2BodyDist X <= 35+(EnemyNear(var(54)),Vel X)*5 || Power >= 2000 && P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*5 || Power >= 3000 && P2BodyDist X <= 110+(EnemyNear(var(54)),Vel X)*5
trigger1 = !fvar(39)
trigger2 = StateNo = 320 && (var(1) = [1,2])
trigger2 = Power >= 1000 && P2BodyDist X <= 35+(EnemyNear(var(54)),Vel X)*5 || Power >= 2000 && P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*5 || Power >= 3000 && P2BodyDist X <= 110+(EnemyNear(var(54)),Vel X)*5
value = 1020

;U
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X < 95
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = (StateNo = 230) && (var(1) = [1,3])
trigger2 = (StateNo = 320) && (var(1) = [1,2])
trigger2 = Helper(60000),var(59)=0 || var(59) < 10
trigger3 = (StateNo = 220) && (var(1) = [1,3])
trigger4 = StateNo = 230 && var(1) && fvar(39) = 9.5
trigger4 = EnemyNear(var(54)),facing = facing
value = 1010

;U뎮C
[State -1, 6C]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = fvar(11) > 40 || EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = StateNo = 230 && (var(1) = 1)
trigger2 = StateNo = 320 && (var(1) = 1)
trigger3 = StateNo = 220 && (var(1) = 1)
value = 7120

;㖶U
[State -1, 6A]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [-5,90]
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || Power < 2000
trigger1 = (StateNo = 240) && (var(1) = 1)
trigger2 = (StateNo = 310) && (var(1) = [1,2])
trigger2 = Helper(60000),var(59)=0 || var(59) < 9
trigger3 = (StateNo = 230) && (var(1) = [2,3])
trigger3 = EnemyNear(var(54)),facing != facing
value = 1000

;A
[State -1, 236236A]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 50
triggerall = P2BodyDist Y > -50
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 1020) && (var(1) = 1)
trigger1 = P2BodyDist X<=35||EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = Random <= var(59)*40||var(59)>9
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = Random <= var(59)*40||var(59)>9
trigger3 = (StateNo = 230) && (var(1) = 1)
trigger3 = Random <= var(59)*100
value = 6100

;B
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 85
triggerall = P2BodyDist Y > -50
trigger1 = (StateNo = 1020) && (var(1) = 1)
trigger1 = P2BodyDist X<=65||(EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<20&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50)&&P2BodyDist X<=75
trigger1 = Random <= var(59)*40||var(59)>9
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = Random <= var(59)*40||var(59)>9
trigger3 = (StateNo = 230) && (var(1) = 1)
trigger3 = Random <= var(59)*100
value = 6110

;C
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X <= 130
triggerall = P2BodyDist Y > -50
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 1020) && (var(1) = 1)
trigger1 = P2BodyDist X<=110||EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = Random <= var(59)*40||var(59)>9
trigger2 = (StateNo = 240) && (var(1) = 1)
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 40 || EnemyNear(var(54)),FrontEdgeBodyDist < 40 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = Random <= var(59)*40||var(59)>9
trigger3 = (StateNo = 230) && (var(1) = 1)
trigger3 = Random <= var(59)*100
value = 6120

;U
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1||var(59)<10
triggerall = P2BodyDist X < 95
triggerall = P2BodyDist X >= 0
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = (StateNo = 240) && (var(1) = [1,2])
trigger2 = (StateNo = 240) && (var(1) = [1,3])
trigger2 = Helper(60000),var(43) > 0
value = 1010

;͂̍sgEA
[State -1, 623A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = var(56) > 0
trigger1 = (StateNo = 1020) && (var(1) = 1)
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 50 || EnemyNear(var(54)),FrontEdgeBodyDist < 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1400

;͂̍sgEB
[State -1, 623B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist X > 160 
triggerall = var(56) > 0
trigger1 = (StateNo = 1020) && (var(1) = 1)
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist >= 50 || EnemyNear(var(54)),FrontEdgeBodyDist >= 50 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1410

;o
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = P2BodyDist X < 40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = fvar(39) != 10
;Lv8ȉ̓Ct250ȉő胉CtȂƂɔ
trigger1 = Random <= var(59)*5 && var(59) <= 8
trigger1 = life <= lifemax*0.4 && P2life > life
;Lv9͑胉Ct500ȉ(1000z)̎ɔ
trigger2 = Random <= var(59)*10 && var(59) = 9
trigger2 = P2life <= lifemax*0.2
trigger3 = Random <= var(59)*20 && var(59) >= 10
value = 7000

;
;󒆖ډ 
;AnimTime=0 Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

;@R{p
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 30
triggerall = P2BodyDist Y = [-40,40]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Ctrl
triggerall = Random <= var(59)*100
trigger1 = P2BodyDist Y > 10
trigger1 = EnemyNear(var(54)),Pos Y > Pos Y
trigger1 = fvar(39) = 1
trigger2 = fvar(39) = [2,3]
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 = PrevStateNo != 110 || PrevStateNo = 110 && fvar(6)>30
trigger3 = fvar(39) = 7
trigger4 = fvar(39) = 14
trigger4 = PrevStateNo = 110 && fvar(6)>30
trigger4 = P2BodyDist Y = [-20,20]
trigger5 = fvar(39) = 13
trigger5 = PrevStateNo = 39 && fvar(6) < 50 || PrevStateNo = 45 || (P2BodyDist Y = [-10,40]) && PrevStateNo = 110 && fvar(6)>30
value = 400

;@R{p
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 30
triggerall = P2BodyDist Y = [0,10]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = StateNo = 400 && (var(1) = 1)
trigger1 = PrevStateNo != 400 || P2BodyDist X > 5
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = Vel Y < 0 || fvar(39)
value = 400

;󒆁@R{p
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist Y = [-40,30]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = StateNo = 400 && (var(1) = 1)
trigger1 = fvar(39) != 1 && fvar(39) != 7 && fvar(39) != 14
trigger2 = Ctrl
trigger2 = PrevStateNo = 39
trigger2 = fvar(39) = 8
value = 410

;󋭁@R{p
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 50
triggerall = P2BodyDist Y = [10,70]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = StateNo = 400 && var(1) = 1
trigger2 = StateNo = 410 && var(1) = 1
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = StateNo = 400 && var(1) = 1
trigger3 = fvar(39) = 7
trigger4 = fvar(39) = 8 && Ctrl
trigger4 = PrevStateNo = 45
value = 420

;ʌ@R{Y
[State -1, 623B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist Y = [-50,10]
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = !EnemyNear(var(54)),CanRecover || var(59) < 8
trigger1 = (StateNo = [400,420]) && (var(1) = 1)
trigger1 = var(5) >= 1 && var(6) = 0 || var(59) < 6
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1210

;
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X < 60
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = Ctrl
trigger1 = P2BodyDist Y = [-10,70]
trigger1 = !fvar(39)
trigger2 = fvar(39) = [6,7]
trigger2 = (P2BodyDist Y = [-10,70]) || EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 && (P2BodyDist Y = [-50,50])
trigger2 = P2BodyDist Y = [10,70]
;trigger2 = EnemyNear(var(54)),Vel Y >= 0
trigger3 = PrevStateNo = 39
trigger3 = fvar(39) = 2 || fvar(39) = 13 && fvar(6) >= 40
trigger3 = (P2BodyDist Y = [0,50]) || (P2BodyDist Y = [-50,50]) && EnemyNear(var(54)),Vel Y < 0
trigger4 = fvar(39) = 10 || fvar(39) = 14
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist >= 20 || EnemyNear(var(54)),FrontEdgeBodyDist >= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = P2BodyDist Y = [10,70]
trigger5 = fvar(39) = 10
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger5 = (P2BodyDist Y = [-40,70])
trigger6 = P2BodyDist Y = [-10,70]
trigger6 = PrevStateNo = 110 && fvar(6) >= 27 || PrevStateNo = 39 && fvar(6) >= 40
trigger6 = fvar(39) = 13
trigger7 = fvar(39) = 14 && fvar(6) >= 40
trigger7 = P2BodyDist Y = [10,70]
value = 420

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = P2BodyDist X <= 25
triggerall = P2BodyDist Y = [-10,30]
triggerall = Random <= var(59)*100
trigger1 = Ctrl && PrevStateNo = 110
trigger1 = !fvar(39) || fvar(6) > 37 || fvar(39) = 13
trigger1 = fvar(6)>30
value = 400

;
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = Ctrl
triggerall = P2BodyDist Y = [-20,60]
trigger1 = PrevStateNo = 110
trigger1 = fvar(39) && fvar(6)>30
value = 420

;
;󒆌q 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -1, Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*40 || var(59) >= 5
;Ă
trigger1 = StateNo = 210 && var(1) = 1 && fvar(39) != 9.5
trigger1 = PrevStateNo != 200
;RFknICg()
trigger2 = PrevStateNo = 600
trigger2 = P2BodyDist X < 40 
trigger2 = fvar(39) = 20
;㖶UĂ
trigger3 = StateNo = 1000 && var(1) = 1
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist < 30 || EnemyNear(var(54)),FrontEdgeBodyDist < 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger3 = P2BodyDist X < 110
;t[ő肪ɂ鎞
trigger4 = Ctrl
trigger4 = fvar(39) = 0
trigger4 = EnemyNear(var(54)),Pos Y = [-100,-50]
trigger4 = EnemyNear(var(54)),Vel Y < 0
trigger4 = P2BodyDist X = [-20,20]
trigger4 = Random <= var(59)*30
trigger4 = EnemyNear(var(54)),StateNo != [146001,146022]
trigger5 = StateNo = 210 && var(1) = 1 && fvar(39) = 9.5 && EnemyNear(var(54)),Pos Y <= -30
value = 39

