
;==============================================================
;-| 儃僞儞攝抲 |-----------------------------------------------------
;奺儃僞儞偺攝抲傪娙扨偵曄峏偱偒傑偡丅
;偙偺僉儍儔僋僞乕偺儃僞儞攝抲傪曄偊偨偄偲偒側偳偵巊偄傑偡丅
;x = x 傪 x = a 偵曄偊傟偽丄x偑a偵曄傢傝傑偡丅

;僇僾僐儞巇條偭傐偄傗偮
[Remap]
x = a
y = c
z = z
a = x
b = y
c = b
s = s

;-| AI |--------------------------------------------------------
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,s
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,s
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,s
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,s
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,s
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,s
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,s
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,s
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,s
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,s
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,s
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,s
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,s
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,s
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z,s
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z,s
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,s
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z,s
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z,s
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z,s
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z,s
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z,s
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z,s
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z,s
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z,s
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a,s
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z,s
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,s
time = 0

; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

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


;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20

[Command]
name = "TripleKFPalm"   ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "SmashKFUpper"   ;Same name as above
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x

[Command]
name = "upper_y"
command = ~F, D, DF, y

[Command]
name = "upper_xy"
command = ~F, D, DF, x+y

[Command]
name = "QCF_x"
command = ~D, DF, F, x

[Command]
name = "QCF_y"
command = ~D, DF, F, y

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y

[Command]
name = "QCB_x"
command = ~D, DB, B, x

[Command]
name = "QCB_y"
command = ~D, DB, B, y

[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

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

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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = a
time = 1

[Command]
name = "recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /a
time = 1

[Command]
name = "recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = b
time = 1

[Command]
name = "recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /b
time = 1

[Command]
name = "recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = c
time = 1

[Command]
name = "recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /c
time = 1


[Command]
name = "Fall_recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = a
time = 1

[Command]
name = "Fall_recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /a
time = 1


[Command]
name = "Fall_recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = b
time = 1

[Command]
name = "Fall_recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /b
time = 1

[Command]
name = "Fall_recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = c
time = 1

[Command]
name = "Fall_recovery"   ;梫媮嵪傒 (僉乕偺曄峏偼壜擻偱偡偑柤慜傪曄偊偨傝柍岠偵偟偰偼偄偗傑偣傫)
command = /c
time = 1

[Command]
name = "HighJump"    
command = ~$D,$U
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "holdfwdup"
command = /$UF

[Command]
name = "holdbackup"
command = /$UB

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

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

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

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


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

;===========================================================================
;---------------------------------------------------------------------------
;僇乕僪慖戰
;---------------------------------------------------------------------------
[State Config]
type = VarAdd
triggerall = Var(59) = 0&&Var(57)!=2||var(57) = 1
triggerall = command != "x" 
triggerall = command != "z" 
trigger1 =  command = "y" || ifelse(facing=1,command = "y+仺",command = "y+仼")
trigger1 = ifelse(facing=1,command != "y+仼",command != "y+仺")
V = 35
Value = ifelse(var(35)=4,-4,1)
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State Config]
type = VarAdd
triggerall = Var(59) = 0&&Var(57)!=2||var(57) = 1
triggerall = command != "x"
triggerall = command != "z"  
trigger1 = ifelse(facing=1,command = "y+仼",command = "y+仺")
;trigger1 = ifelse(facing=1,command != "y+仺",command != "y+仼")&&command != "y"
V = 35
Value = ifelse(var(35)=0,4,-1)
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


;---------------------------------------------------------------------------
;僗僞僪儕巊梡
[State -1]
type = ChangeState
value = 350
triggerall = Var(17) = 0
triggerall = Var(59) = 0
triggerall = var(57) != 1
triggerall = roundstate = 2
triggerall = var(10) >= 1
triggerall = command = "x+a" 
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movecontact
trigger6 = stateno = 240
trigger6 = movecontact
trigger7 = stateno = 250
trigger7 = movecontact

;僗僞僪儕巊梡梊栺
[State -1]
type = VarSet
FV = 5
value = ifelse(fvar(5)=0,1,0)
triggerall = Var(17) = 0
triggerall = var(57) = 1
;triggerall = roundstate = 2
;triggerall = var(10) >= 1
trigger1 = command = "x+a" 
;trigger1 = fvar(5) = 0
IgnoreHitPause = 1
supermovetime = 99999
pausemovetime = 99999

;僗僞僪儕梊栺忬嫷
[State -2]
type = Explod
triggerall = var(57) = 1
triggerall = fvar(5) = 1
trigger1 = time%1 = 0
ownpal = 1 
anim = 6500
id = 6500
pos = 0,ifelse(StateType = C||StateNo = 5120,-80,ifelse(StateType = L,-30,-130))
Scale = 0.5,0.5
postype = p1
facing = ifelse(facing=1,1,-1)
BindTime = -1
SprPriority = 99999
IgnoreHitPause = 1
Persistent = 1
supermovetime = 99999
pausemovetime = 99999