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 5
;󋭁ADと
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = (StateNo = 420) && (var(1) = 1);419
;ʌIC
trigger2 = Ctrl
trigger2 = fvar(39) = 6
trigger2 = PrevStateNo = 610
trigger2 = P2BodyDist X > 40
;㖶UJADと
trigger3 = Ctrl
trigger3 = fvar(39) = 7 || fvar(39) = 13 && P2BodyDist X > 30
trigger3 = PrevStateNo = 39
trigger3 = Pos Y <= -50
;㖶UJ󒆁J󋭁AD
trigger4 = fvar(39) = 8
trigger4 = StateNo = 420 && var(1) = 1
trigger5 = fvar(39) = 14
trigger5 = PrevStateNo = 610
trigger5 = Ctrl
trigger6 = Ctrl
trigger6 = fvar(39) = 3 || fvar(39) = 8 || fvar(39) = 13 && fvar(6) > 35
trigger6 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger6 = EnemyNear(var(54)),Vel Y > 1 || EnemyNear(var(54)),Vel Y < 0 && EnemyNear(var(54)),Pos Y > -70 && Pos Y < -20
trigger6 = P2BodyDist Y > -10
;g
trigger7 = (StateNo = [400,420]) && (var(1) = 1)
trigger7 = var(5) >= 1 && var(6) = 0 && var(59) > 7
trigger7 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger7 = P2BodyDist X <= 40
trigger7 = P2BodyDist Y <= 40
value = 110

[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = var(1) = [1,3]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*40 || var(59) >= 5
;R{
trigger1 = fvar(39) = 3 || fvar(39) = 8 || fvar(39) = 13
trigger1 = (StateNo = [400,420]) && var(1) = 1
value = 45

;
;K[h 
;inguarddist EnemyNear(var(54)),HitDefAttr = SCA,AA;Ō
;

[State -3,K[h]
Type = ChangeState
TriggerAll = var(59) > 0
TriggerAll = Ctrl || StateNo = 101 || StateNo = 116 || StateNo = 52 && Time >= 3
triggerall = RoundState <= 2
triggerall = StateNo != 125 && StateNo != 145
triggerall = Random <= var(58)*(40+EnemyNear(var(54)),Time/3)||var(58)>9
triggerall = fvar(38) != [3,4]
trigger1 = Inguarddist
trigger1 = !(EnemyNear(var(54)),Hitdefattr = SCA,NT,ST,HT,AT)
trigger2 = !Inguarddist
trigger2 = EnemyNear(var(54)),Vel X > 0
trigger2 = EnemyNear(var(54)),HitDefAttr=SCA,AA
trigger3 = !Inguarddist && Abs(P2Dist X) < 40
trigger3 = EnemyNear(var(54)),StateType = A || EnemyNear(var(54)),HitDefAttr=SCA,AA
trigger3 = EnemyNear(var(54)),MoveType = A
trigger4 = NumHelper(60000)
trigger4 = Helper(60000),Inguarddist
trigger5 = NumHelper(60001)
trigger5 = Helper(60001),Inguarddist
trigger5 = var(59)>=9
trigger6 = !Inguarddist && fvar(37) = 5
Value = 120

;
;т܂
;

;o
[State -1, AA6BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Power >= 3000
triggerall = Ctrl
;triggerall = !Inguarddist
;triggerall = EnemyNear(var(54)),MoveType != A
triggerall = Random<=var(59)*1&&var(59)<=8&&life<=lifemax*0.4&&EnemyNear(var(54)),life>life||Random<=var(59)*2&&var(59)=9&&EnemyNear(var(54)),life<=lifemax/2||Random<=var(59)*10&&var(59)>9
trigger1 = P2BodyDist X >= 80 && EnemyNear(var(54)),MoveType != H || EnemyNear(var(54)),StateType = L
trigger2 = NumPartner
trigger2 = Partner,Alive
trigger2 = TeamMode = Simul && Enemy,TeamMode = Simul
trigger2 = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
trigger2 = (P2BodyDist X >= 80 || EnemyNear(var(54)),facing = facing) && EnemyNear(var(54)),MoveType != H || EnemyNear(var(54)),StateType = L
value = 7000

;т܂ON
[State -1, Z]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = [0,1]
triggerall = NumHelper(20000) = 0
triggerall = NumHelper(60000)
triggerall = Ctrl || (StateNo = [200,320]) && (var(1) = 1) || (StateNo = 1020) && (var(1) = [1,2])
triggerall = !Inguarddist
triggerall = Helper(60000),Inguarddist=0
triggerall = var(56) > 1
triggerall = Helper(60000),var(46) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(46) || Helper(60000),var(46)=0
triggerall = Helper(60000),var(47) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(47) || Helper(60000),var(47)=0
triggerall = Helper(60000),var(48) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(48) || Helper(60000),var(48)=0
triggerall = Helper(60000),var(49) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(49) || Helper(60000),var(49)=0
triggerall = EnemyNear(var(54)),MoveType!=H||fvar(37)=2||EnemyNear(var(54)),StateType=L||EnemyNear(var(54)),MoveType=H&&(EnemyNear(var(54)),StateNo!=[120,169])&&!ctrl&&(P2BodyDist X>=100||StateNo=1020)
;triggerall = EnemyNear(var(54)),Vel X < 3 && EnemyNear(var(54)),MoveType = I || EnemyNear(var(54)),StateType = L
;Ƃ肠ݒu
trigger1 = var(56) = 2
trigger1 = P2BodyDist X = [80+(EnemyNear(var(54)),Vel X)*5,200-(EnemyNear(var(54)),Vel X)*5]
trigger1 = EnemyNear(var(54)),MoveType != A
trigger1 = Random <= var(59)*20-ifelse(Helper(60000),var(46)>0,10,0)
;ǂ܂ꂽ
trigger2 = var(56) = 3
trigger2 = P2BodyDist X >= 120+(EnemyNear(var(54)),Vel X)*5 && Backedgebodydist <= 40
trigger2 = EnemyNear(var(54)),Vel X < 3
trigger2 = EnemyNear(var(54)),MoveType != A
trigger2 = EnemyNear(var(54)),StateType != L
trigger2 = Random <= var(59)*10-ifelse(Helper(60000),var(46)>0,5,0) || EnemyNear(var(54)),AnimTime <= -17 && Random <= var(59)*30
;tɒǂގ
trigger3 = var(56) = 3
trigger3 = P2BodyDist X >= 100+(EnemyNear(var(54)),Vel X)*5 && EnemyNear(var(54)),Backedgebodydist <= 40
trigger3 = EnemyNear(var(54)),Vel X <= 0
trigger3 = EnemyNear(var(54)),MoveType != A
trigger3 = EnemyNear(var(54)),StateType != L
trigger3 = Random <= var(59)*10-ifelse(Helper(60000),var(46)>0,5,0) || EnemyNear(var(54)),AnimTime <= -17 && Random <= var(59)*30
;肪|ꂽ
trigger4 = var(56) = 3
trigger4 = EnemyNear(var(54)),StateType = L
trigger4 = EnemyNear(var(54)),StateNo = [5100,5125]
trigger4 = P2BodyDist X = [80,165]
trigger4 = EnemyNear(var(54)),Vel X <= 0
trigger4 = Random <= var(59)*30
;藭ߏԎƂ
trigger5 = var(56) = 3
trigger5 = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
trigger5 = EnemyNear(var(54)),StateType != A
trigger5 = EnemyNear(var(54)),StateType != L
trigger5 = EnemyNear(var(54)),StateNo != [0,169]
trigger5 = !EnemyNear(var(54)),Ctrl
trigger5 = EnemyNear(var(54)),Vel X = 0
trigger5 = P2BodyDist X > 100
trigger5 = Random <= var(59)*20 || EnemyNear(var(54)),AnimTime <= -17 && Random <= var(59)*40
;^bO
trigger6 = NumPartner
trigger6 = TeamMode = Simul && Partner,Alive
trigger6 = P2BodyDist X > 100+(EnemyNear(var(54)),Vel X)*5
trigger6 = Power >= 1000
trigger6 = Random <= var(59)*20
;UorLZ
trigger7 = ((StateNo = 320 ) || (StateNo = 1020)) && (var(1) = 1)
trigger7 = EnemyNear(var(54)),StateType = L || EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger7 = Power < 1000 || P2BodyDist X > 60 && (Power = [1000,1999]) || P2BodyDist X > 85 && (Power = [2000,2999]) || P2BodyDist X > 130
trigger7 = var(59)>3 && Random <= var(59)*(var(59)-2)
trigger8 = (StateNo = 1020) && (var(1) = 2)
trigger8 = EnemyNear(var(54)),StateNo = [120,159]
trigger8 = Helper(60000),var(59) = 0
trigger8 = P2BodyDist X >= 60
trigger8 = var(59)>3 && Random <= var(59)*15
value = 700

;т܂OFF
[State -1, Z]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = [0,1]
triggerall = NumHelper(20000) = 1
triggerall = NumHelper(60000)
triggerall = Helper(20000),StateNo = 20000
triggerall = Ctrl
triggerall = Random <= var(59)*20
triggerall = Helper(60000),var(46) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(46) || Helper(60000),var(46)=0
triggerall = Helper(60000),var(47) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(47) || Helper(60000),var(47)=0
triggerall = Helper(60000),var(48) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(48) || Helper(60000),var(48)=0
triggerall = Helper(60000),var(49) > 0 && EnemyNear(var(54)),StateNo != Helper(60000),var(49) || Helper(60000),var(49)=0
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = !Inguarddist
triggerall = Helper(60000),Inguarddist=0
trigger1 = P2BodyDist X >= 250+(EnemyNear(var(54)),Vel X)*5
trigger1 = Helper(20000),RootDist X = [-30,30]
trigger1 = BackEdgeBodyDist < 25
trigger1 = EnemyNear(var(54)),Ctrl || (EnemyNear(var(54)),StateNo = [105,109]) || (EnemyNear(var(54)),StateNo = [115,119])
trigger1 = EnemyNear(var(54)),Vel X <= 0
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
trigger2 = Power < 1000
trigger2 = P2BodyDist X >= 250+(EnemyNear(var(54)),Vel X)*5
trigger2 = Helper(20000),RootDist X = [-30,30]
trigger2 = BackEdgeBodyDist < 25
value = 701

;
;nړ 
;Ctrl Random P2bodyDist X
;

;knAijorpj
[State -1, 412A]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = NumHelper(20000)
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y < -50 || EnemyNear(var(54)),Vel Y < -3
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
triggerall = !Inguarddist
triggerall = PrevStateNo != [1100,1110]
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = (Helper(20000),StateNo = [21400,21500])
trigger2 = (Helper(20000),StateNo = [26050,26072])
trigger3 = (Helper(20000),StateNo = 21320)
value = 1100

;knB(т܂ˌ)
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = NumHelper(20000)
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (P2BodyDist X>150)
triggerall = Random <= var(59)*50 || var(59) > 9
triggerall = Helper(60000),var(45) = 0 || (fvar(16) = [2,3])
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = Helper(20000),StateNo = 22700
trigger2 = EnemyNear(var(54)),MoveType = H
trigger2 = Helper(20000),StateNo = 21400
value = 1110

;knB(Ǎۂ̒Eo)
[State -1, 412B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [0,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y < -50-(EnemyNear(var(54)),Vel Y)*5
triggerall = BackEdgeBodyDist < 25
triggerall = EnemyNear(var(54)),Vel X > 0
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = EnemyNear(var(54)),StateType = A
;triggerall = !Inguarddist
trigger1 = Random <= var(59)*50
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
value = 1110

[State -1, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = fvar(39) != 10.1
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist || var(58) < 8
triggerall = NumHelper(60000)
trigger1 = P2BodyDist X > 230-(EnemyNear(var(54)),Vel X)*10
trigger1 = Random <= var(59)*var(58)
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = Helper(60000),Inguarddist=0
trigger2 = P2BodyDist X = [170+(EnemyNear(var(54)),Vel X)*10,230-(EnemyNear(var(54)),Vel X)*10]
trigger2 = EnemyNear(var(54)),MoveType = I
trigger2 = EnemyNear(var(54)),Vel X < 3 || var(59) < 9
trigger2 = Helper(60000),Inguarddist=0 || var(58) < 8
trigger2 = (EnemyNear(var(54)),StateNo != [90,104]) || var(59) < 8
trigger2 = Random <= var(59)*(10+var(58))
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = P2BodyDist X >= 130+(EnemyNear(var(54)),Vel X)*10
trigger4 = FrontEdgeBodyDist > 20
trigger4 = Random <= var(59)*50
trigger4 = EnemyNear(var(54)),MoveType = H
trigger4 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = fvar(39) != 2 && fvar(39) != 12
trigger4 = P2BodyDist X > 65 && P2BodyDist Y < -40 || P2BodyDist X > 130
trigger5 = PrevStateNo = 1120
trigger5 = P2BodyDist X = [40,70]
trigger5 = Random <= var(59)*100
trigger5 = EnemyNear(var(54)),MoveType = H
trigger6 = fvar(39) = 10
;trigger6 = PrevStateNo = 600
trigger6 = P2BodyDist X >= 50
trigger6 = Random <= var(59)*100
trigger7 = FrontEdgeBodyDist > 20
trigger7 = P2BodyDist X > 20
trigger7 = Random <= var(59)*80
trigger7 = EnemyNear(var(54)),MoveType = H
trigger7 = (EnemyNear(var(54)),StateNo != [5200,5201]) || P2BodyDist X > 140
trigger7 = PrevStateNo = 6010 || PrevStateNo = 6020 || PrevStateNo = 6050 || PrevStateNo = 6060 || PrevStateNo = 6070
trigger8 = PrevStateNo = 7110 || PrevStateNo = 7120 || fvar(39) = 12
trigger8 = P2BodyDist X > 60
trigger8 = Random <= var(59)*100
trigger8 = EnemyNear(var(54)),StateType = A
trigger8 = EnemyNear(var(54)),MoveType = H
trigger9 = PrevStateNo = 7100
trigger9 = P2BodyDist X > 45
trigger9 = Random <= var(59)*100
trigger9 = EnemyNear(var(54)),StateType = A
trigger9 = EnemyNear(var(54)),MoveType = H
trigger9 = FrontEdgeBodyDist > 20
trigger10 = fvar(39) = 9 && P2BodyDist X > 50 || fvar(39) = 15 && P2BodyDist X > 60
trigger10 = PrevStateNo = 600
trigger10 = Random <= var(59)*100
;o{GK[h
trigger11 = fvar(12) = 4
trigger11 = EnemyNear(var(54)),StateNo = [120,159]
trigger11 = !EnemyNear(var(54)),Ctrl
trigger11 = Random <= var(59)*30
trigger11 = P2BodyDist X > 120
;т܂Aqbg
trigger12 = P2BodyDist X = [90-(EnemyNear(var(54)),Vel X)*5,150-(EnemyNear(var(54)),Vel X)*5]
trigger12 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169]) && Random <= var(59)*100 || (EnemyNear(var(54)),StateNo = [120,159]) && Random <= var(59)*30
trigger12 = PrevStateNo != [1100,1110]
trigger12 = NumHelper(20000)
trigger12 = (Helper(20000),StateNo = [21310,21500]) || (Helper(20000),StateNo = [22300,22700])
trigger12 = Helper(20000),StateNo = 22300 && Helper(20000),Time < 63 || Helper(20000),StateNo = 22500 && Helper(20000),Time < 85 || Helper(20000),StateNo != 22300 && Helper(20000),StateNo != 22500
;~ߓ
trigger13 = EnemyNear(var(54)),StateType != A
trigger13 = EnemyNear(var(54)),StateType != L
trigger13 = EnemyNear(var(54)),StateNo != [0,169]
trigger13 = EnemyNear(var(54)),StateNo != [5100,5125]
trigger13 = !EnemyNear(var(54)),Ctrl
trigger13 = EnemyNear(var(54)),Vel X = 0
trigger13 = P2BodyDist X > 110
trigger13 = EnemyNear(var(54)),AnimTime < -30 || EnemyNear(var(54)),Time >= 12
trigger13 = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
trigger13 = Random <= var(59)*30 || Random <= var(59)*80 && var(59) > 7
;;;;
trigger14 = fvar(39) = 5.1 && Random <= var(59)*120
trigger14 = EnemyNear(var(54)),MoveType = H
trigger14 = EnemyNear(var(54)),StateNo != [120,169]
trigger14 = P2BodyDist X > 40
;т܂sgEjorˌqbgorGK[hȊO
trigger15 = NumHelper(20000)
trigger15 = (Helper(20000),StateNo = [26000,26021]) || (Helper(20000),StateNo = [22700,22701])
trigger15 = P2BodyDist X = [100-(EnemyNear(var(54)),Vel X)*5,200-(EnemyNear(var(54)),Vel X)*5]
trigger15 = EnemyNear(var(54)),MoveType=H&&Random<=var(59)*100&&(EnemyNear(var(54)),StateNo!=[120,169])||(EnemyNear(var(54)),StateNo=[120,159])&&Random<=var(59)*30
;т܂sgEjorˌ Gn
trigger16 = NumHelper(20000)
trigger16 = (Helper(20000),StateNo = [26000,26021]) || (Helper(20000),StateNo = [22700,22701])
trigger16 = P2BodyDist X = [100-(EnemyNear(var(54)),Vel X)*5,230-(EnemyNear(var(54)),Vel X)*5]
trigger16 = EnemyNear(var(54)),StateType != A
trigger16 = Random <= var(59)*40
trigger16 = EnemyNear(var(54)),StateNo = [120,159]
;т܂sgEjorˌ G
trigger17 = NumHelper(20000)
trigger17 = (Helper(20000),StateNo = [26000,26021]) || (Helper(20000),StateNo = [22700,22701])
trigger17 = P2BodyDist X = [40-(EnemyNear(var(54)),Vel X)*5,200-(EnemyNear(var(54)),Vel X)*5]
trigger17 = EnemyNear(var(54)),StateType = A && (P2BodyDist Y = [-100,-20])
trigger17 = Random <= var(59)*80
trigger17 = EnemyNear(var(54)),StateNo = [120,159]
value = 100