;僗僞僪儕帺摦巊梡
[State -1]
type = ChangeState
value = 350
triggerall = Var(17) = 0
triggerall = Var(59) >= 1
triggerall = var(57) = 1
triggerall = roundstate = 2
triggerall = var(10) >= 1
triggerall = statetype != A
triggerall = fvar(5) = 1
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movecontact
trigger6 = stateno = 240
trigger6 = movecontact
trigger7 = stateno = 250
trigger7 = movecontact

;---------------------------------------------------------------------------
;僄僫僪儕巊梡
[State -2]
Type = Helper
triggerall = Var(18) = 0
triggerall = Var(59) = 0&&Var(57)!=2||var(57) = 1
triggerall = roundstate = 2
triggerall = var(11) >= 1
trigger1 = command = "x+c"
StateNo = 24500
ID = 24500
name = "ena"
PosType = left
Pos = 0,0
Ownpal = 0
SprPriority = -20
IgnoreHitPause = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

;---------------------------------------------------------------------------
;僈僠儍
[State -2]
Type = Helper
triggerall = Var(59) = 0&&Var(57)!=2||var(57) = 1
triggerall = (var(50+var(35))) <= 0
triggerall = roundstate = 2
triggerall = var(25) >= 3000
trigger1 = command = "z" 
;trigger1 = command !="z+仺"
;trigger1 = command !="z+仼"
Trigger1 = NumHelper(25000+var(35)) = 0
Trigger1 = NumHelper(25000) = 0
Trigger1 = NumHelper(25001) = 0
Trigger1 = NumHelper(25002) = 0
Trigger1 = NumHelper(25003) = 0
Trigger1 = NumHelper(25004) = 0
StateNo = 25000
ID = (25000+var(35))
name = "gacha"
PosType = left
Pos = 0,0
Ownpal = 0
SprPriority = -20
IgnoreHitPause = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999
Persistent = 0

;---------------------[僇乕僪敪摦]
[State -1]
type = Helper
triggerall = Var(59) = 0&&Var(57)!=2||var(57) = 1
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
;triggerall = NumHelper(12000+var(30+var(35))) < 2
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = command = "x" 
triggerall = command != "x+a" 
triggerall = command != "x+c" 
trigger1 = MoveType != H
trigger1 = StateNo != 5120
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;---------------------------------------------------------------------------
;僈乕僪僉儍儞僙儖
[State -1]
type = ChangeState
value = 1500
triggerall = Var(59) = 0
triggerall = power >= 1000
triggerall = statetype != A
triggerall = command = "a+b" || command = "b+c"
trigger1 = stateno = [140,155]

;---------------------------------------------------------------------------
;婞尃偡傞
[State -1]
type = ChangeState
value = 4400
triggerall = Var(59) = 0
triggerall = command = "a+b" || command = "b+c"
triggerall = Var(43) = 0
triggerall = Var(20) >= 50
triggerall = Life > 0
trigger1 = MoveType = H&(StateNo != [120,159])

;---------------------------------------------------------------------------
;僐僽儔
[State -1]
type = ChangeState
value = 4000
triggerall = Var(59) = 0
triggerall = statetype != A
triggerall = command = "b+c"
triggerall = power >= 2000
triggerall = var(20) >= 10
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movecontact
trigger6 = stateno = 240
trigger6 = movecontact
trigger7 = stateno = 250
trigger7 = movecontact
;trigger8 = stateno = 2000
;trigger8 = var(20) >= 20
;trigger8 = time >= 48

;---------------------------------------------------------------------------
;恆巑僗僞僀儖
[State -1]
type = ChangeState
value = 3500
triggerall = Var(59) = 0
triggerall = statetype = A
triggerall = command = "b+c"
triggerall = power >= 2000
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;僾儘僟僋僔儑儞愝棫
[State -1]
type = ChangeState
value = 2000
triggerall = Var(59) = 0
triggerall = statetype != A
triggerall = command = "a+b"
triggerall = power >= 1000
triggerall = var(25) >= 1000
triggerall = NumHelper(765) = 0
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movecontact
trigger6 = stateno = 240
trigger6 = movecontact
trigger7 = stateno = 250
trigger7 = movecontact


;===========================================================================
;摜傫挘傝僕儍儞僾
[State -1, Run Fwd]
type = null;ChangeState
value = 1200
triggerall = Var(59) = 0
triggerall = statetype = A
triggerall = time >= 10
triggerall = Pos Y <= -5
triggerall = var(6) = 0
triggerall = command = "holdup"
trigger1 = stateno = 50