;т܂Ej_bV
[State -1, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = fvar(39) != 10.1
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist || var(58) < 8
triggerall = NumHelper(60000)
triggerall = NumHelper(20000)
trigger1 = (Helper(20000),StateNo=[26050,26051])||(Helper(20000),StateNo=[26060,26061])||(Helper(20000),StateNo=[26070,26071])
trigger1 = P2BodyDist X >= 60-(EnemyNear(var(54)),Vel X)*5
trigger1 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A && Random <= var(59)*100
trigger2 = Helper(20000),StateNo=26052
trigger2 = NumHelper(16050)
trigger2 = P2BodyDist X >= 60-(EnemyNear(var(54)),Vel X)*5
trigger2 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A && Random <= var(59)*100
trigger3 = Helper(20000),StateNo=26062
trigger3 = NumHelper(16050) || (Helper(20000),var(1)=[1,2])
trigger3 = P2BodyDist X >= 60-(EnemyNear(var(54)),Vel X)*5
trigger3 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A && Random <= var(59)*100
trigger4 = Helper(20000),StateNo=26072
trigger4 = NumHelper(16050) || (Helper(20000),var(1)=[1,6])
trigger4 = P2BodyDist X >= 60-(EnemyNear(var(54)),Vel X)*5
trigger4 = EnemyNear(var(54)),MoveType = H && EnemyNear(var(54)),StateType = A && Random <= var(59)*100
;ȉK[horqbgĂȂ
trigger5 = (Helper(20000),StateNo=[26050,26051])||(Helper(20000),StateNo=[26060,26061])||(Helper(20000),StateNo=[26070,26071])
trigger5 = P2BodyDist X >= 90-(EnemyNear(var(54)),Vel X)*5
trigger5 = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType != A
trigger5 = (EnemyNear(var(54)),StateNo = [120,159]) || EnemyNear(var(54)),Ctrl
trigger5 = Random <= var(59)*70
trigger6 = Helper(20000),StateNo=26052
trigger6 = NumHelper(16050)
trigger6 = P2BodyDist X >= 90-(EnemyNear(var(54)),Vel X)*5
trigger6 = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType != A
trigger6 = (EnemyNear(var(54)),StateNo = [120,159]) || EnemyNear(var(54)),Ctrl
trigger6 = Random <= var(59)*40
trigger7 = Helper(20000),StateNo=26062
trigger7 = NumHelper(16050) || (Helper(20000),var(1)=[1,2])
trigger7 = P2BodyDist X >= 90-(EnemyNear(var(54)),Vel X)*5
trigger7 = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType != A
trigger7 = (EnemyNear(var(54)),StateNo = [120,159]) || EnemyNear(var(54)),Ctrl
trigger7 = Random <= var(59)*40
trigger8 = Helper(20000),StateNo=26072
trigger8 = NumHelper(16050) || (Helper(20000),var(1)=[1,6])
trigger8 = P2BodyDist X >= 90-(EnemyNear(var(54)),Vel X)*5
trigger8 = P2BodyDist Y >= -80-(EnemyNear(var(54)),Vel Y)*5 || EnemyNear(var(54)),StateType != A
trigger8 = (EnemyNear(var(54)),StateNo = [120,159]) || EnemyNear(var(54)),Ctrl
trigger8 = Random <= var(59)*40
value = 100

[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [100,106]
triggerall = Ctrl
triggerall = (EnemyNear(var(54)),StateNo != [5210,5219]) || var(59)<8
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = backedgebodydist > 62
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*10,60+(EnemyNear(var(54)),Vel X)*10]
trigger1 = Random <= var(59)*(ifelse(fvar(37)=3,50,10))
trigger1 = EnemyNear(var(54)),Vel X > 0 && EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = NumHelper(20000)
trigger1 = (Helper(20000),StateNo != [21310,21500]) && Helper(20000),StateNo != 22700 && (Helper(20000),RootDist X != [-60,60])
trigger2 = P2BodyDist X = [40,70]
trigger2 = Random <= var(59)*(3+EnemyNear(var(54)),Time/3) && EnemyNear(var(54)),StateNo < 200
trigger2 = EnemyNear(var(54)),Time = [15,60]
trigger2 = EnemyNear(var(54)),Vel X = 0
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = P2BodyDist X = [-10,60]
trigger3 = P2BodyDist Y <= -80+(EnemyNear(var(54)),Vel Y)*10
trigger3 = Random <= var(59)*15
trigger3 = EnemyNear(var(54)),Vel X >= 0 && EnemyNear(var(54)),Vel X < 3
trigger3 = EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),StateType = A
trigger3 = NumHelper(20000) || !NumHelper(20000)
trigger3 = (Helper(20000),StateNo != [21310,21500]) && Helper(20000),StateNo != 22700 && (Helper(20000),RootDist X != [-60,60]) || !NumHelper(20000)
trigger4 = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*10,60+(EnemyNear(var(54)),Vel X)*10]
trigger4 = Random <= var(59)*(ifelse(fvar(37)=3,50,10))
trigger4 = EnemyNear(var(54)),Vel X > 0 && EnemyNear(var(54)),Ctrl
trigger4 = EnemyNear(var(54)),StateType != A
trigger4 = !NumHelper(20000)
trigger5 = P2BodyDist X = [-10,60+(EnemyNear(var(54)),Vel X)*10]
trigger5 = P2BodyDist Y <= -80+(EnemyNear(var(54)),Vel Y)*10
trigger5 = Random <= var(59)*50
trigger5 = EnemyNear(var(54)),Vel X >= 0 && EnemyNear(var(54)),Vel X < 3
trigger5 = EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),StateType = A
value = 105

[State -1, Jump in Ground]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Ctrl
triggerall = fvar(37)!=0.5
trigger1 = P2BodyDist X > 110-(EnemyNear(var(54)),Vel X)*7
trigger1 = Random <= var(59)*(10+(var(57)/20)+ifelse(EnemyNear(var(54)),Time>=30,50,ifelse(EnemyNear(var(54)),Time>=12,15,0)))
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = InguardDist||EnemyNear(var(54)),HitDefAttr=,AP||(EnemyNear(var(54)),Vel X>6||P2BodyDist X>180)&& EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),NumHelper > 0 || EnemyNear(var(54)),NumProj > 0
trigger2 = (P2BodyDist X > Enemy(var(54)),Const(size.attack.dist)) && Random <= var(59)*8
trigger2 = EnemyNear(var(54)),MoveType = I
trigger3 = P2BodyDist X < 120-(EnemyNear(var(54)),Vel X)*3
trigger3 = (fvar(37) = 3 || fvar(37) = 6) && EnemyNear(var(54)),Vel X>6 && Random <= var(59)*60 || Random <= 15 && var(59)<8
Value = ifelse(EnemyNear(var(54)),Vel X<3,41,39)

;ʌp
[State -1, Jump in Ground]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = NumHelper(60000)
triggerall = P2BodyDist X=[-5,60]
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = (EnemyNear(var(54)),StateNo = [120,159]) && Random <= var(59)*50 || Random <= var(59)*4
trigger1 = (fvar(16) = 2 && fvar(15) > 100) || fvar(16)=3 && (var(59)<10||fvar(15)<25||Random<=40) || var(59) < 8
trigger1 = Helper(60000),var(56) < 2 || var(59) < 9
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
trigger2 = EnemyNear(var(54)),facing=facing || (EnemyNear(var(54)),Pos X-Partner,Pos X=[-60,60])&&Partner,MoveType=A
trigger2 = EnemyNear(var(54)),StateType = C
trigger2 = Random <= var(59)*(ifelse(Partner,StateType=C&&Partner,MoveType=A,21,7))
trigger2 = fvar(16)=2 && (fvar(16) = 2 && fvar(15) > 100) || fvar(16)=3 && (var(59)<10||fvar(15)<25||Random<=40)
value = 38

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != -1 && fvar(38) != 4
triggerall = !Inguarddist
trigger1 = fvar(39) = 12 || (fvar(39) = [1,2]) || fvar(39) = 16
;trigger1 = fvar(12) = 4
trigger1 = (P2BodyDist X = [5,60]) || (P2BodyDist X = [-60,-5])
trigger2 = fvar(39) = 10 || fvar(39) = 15
trigger3 = P2BodyDist X < 60
trigger3 = EnemyNear(var(54)),MoveType = H
trigger3 = EnemyNear(var(54)),StateNo != [120,169]
trigger3 = NumHelper(20000)
trigger3 = (Helper(20000),StateNo = [21300,21320]) || Helper(20000),StateNo = 22300 || (Helper(20000),StateNo = [26050,26072])
trigger4 = EnemyNear(var(54)),StateType = A && EnemyNear(var(54)),MoveType = H
trigger4 = !fvar(39) || (fvar(39) = [1,2])
trigger4 = P2BodyDist X < 60
trigger4 = NumHelper(20000)
trigger4 = Helper(20000),StateNo = 22701 || Helper(20000),StateNo != 22701 && P2BodyDist Y < -30
trigger4 = !EnemyNear(var(54)),CanRecover
trigger5 = EnemyNear(var(54)),StateType = A && EnemyNear(var(54)),MoveType = H
trigger5 = !fvar(39) || (fvar(39) = [1,2])
trigger5 = P2BodyDist X < 60 && P2BodyDist Y < -30
trigger5 = !NumHelper(20000)
trigger5 = !EnemyNear(var(54)),CanRecover
trigger6 = Random <= var(59)*(GameTime/2)
trigger6 = P2BodyDist X = [70,100]
trigger6 = EnemyNear(var(54)),StateType != A && EnemyNear(var(54)),MoveType != H
value = 20
ctrl = 1

;
;n㗧ZU 
;Ctrl Random EnemyNear(var(54)),Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;
;
;Ԃ
;EnemyNear(var(54)),Ctrl EnemyNear(var(54)),MoveType=A P2BodyDist X
;

;͂̑EjLv3
[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 3000
triggerall = var(56) > 1
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A || EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6070

;͂̑EjLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 2000
triggerall = var(56) > 1
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A || EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6060

;C
[State -1, 236236C]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A || EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6120

;B
[State -1, 236236B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A || EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40
value = 6110

;
;^bOp
;

;͂̑EjLv3
[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 3000
triggerall = var(56) > 1
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !InGuardDist
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 50
triggerall = (P2BodyDist X)-(Helper(20000),RootDist X)>125
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,169])
trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist X > 150 || BackEdgeBodyDist < 30
trigger2 = Partner,Name = "Sayuri Kurata"
trigger2 = Partner,StateNo = 6210 || Partner,StateNo = 6220
value = 6070

;͂̑EjLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 2000
triggerall = var(56) > 1
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !InGuardDist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 50
triggerall = (P2BodyDist X)-(Helper(20000),RootDist X)>125
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,169])
trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist X > 150 || BackEdgeBodyDist < 30
trigger2 = Partner,Name = "Sayuri Kurata"
trigger2 = Partner,StateNo = 6210 || Partner,StateNo = 6220
value = 6060

;͂̍sgEjLv3
[State -1, 214214C]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 3000
triggerall = var(56) > 0
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !InGuardDist
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 50
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,169])
trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist X > 150 || BackEdgeBodyDist < 30
trigger2 = Partner,Name = "Sayuri Kurata"
trigger2 = Partner,StateNo = 6210 || Partner,StateNo = 6220
value = 6020

;͂̍sgEjLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 2000
triggerall = var(56) > 0
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = P2BodyDist Y > -80
triggerall = !InGuardDist
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 50
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = Partner,MoveType = A || Partner,MoveType = H || (Partner,StateNo = [120,169])
trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist X > 150 || BackEdgeBodyDist < 30
trigger2 = Partner,Name = "Sayuri Kurata"
trigger2 = Partner,StateNo = 6210 || Partner,StateNo = 6220
value = 6010

;
;n㗧Z̐U ΍
;

;ׂĂ󂯓ꂽS
[State -1, -AA6BC]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = ((Life*100)/LifeMax) <= 33 || PalNo = 12
triggerall = Ctrl
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A || var(59) < 10
triggerall = (EnemyNear(var(54)),StateNo != [5100,5299])
triggerall = EnemyNear(var(54)),PrevStateNo != [5100,5299]
triggerall = (P2BodyDist X = [-10,45+(EnemyNear(var(54)),Vel X)*3]);95܂łon܂Ȃ̂ŁB
trigger1 = Random <= var(59)*30-ifelse(EnemyNear(var(54)),StateType=A&&var(59)<10,15,0)
trigger1 = (EnemyNear(var(54)),StateNo = [120,159]) || var(59)<10 && (!EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateNo < 1000)
value = 7300

;
;n㗧ZU@΋
;

;㖶U뎮
[State -1, 6A]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = fvar(11) > 75 || ((Life*100)/LifeMax) > 33
triggerall = Ctrl || (StateNo = [7200,7220]) && (AnimElemTime(3) >= 0) && (AnimElemTime(5) < 0)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = P2BodyDist X = [40+(EnemyNear(var(54)),Vel X)*5,90+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -100-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*20
trigger1 = Helper(60000),var(40) = 0 || var(59) < 10
trigger2 = Random <= var(59)*5
trigger2 = Helper(60000),var(40) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*20
value = 7100

;͂̍sgEA
[State -1, 214A]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5120])
triggerall = P2BodyDist X = [70+(EnemyNear(var(54)),Vel X)*10,110+(EnemyNear(var(54)),Vel X)*10]
triggerall = P2BodyDist Y >= -50-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),StateType = A
triggerall = FrontEdgeBodyDist > 50
triggerall = var(56) > 0
trigger1 = Random <= var(59)*23 && var(59) < 8
trigger2 = Random <= 30 && var(59) >= 8
value = 1500

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5000,5299]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5120])
triggerall = P2BodyDist X = [60+(EnemyNear(var(54)),Vel X)*5,80+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [-70-(EnemyNear(var(54)),Vel Y)*5,-20-(EnemyNear(var(54)),Vel Y)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*12
trigger1 = Helper(60000),var(33) = 0 || var(59) < 10
trigger2 = Random <= var(59)*2
trigger2 = Helper(60000),var(33) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*12
value = 230

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = !fvar(33) || var(59) < 8
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5120])
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*25
trigger1 = Helper(60000),var(31) = 0 || var(59) < 10
trigger2 = Random <= var(59)*10
trigger2 = Helper(60000),var(31) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*25
value = 210

;㖶U
[State -1, 6A]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [90+(EnemyNear(var(54)),Vel X)*5,120+(EnemyNear(var(54)),Vel X)*5]
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = P2BodyDist Y >= -100-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),StateType = A
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Random <= var(59)*12
trigger1 = Helper(60000),var(37) = 0 || var(59) < 10
trigger1 = NumHelper(20000)
trigger1 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger2 = Random <= var(59)*4
trigger2 = Helper(60000),var(37) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*12
trigger4 = Random <= var(59)*(12-var(59)/2)
trigger4 = Helper(60000),var(37) = 0 || var(59) < 10
trigger4 = var(56) <= 2 || var(59) <= 9
value = 1000

;
;n㗧ZU@i
;

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType = S
triggerall = P2BodyDist X =[0,30+(EnemyNear(var(54)),Vel X)*3]
triggerall = (PrevStateNo = [5100,5125]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5125])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
trigger1 = Helper(60000),var(34) = 0 || var(59) < 10
trigger2 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,10,5)
trigger2 = Helper(60000),var(34) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
value = 300

;
[State -1, Crouch Medium Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType = S
triggerall = P2BodyDist X =[30,80+(EnemyNear(var(54)),Vel X)*5]
trigger1 = Random <= var(59)*8
trigger1 = Helper(60000),var(35) = 0 || var(59) < 10
trigger2 = Random <= var(59)*2
trigger2 = Helper(60000),var(35) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*8
value = 310

;U
[State -1, 6C]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType = S
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = P2BodyDist X+(EnemyNear(var(54)),Vel X)*5 =[110,120]
trigger1 = Random <= var(59)*6
trigger1 = Helper(60000),var(39) = 0 || var(59) < 10
trigger1 = NumHelper(20000)
trigger1 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(39) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*6
trigger4 = Random <= var(59)*var(59)*(6-var(59)/2)
trigger4 = Helper(60000),var(39) = 0 || var(59) < 10
trigger4 = var(56) <= 2 || var(59) <= 9
value = 1020

;
;n㗧ZU@i
;

;
;n㗧ZU@
;

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist Y>=-20-(EnemyNear(var(54)),Vel Y)*5 || P2BodyDist Y>=-50 && EnemyNear(var(54)),Vel Y = 0 && EnemyNear(var(54)),StateType = A
triggerall = (PrevStateNo = [5100,5125]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5125])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,30+(EnemyNear(var(54)),Vel X)*3]
trigger1 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
trigger1 = Helper(60000),var(30) = 0 || var(59) < 10
trigger2 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,10,5)
trigger2 = Helper(60000),var(30) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
value = 200

;ߒ
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist Y>=-30-(EnemyNear(var(54)),Vel Y)*5
triggerall = (PrevStateNo = [5100,5125]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5125])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X >= -5
trigger1 = Random <= var(59)*15
trigger1 = Helper(60000),var(32) = 0 || var(59) < 10
trigger2 = Random <= var(59)*3
trigger2 = Helper(60000),var(32) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*15
value = 210

;
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X > 40
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist Y>=-30-(EnemyNear(var(54)),Vel Y)*5
triggerall = (PrevStateNo = [5100,5125]) && EnemyNear(var(54)),MoveType != A && !InguardDist || (PrevStateNo != [5100,5125])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*5
trigger1 = Random <= var(59)*9
trigger1 = Helper(60000),var(32) = 0 || var(59) < 10
trigger2 = Random <= var(59)*2
trigger2 = Helper(60000),var(32) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*9
value = 220