;---------------------------------------------------------------------------
;暻挘傝晅偒
[State -1, ]
type = ChangeState
value = 600
triggerall = Var(59) = 0
triggerall = StateNo != 600
triggerall = command = "holdback"
triggerall = statetype = A
triggerall = BackEdgeBodyDist <= 10
triggerall = var(20) >= 2
triggerall = !inguarddist
trigger1 = ctrl
trigger1 = Pos Y <= -45
trigger1 = Vel X <= 0
trigger1 = StateNo = 50

;---------------------------------------------------------------------------
;Run Fwd
;僕儍儞僾僉儍儞僙儖
[State -1, Run Fwd]
type = ChangeState
value = 40
triggerall = Var(59) = 0
trigger1 = command = "holdup"
trigger1 = stateno = 240
trigger1 = movehit

[state x]
Type = Turn
triggerall = Var(59) = 0
trigger1 = command = "a+b"
trigger1 = statetype = A
trigger1 = ctrl


;Run Fwd
;暻僕儍儞僾
[State -1, Run Fwd]
type = ChangeState
value = 640
triggerall = Var(59) = 0
trigger1 = command = "holdfwdup"
trigger1 = StateNo = 600

;Run Fwd
;擇抜僕儍儞僾
[State -1, Run Fwd]
type = null;ChangeState
value = 650
triggerall = Var(59) = 0
trigger1 = command = "holdup"
trigger1 = statetype = A
trigger1 = ctrl

;Run Fwd
;嬻拞慜僟僢僔儏
[State -1, Run Fwd]
type = null;ChangeState
value = 700
triggerall = Var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Fwd
;僟僢僔儏
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;屻戅僟僢僔儏
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = Var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;嬻拞搳偘
[State -1]
type = ChangeState
value = 880
triggerall = Var(59) = 0
triggerall = statetype = A
triggerall = p2bodydist X < 30
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = command = "front_c"
trigger1 = ctrl

;嬻拞搳偘
[State -1]
type = ChangeState
value = 885
triggerall = Var(59) = 0
triggerall = statetype = A
triggerall = p2bodydist X < 30
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = command = "back_c"
trigger1 = ctrl

;---------------------------------------------------------------------------
;搳偘
[State -1]
type = ChangeState
value = 800
triggerall = Var(59) = 0
triggerall = statetype = S
triggerall = stateno != 100
triggerall = p2bodydist X < 30
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno != 40
triggerall = command = "front_c"
trigger1 = ctrl

;搳偘
[State -1]
type = ChangeState
value = 805
triggerall = Var(59) = 0
triggerall = statetype = S
triggerall = stateno != 100
triggerall = p2bodydist X < 30
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2stateno != 40
triggerall = command = "back_c"
trigger1 = ctrl


;===========================================================================
;---------------------------------------------------------------------------
;柤巋岎姺
[State -1]
type = ChangeState
value = 330
triggerall = Var(59) = 0
triggerall = roundstate = 2
triggerall = command = "back_b" 
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact

;---------------------------------------------------------------------------
;屻傠棫偪庛
[State -1]
type = ChangeState
value = 202
triggerall = Var(59) = 0
triggerall = roundstate = 2
triggerall = command = "back_a" 
triggerall = command != "holddown"
triggerall = command != "x+a" 
trigger1 = statetype = S
trigger1 = ctrl

;屻傠棫偪庛
[State -1]
type = ChangeState
value = 204
triggerall = Var(59) = 0
triggerall = roundstate = 2
triggerall = command = "back_a" 
triggerall = command != "holddown"
triggerall = command != "x+a" 
trigger1 = stateno = 240
trigger1 = movecontact
trigger2 = stateno = 230
trigger2 = movecontact

;Stand Light Punch
;慜棫偪庛
[State -1, Stand Light Punch]
type = ChangeState
value = 207
triggerall = Var(59) = 0
triggerall = command = "front_a"
triggerall = command != "x+a" 
triggerall = command != "holddown"
trigger1 = stateno = 250
trigger1 = movecontact
trigger2 = stateno = 240
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact

;Stand Light Punch
;慜棫偪庛
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = Var(59) = 0
triggerall = command = "front_a"
triggerall = command != "x+a" 
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stand Light Punch
;棫偪庛
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = Var(59) = 0
triggerall = command = "a"
triggerall = command != "x+a" 
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = animelemtime(3) >= 0

;---------------------------------------------------------------------------
;Stand Strong Punch
;慜棫偪拞
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = Var(59) = 0
triggerall = command = "front_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
;棫偪拞
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = Var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
;慜棫偪嫮
[State -1, Stand Strong Punch]
type = ChangeState
value = 225
triggerall = Var(59) = 0
triggerall = command = "front_c"
triggerall = command != "x+c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact

;---------------------------------------------------------------------------
;屻傠棫偪嫮
[State -1]
type = ChangeState
value = 227
triggerall = Var(59) = 0
triggerall = roundstate = 2
triggerall = command = "back_c" 
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact

;---------------------------------------------------------------------------
;Standing Strong Kick
;棫偪嫮
[State -1, Crouching Light Kick]
type = ChangeState
value = 220
triggerall = Var(59) = 0
triggerall = command = "c"
triggerall = command != "x+c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact

;---------------------------------------------------------------------------
;Stand Light Kick
;棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = Var(59) = 0
triggerall = command = "a"
triggerall = command != "x+a" 
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
;Taunt
;挧敪
[State -1, Taunt]
type = ChangeState
value = 1765
triggerall = Var(59) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;偟傖偑傒庛
[State -1, Crouching Light Punch]
type = ChangeState
value = 230
triggerall = Var(59) = 0
triggerall = command = "a"
triggerall = command != "x+a" 
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = animelemtime(3) >= 0

;---------------------------------------------------------------------------
;Crouching Strong Punch
;偟傖偑傒拞
[State -1, Crouching Strong Punch]
type = ChangeState
value = 240
triggerall = Var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact

;---------------------------------------------------------------------------
;Crouching Light Kick
;偟傖偑傒嫮
[State -1, Crouching Light Kick]
type = ChangeState
value = 250
triggerall = Var(59) = 0
triggerall = command = "c"
triggerall = command != "x+c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact

;---------------------------------------------------------------------------
;Crouching Strong Kick
;偟傖偑傒嫮僉僢僋
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = Var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Jump Light Punch
;嬻拞庛
[State -1, Jump Light Punch]
type = ChangeState
value = 260
triggerall = Var(59) = 0
triggerall = command = "a"
triggerall = command != "x+a" 
triggerall = command != "a+b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = 600 && time >= 8

;---------------------------------------------------------------------------
;Jump Light Punch
;嬻拞拞
[State -1, Jump Light Punch]
type = ChangeState
value = 270
triggerall = Var(59) = 0
triggerall = command = "b"
triggerall = command != "a+b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = 600 && time >= 8

;---------------------------------------------------------------------------
;Jump Light Punch
;嬻拞壓嫮
[State -1, Jump Light Punch]
type = ChangeState
value = 285
triggerall = Var(59) = 0
triggerall = command = "c+伀"
triggerall = command != "x+c" 
triggerall = statetype = A
triggerall = Pos Y <= -45
trigger1 = ctrl
trigger2 = StateNo = 600 && time >= 8

;---------------------------------------------------------------------------
;Jump Light Punch
;嬻拞嫮
[State -1, Jump Light Punch]
type = ChangeState
value = 280
triggerall = Var(59) = 0
triggerall = command = "c"
triggerall = command != "x+c" 
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = 600 && time >= 8


;仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐
;AI
;仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐
[State -3, AI僼儔僌僙僢僩]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
triggerall = Var(57) != 2
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
Trigger52= Var(1) = 1
Trigger53 = var(57) = 1
IgNoreHitPause = 1

;仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐
var(59) = var(56);仼俙I儗儀儖乮1乣10乯
;仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐仐

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;LV10   = 恀丒傾僀僪儖儅僗僞乕
;LV9   = 傾僀僪儖儅僗僞乕
;LV8   = 挻攧傟偭巕僾儘僨儏乕僒乕
;LV7   = 攧傟偭巕僾儘僨儏乕僒乕
;LV6   = 晀榬僾儘僨儏乕僒乕乮僨僼僅儖僩乯
;LV5   = 拞寴僾儘僨儏乕僒乕
;LV4   = 晛捠僾儘僨儏乕僒乕
;LV3   = 怴暷僾儘僨儏乕僒乕
;LV2   = 嬱偗弌偟僾儘僨儏乕僒乕
;LV1   = 尒廗偄僾儘僨儏乕僒乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, AI]
Type = VarAdd
Trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT,NA,SA,HA,NP,SP,HP
FV = 35
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, AI]
Type = VarSet
Trigger1 =! EnemyNear,HitDefAttr = SCA,NT,ST,HT,NA,SA,HA,NP,SP,HP
FV = 35
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -1, ]
Type = VarSet
triggerall = Var(59) >= 1
trigger1=RoundState = 2
var(2) = 0+(NumEnemy = 2 && EnemyNear(0),life <= 0)
IgnoreHitPause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;傾僀僪儖彚娨
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;---------------------------------------------------------------------------
;僇乕僪