;U
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) != 4
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = P2BodyDist X+(EnemyNear(var(54)),Vel X)*5=[50,110]
triggerall = P2BodyDist Y>=-60-(EnemyNear(var(54)),Vel Y)*5
trigger1 = Random <= var(59)*5
trigger1 = Helper(60000),var(38) = 0 || var(59) < 10
trigger1 = NumHelper(20000)
trigger1 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(38) > 0
trigger2 = NumHelper(20000)
trigger2 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*5
trigger4 = Random <= var(59)*(5-var(59)/2)
trigger4 = Helper(60000),var(38) = 0 || var(59) < 10
trigger4 = var(56) <= 2 || var(59) <= 9
value = 1010

;
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType = A || P2BodyDist Y >= -10-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = P2BodyDist X = [80,100+(EnemyNear(var(54)),Vel X)*5]
trigger1 = Random <= var(59)*5
trigger1 = Helper(60000),var(36) = 0
trigger1 = NumHelper(20000)
trigger1 = Helper(20000),StateNo = 20000 && var(56) > 2
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(36) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*5
trigger4 = Random <= var(59)*5
trigger4 = Helper(60000),var(36) = 0 || var(59) < 10
trigger4 = var(56) <= 2 || var(59) <= 9
value = 320

;U뎮C
[State -1, 6C]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = fvar(11) > 75 || ((Life*100)/LifeMax) > 33
triggerall = Ctrl || (StateNo = [7200,7220]) && (AnimElemTime(3) >= 0) && (AnimElemTime(5) < 0)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = P2BodyDist X =[50+(EnemyNear(var(54)),Vel X)*5,120+(EnemyNear(var(54)),Vel X)*5]
trigger1 = Random <= var(59)*6
trigger1 = Helper(60000),var(42) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1
trigger2 = Helper(60000),var(42) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*6
value = 7120

;U뎮B
[State -1, 6B]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(12) = 4
triggerall = fvar(11) > 75 || ((Life*100)/LifeMax) > 33
triggerall = Ctrl || (StateNo = [7200,7220]) && (AnimElemTime(3) >= 0) && (AnimElemTime(5) < 0)
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X+(EnemyNear(var(54)),Vel X)*5=[40,130]
triggerall = P2BodyDist Y>=-40-(EnemyNear(var(54)),Vel Y)*5
trigger1 = Random <= var(59)*5 && var(59) < 12
trigger1 = Helper(60000),var(41) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1 && var(59) < 12
trigger2 = Helper(60000),var(41) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*5
value = 7110

;jS
[State -1, 4C]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X+(EnemyNear(var(54)),Vel X)*5 = [50,60]
triggerall = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*5
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = Random<=var(59)*4||EnemyNear(var(54)),BackEdgeBodyDist<30&&Random<=var(59)*6
trigger1 = Helper(60000),var(43) = 0 || var(59) < 10
trigger2 = Random <= var(59)*1 || Random <= var(59)*2 && EnemyNear(var(54)),BackEdgeBodyDist < 30
trigger2 = Helper(60000),var(43) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*4 || Random <= var(59)*6 && EnemyNear(var(54)),BackEdgeBodyDist < 30
value = 240

;͂̍sgEC
[State -1, 623C]
type = ChangeState
triggerall = var(59) = [3,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist || var(58) < 10
triggerall = P2BodyDist X >= 200+(EnemyNear(var(54)),Vel X)*5
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
;triggerall = EnemyNear(var(54)),BackEdgeBodyDist > 20
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType=A
triggerall = var(56) > 0
trigger1 = Random <= var(59)*15
value = 1420

;͂̍sgEjA
[State -1, 214214A]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 0
triggerall = Power >= 1000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist || var(58) < 10
triggerall = P2BodyDist X = [100+(EnemyNear(var(54)),Vel X)*5,120+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
triggerall = var(56) > 0
trigger1 = Random <= var(59)*12 && var(59) < 8
trigger2 = Random <= 30 && var(59) >= 8
value = 6000

;͂̑EjC
[State -1, 214214C]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 3000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X>200+(EnemyNear(var(54)),Vel X)*5&&(P2BodyDist X)-(Helper(20000),RootDist X)>175
triggerall = P2BodyDist Y >= -120-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),AnimTime <= -22 || fvar(38) < 0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
triggerall = var(56) > 1
trigger1 = Random <= var(59)*15
value = 6070

;͂̑EjB
[State -1, 214214B]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 2000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X = [100+(EnemyNear(var(54)),Vel X)*5,200+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -50-(EnemyNear(var(54)),Vel Y)*5
triggerall = (P2BodyDist X)-(Helper(20000),RootDist X)>75
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),AnimTime <= -22 || fvar(38) < 0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
triggerall = var(56) > 1
trigger1 = Random <= var(59)*12
value = 6060

;͂̑EjA
[State -1, 214214A]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) >= 1
triggerall = Helper(20000),StateNo = 20000
triggerall = fvar(12) = 1
triggerall = Power >= 1000
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X = [100+(EnemyNear(var(54)),Vel X)*5,150+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = (P2BodyDist X)-(Helper(20000),RootDist X)>25
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),AnimTime <= -22-floor(P2BodyDist X)/10 || fvar(38) < 0
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
triggerall = var(56) > 1
trigger1 = Random <= var(59)*12
value = 6050

;뎮A
[State -1, 214A]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X = [50+(EnemyNear(var(54)),Vel X)*5,80+(EnemyNear(var(54)),Vel X)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*20 && var(59) < 8 || Random <= 20 && var(59) >= 8
trigger1 = fvar(11) >= 75 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = Random <= var(59)*30 && var(59) < 8 || Random <= 30 && var(59) >= 8
trigger2 = fvar(11) >= 30 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
value = 7200

;뎮B
[State -1, 214B]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X = [80+(EnemyNear(var(54)),Vel X)*5,160+(EnemyNear(var(54)),Vel X)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*20
trigger1 = fvar(11) >= 75 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = Random <= var(59)*30
trigger2 = fvar(11) >= 30 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
value = 7210

;뎮C
[State -1, 214C]
type = ChangeState
triggerall = var(59) = [5,11]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(20000) = 0
triggerall = fvar(12) = 4
triggerall = Ctrl
triggerall = fvar(38) != 0
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X > 160+(EnemyNear(var(54)),Vel X)*5
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*25
trigger1 = fvar(11) >= 75 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = Random <= var(59)*35
trigger2 = fvar(11) >= 30 || var(59) < 5 || ((Life*100)/LifeMax) > 33 && PalNo != 12
trigger2 = NumPartner
trigger2 = TeamMode = Simul && Partner,Alive
value = 7220

;S^bOp
[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != -1 && fvar(38) != 4
triggerall = !Inguarddist
triggerall = NumPartner
triggerall = TeamMode = Simul && Partner,Alive
triggerall = Partner,Name = "Sayuri Kurata"
triggerall = Partner,AuthorName = "586"
;XbVLv3p
trigger1 = Partner,StateNo = [106021,106024]
trigger1 = EnemyNear(var(54)),StateNo = [146001,146022]
trigger1 = P2BodyDist X != [-10,10]
;vXLv1
;trigger2 = Partner,StateNo = [6001,6002]
;trigger2 = EnemyNear(var(54)),StateNo = [41400,41402]
;vXLv2
;vXLv3 
value = 20
ctrl = 1

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl && StateNo != 20
triggerall = fvar(38) != -1 && fvar(38) != 4
triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = Helper(60000),Inguarddist=0
triggerall = NumHelper(60001)
triggerall = Helper(60001),Inguarddist=0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !fvar(39)
trigger1 = fvar(12) = 4
trigger1 = P2BodyDist X  = [30-(EnemyNear(var(54)),Vel X)*5,140-(EnemyNear(var(54)),Vel X)*5]
trigger1 = ((Life*100)/LifeMax) <= 33 || PalNo = 12
trigger2 = fvar(12) != 4
trigger2 = P2BodyDist X = [60,140]
trigger2 = EnemyNear(var(54)),Vel X = 0
trigger3 = fvar(12) != 4
trigger3 = P2BodyDist X + (EnemyNear(var(54)),Vel X)*5 = [80,120]
value = 20
ctrl = 1

;
;󒆈ړ 
;Ctrl Random P2bodyDist X
;

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = Ctrl
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist
triggerall = Pos Y <= -40+Enemy(var(54)),Const(size.head.pos.y)
trigger1 = Random <= var(59)*(10-(var(57))/10) || Random <= var(59)*10 && var(59) < 12
trigger1 = P2BodyDist X >= 100+(EnemyNear(var(54)),Vel X)*5
trigger1 = EnemyNear(var(54)),Vel X <= 0
trigger2 = EnemyNear(var(54)),Vel Y > 0 && P2BodyDist Y > 50 || P2BodyDist Y > 120 && EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [-40,40]
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
trigger2 = BackEdgeBodyDist < 25
value = 110

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5210,5219]
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = backedgebodydist >= 62
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [40+(EnemyNear(var(54)),Vel X)*5,130+(EnemyNear(var(54)),Vel X)*5]
trigger1 = P2BodyDist Y = [-40+(EnemyNear(var(54)),Vel Y)*5,40+(EnemyNear(var(54)),Vel Y)*5]
trigger1 = Random <= var(59)*8
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [0,40]
trigger2 = P2BodyDist Y > 120
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
value = 115

[State -1, Air Jump]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = ctrl
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = !Inguarddist
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [120+(EnemyNear(var(54)),Vel X)*5,240+(EnemyNear(var(54)),Vel X)*5]
Trigger1 = vel Y > 0
trigger1 = Random <= var(59)*35
trigger1 = StateNo != 5210
trigger2 = P2BodyDist X > 100+(EnemyNear(var(54)),Vel X)*5
trigger2 = Random <= var(59)*(10+(var(57)/2))
trigger2 = EnemyNear(var(54)),MoveType = A
trigger2 = InguardDist||EnemyNear(var(54)),HitDefAttr=,AP||(EnemyNear(var(54)),Vel X>6||P2BodyDist X>120)&& EnemyNear(var(54)),StateType != A
trigger2 = EnemyNear(var(54)),NumHelper > 0 || EnemyNear(var(54)),NumProj > 0
trigger2 = fvar(37)!=0.5
trigger2 = Pos Y >= -20+(10-Enemy(var(54)),Const(size.head.pos.y)) && Vel Y > 0
value = 45

;
;󒆗ZU 
;Ctrl Random EnemyNear(var(54)),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;

;ʌ
[State -1, 623A]
type = ChangeState
triggerall = var(59) = [3,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = Pos Y <= -60+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Pos Y < -50
triggerall = P2BodyDist X=[-5,60]
triggerall = P2BodyDist Y=[-10,90]
triggerall = EnemyNear(var(54)),StateType = C
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(56) < 2 || var(59) < 9
triggerall = (fvar(16)=[2,3]) || var(59) < 9
trigger1 = Random <= var(59)*12
value = 1200

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = Pos Y <= -40+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X=[-5+(EnemyNear(var(54)),Vel X)*5,35+(EnemyNear(var(54)),Vel X)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*35
trigger1 = P2BodyDist Y=[-10-(EnemyNear(var(54)),Vel Y)*5,30+(EnemyNear(var(54)),Vel Y)*5]
value = 400

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = Pos Y <= -60+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X=[-40+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType = C || P2BodyDist X < 0; || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*30 && PrevStateNo != 38 && PrevStateNo != 41
trigger1 = P2BodyDist X>=-5
trigger1 = P2BodyDist Y=[40+(EnemyNear(var(54)),Vel Y)*5+(Vel Y)*3,100+(EnemyNear(var(54)),Vel Y)*5+(Vel Y)*3]
trigger2 = (PrevStateNo = 38 || PrevStateNo = 41 || PrevStateNo = 120) && Vel Y > 0
trigger2 = P2BodyDist X <= 5
trigger2 = P2BodyDist Y <= 90+(EnemyNear(var(54)),Vel Y)*5+(Vel Y)*3
trigger2 = Random <= var(59)*100
value = 420

;
[State -1, Ariel Light Attack]
type = ChangeState
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = Pos Y <= -50+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X=[-5+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y=[-40-(EnemyNear(var(54)),Vel Y)*5,20+(EnemyNear(var(54)),Vel Y)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*25 && PrevStateNo != 38 && PrevStateNo != 41
value = 410

;ʌ
[State -1, 623B]
type = ChangeState
triggerall = var(59) = [3,11]
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = Pos Y <= -60+(Vel Y)*3 || EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Pos Y < -50
triggerall = P2BodyDist X=[-5+(EnemyNear(var(54)),Vel X)*5,50+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y=[-70-(EnemyNear(var(54)),Vel Y)*5,0+(EnemyNear(var(54)),Vel Y)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*13
value = 1210

;
;AINwp[
;
[Statedef 10000]
ctrl=0

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;
;wKwp[
;
[Statedef 60000]
ctrl=0
anim=0

[State 60000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 60000];Ԃɂ
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 60000]
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos X
y = Root,Pos Y
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = turn
trigger1 = facing=Root,facing
trigger1 = Enemy(Root,var(54)),facing=Root,facing && Root,var(59)>9
trigger2 = facing!=Root,facing
trigger2 = Enemy(Root,var(54)),facing!=Root,facing && Root,var(59)>9 || Root,var(59)<=9
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = StateTypeSet
trigger1 = StateType != A
Physics = S
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = StateTypeSet
trigger1 = StateType = A
Physics = A
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000];G
Type = NotHitBy
Trigger1 = 1
value = SCA
Time = 1

;var(50)=K[h
;1= 2= 3=
;var(51)=OUStateNo

[State 60000,K[hwKp]
type = VarSet
trigger1 = Root,StateNo = 130 || (Root,StateNo = [150,151]) 
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = S
var(50) = 1
ignorehitpause = 1

[State 60000,iK[hwKp]
type = VarSet
trigger1 = Root,StateNo = 131 || (Root,StateNo = [152,153])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = C
var(50) = 2
ignorehitpause = 1

[State 60000,󒆃K[hwKp]
type = VarSet
trigger1 = Root,StateNo = 132 || (Root,StateNo = [154,155])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = A
var(50) = 3
ignorehitpause = 1

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

[State 60000,Zbg]
type = VarSet
triggerall = var(50)
triggerall = Root,StateNo != [120,155]
triggerall = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger1 = (Root,StateNo != [35,52]) && (Root,StateNo != [100,119])
trigger2 = var(50)!=4
trigger2 = Root,MoveType = A || Root,StateNo = 7000
trigger3 = var(50)=4
trigger3 = Root,MoveType = A && Enemy(Root,var(54)),MoveType = H && (Enemy(Root,var(54)),StateNo!=[120,169])
var(50) = 0
ignorehitpause = 1

[State 60000,OUL]
type = VarSet
trigger1 = !var(51)
trigger1 = (Root,StateNo = [200,320]) || (Root,StateNo = [1000,1020]) || (Root,StateNo = [7100,7120]) || Root,StateNo = 1101 || Root,StateNo = 1111 || Root,StateNo = 1200
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(51) = Root,StateNo
ignorehitpause = 1

[State 60000,蓊L]
type = VarSet
trigger1 = !var(52)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT
trigger1 = EnemyNear,Time > 0
var(52) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,蓊LOFF]
type = VarSet
trigger1 = var(52)
trigger1 = EnemyNear,StateNo != var(52)
trigger1 = EnemyNear,MoveType != A
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(52) = 0
ignorehitpause = 1

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

[State 60000,ʌwK]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = var(51) = 1200
triggerall = Root,var(1) = 2
trigger1 = TeamMode = Single || TeamMode = Turns
trigger2 = TeamMode = Simul
trigger2 = Root,NumPartner
trigger2 = !Partner,Alive
var(56) = var(56)+1
ignorehitpause = 1

[State 60000,ULOFF]
type = VarSet
trigger1 = var(51) = 1200
trigger1 = Root,var(1) = 2
var(51) = 0
ignorehitpause = 1

[State 60000,RCp]
type = VarSet
trigger1 = var(58) != 1
trigger1 = Root,StateType = S
var(58) = 1
ignorehitpause = 1

[State 60000,RCp]
type = VarSet
trigger1 = var(58) != 3
trigger1 = Root,StateType = C || Root,StateType = A
var(58) = 3
ignorehitpause = 1

[State 60000,RCEu]
type = VarSet
triggerall = !var(59)
;triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
triggerall = Root,var(1) = [1,2]
trigger1 = EnemyNear(Root,var(54)),Name = "Ayu Tukimiya"
trigger1 = EnemyNear(Root,var(54)),authorName = "shikkoku"
trigger1 = EnemyNear(Root,var(54)),NumExplod(7200) > 0 || EnemyNear(Root,var(54)),StateNo = 160
trigger2 = EnemyNear(Root,var(54)),Name = "Makoto Sawatari" || Enemy(Root,var(54)),Name = "Mayu Shiina"
trigger2 = EnemyNear(Root,var(54)),authorName = "BF"
trigger2 = EnemyNear(Root,var(54)),NumExplod(8210) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,161])
trigger3 = EnemyNear(Root,var(54)),Name = "Misuzu" || EnemyNear(Root,var(54)),Name = "UNKNOWN" || EnemyNear(Root,var(54)),Name = "Mizuka Nagamori"
trigger3 = EnemyNear(Root,var(54)),authorName = "hanma"
trigger3 = EnemyNear(Root,var(54)),NumExplod(7011) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger4 = EnemyNear(Root,var(54)),Name = "RUMI NANASE"
trigger4 = EnemyNear(Root,var(54)),authorName = "UMA"
trigger4 = EnemyNear(Root,var(54)),NumExplod(7011) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger5 = EnemyNear(Root,var(54)),Name = "Another_Mai_K" || EnemyNear(Root,var(54)),Name = "Kanna_Kouryu"
trigger5 = EnemyNear(Root,var(54)),authorName = "kuri"
trigger5 = EnemyNear(Root,var(54)),NumExplod(715) > 0 || (EnemyNear(Root,var(54)),StateNo = [4650,4670])
trigger6 = (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger7 = (EnemyNear(Root,var(54)),StateNo = [130,132]) && EnemyNear(Root,var(54)),Ctrl
var(59) = 1
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,u]
type = VarSet
triggerall = !var(59) && !Root,fvar(37)
trigger1 = Root,var(1)=1&&EnemyNear(Root,var(54)),MoveType=I||Root,var(1)=2&&(EnemyNear(Root,var(54)),StateNo!=[120,169])
trigger1 = EnemyNear(Root,var(54)),StateNo>=200
var(59) = 2
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,u]
type = VarSet
triggerall = !var(59) && !Root,fvar(37)
trigger1 = Root,NumHelper(20000)
trigger1 = (Helper(20000),MoveHit&&EnemyNear(Root,var(54)),MoveType!=H||Helper(20000),MoveGuarded&&(EnemyNear(Root,var(54)),StateNo!=[120,169]))
var(59) = 3
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,RCEu胊Zbg]
type = VarSet
triggerall = var(59)
trigger1 = var(59) != 3
trigger1 = EnemyNear(Root,var(54)),MoveType=H&&(EnemyNear(Root,var(54)),StateNo!=[120,169])||Root,MoveType!=A||Root,Ctrl
trigger2 = var(59) = 3
trigger2 = EnemyNear(Root,var(54)),MoveType=H&&(EnemyNear(Root,var(54)),StateNo!=[120,169])||Root,MoveType=H||!Root,NumHelper(20000)
trigger3 = var(59)
trigger3 = (EnemyNear(Root,var(54)),StateNo=[120,159]) && EnemyNear(Root,var(54)),Ctrl=0
var(59) = 0
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,iwK]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(1)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(1) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK2]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(2)
trigger1 = var(1)
trigger1 = var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK3]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(3)
trigger1 = var(2)
trigger1 = var(2) != EnemyNear,StateNo && var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(3) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(4)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(4) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK2]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(5)
trigger1 = var(4)
trigger1 = var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(5) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK3]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(6)
trigger1 = var(5)
trigger1 = var(5) != EnemyNear,StateNo && var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(6) = EnemyNear,StateNo
ignorehitpause = 1

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

[State 60000,wK2]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(8)
trigger1 = var(52)
trigger1 = var(7)
trigger1 = var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(8) = var(52)
ignorehitpause = 1

[State 60000,wK3]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(9)
trigger1 = var(52)
trigger1 = var(8)
trigger1 = var(8) != var(52) && var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(9) = var(52)
ignorehitpause = 1

[State 60000,󒆊wK]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(10)
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(10) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,󒆊wK2]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(11)
trigger1 = var(10)
trigger1 = var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(11) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,󒆊wK3]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(12)
trigger1 = var(11)
trigger1 = var(11) != EnemyNear,StateNo && var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
trigger1 = !var(17)&&var(17):=var(17)+1
var(12) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(13) = var(1)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(13) = var(2)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(13) = var(3)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,K[hs\]
type = VarSet
triggerall = var(13)
triggerall = !var(14)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(14) = -1
ignorehitpause = 1

[State 60000,K[hs\]
type = VarSet
triggerall = var(13)
triggerall = var(14) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(14) = 1
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(15) = ifelse(var(1)!=var(13),var(1),0)
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(15) = ifelse(var(1)!=var(13),var(2),0)
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(15) = ifelse(var(1)!=var(13),var(3),0)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,K[hs\2]
type = VarSet
triggerall = var(15)
triggerall = !var(16)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(16) = -1
ignorehitpause = 1

[State 60000,K[hs\2]
type = VarSet
triggerall = var(15)
triggerall = var(16) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(16) = 1
ignorehitpause = 1

[State 60000,wKꎞfZbg]
type = VarSet
trigger1 = var(17)
trigger1 = Root,MoveType != H
trigger1 = Root,StateNo =5210 || Root,Ctrl
var(17) = 0
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = !var(18)
trigger1 = Root,CanRecover
trigger1 = Root,MoveType = H
var(18) = 1
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = var(18)
trigger1 = Root,CanRecover = 0
trigger1 = Root,MoveType = H
trigger1 = Enemy(Root,var(54)),MoveType = A
trigger1 = Root,StateNo != 5210
var(19) = 1
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = var(18)
trigger1 = Root,CanRecover = 0
trigger2 = Root,MoveType != H
trigger3 = Root,StateType = L
trigger4 = Root,StateNo = [5100,5120]
trigger5 = Root,StateNo = 5210
var(18) = 0
ignorehitpause = 1

[State 60000,RCGNoL]
type = VarSet
trigger1 = Root,StateNo = 125
trigger1 = !var(20)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
var(20) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,RCGNoZbg]
type = VarSet
triggerall = var(20)
trigger1 = EnemyNear,Ctrl
trigger2 = EnemyNear,MoveType != A
trigger3 = EnemyNear,StateNo = [120,169]
var(20) = 0
ignorehitpause = 1

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

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

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

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

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 200
trigger1 = !var(30)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(30) = 1
ignorehitpause = 1

[State 60000,ߒwK]
type = VarSet
trigger1 = var(51) = 210
trigger1 = !var(31)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(31) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 220
trigger1 = !var(32)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(32) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 230
trigger1 = !var(33)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(33) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 300
trigger1 = !var(34)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(34) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 310
trigger1 = !var(35)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(35) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 320
trigger1 = !var(36)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(36) = 1
ignorehitpause = 1

[State 60000,㖶UwK]
type = VarSet
trigger1 = var(51) = 1000
trigger1 = !var(37)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(37) = 1
ignorehitpause = 1

[State 60000,UwK]
type = VarSet
trigger1 = var(51) = 1010
trigger1 = !var(38)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(38) = 1
ignorehitpause = 1

[State 60000,UwK]
type = VarSet
trigger1 = var(51) = 1020
trigger1 = !var(39)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(39) = 1
ignorehitpause = 1

[State 60000,jSwK]
type = VarSet
trigger1 = var(51) = 240
trigger1 = !var(40)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(40) = 1
ignorehitpause = 1

[State 60000,㖶U뎮wK]
type = VarSet
trigger1 = var(51) = 7100
trigger1 = !var(41)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(41) = 1
ignorehitpause = 1

[State 60000,U뎮wK]
type = VarSet
trigger1 = var(51) = 7110
trigger1 = !var(42)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(42) = 1
ignorehitpause = 1

[State 60000,U뎮wK]
type = VarSet
trigger1 = var(51) = 7120
trigger1 = !var(43)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(43) = 1
ignorehitpause = 1

[State 60000,knAǌwK]
type = VarSet
trigger1 = var(51) = 1101
trigger1 = !var(44)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(44) = 1
ignorehitpause = 1

[State 60000,knBǌwK]
type = VarSet
trigger1 = var(51) = 1111
trigger1 = !var(45)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(45) = 1
ignorehitpause = 1

[State 60000,т܂wK]
type = VarSet
trigger1 = var(56)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(46)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(46) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,т܂wK]
type = VarSet
trigger1 = var(56)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(47)
trigger1 = var(46)
trigger1 = var(46) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(47) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,т܂wK]
type = VarSet
trigger1 = var(56)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(48)
trigger1 = var(47)
trigger1 = var(47) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(48) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,т܂wK]
type = VarSet
trigger1 = var(56)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(49)
trigger1 = var(48)
trigger1 = var(48) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(49) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ULOFF]
type = VarSet
trigger1 = var(51)
trigger1 = Root,StateNo != var(51)
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(51) = 0
ignorehitpause = 1

[State 60000,퓬ȊOł͏]
type = DestroySelf
triggerall = isHelper
trigger1 = RoundState > 2
trigger2 = Root,Alive = 0

;
;K[hwp[(ҎɊ)
;
[Statedef 60001]
anim = 0
ctrl = 0

[State 60001,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 60001];Ԃɂ
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 60001];G
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 60001]
Type = Turn
Trigger1 = Facing*ifelse((Enemy(Root,var(54)),Pos X-Pos X)>=0,1,-1) < 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 60001]
type = varset
Trigger1 = Enemy(Root,var(54)),Facing*ifelse((Enemy(Root,var(54)),Pos X-root,Pos X)>=0,1,-1)<=0
Trigger2 = !Enemy(Root,var(54)),HitDefAttr = A,NA,SA,HA
var(10) = 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 60001]
type = varset
Trigger1 = Enemy(Root,var(54)),Facing*ifelse((Enemy(Root,var(54)),Pos X-root,Pos X)>=0,1,-1)>0
Trigger1 = Enemy(Root,var(54)),HitDefAttr = A,NA,SA,HA
var(10) = 1
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001]
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos X+ifelse((Enemy(Root,var(54)),Pos Y<0&&var(10)=1),(Enemy(Root,var(54)),Const(size.attack.dist)),(Enemy(Root,var(54)),Const(size.proj.attack.dist)))*(Enemy(Root,var(54)),Facing)
y = ifelse(Root,StateType!=A,Root,Pos Y,Root,Pos Y+30)
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001,퓬ȊOł͏]
type = DestroySelf
triggerall = isHelper
trigger1 = RoundState > 2
trigger2 = Root,Alive = 0
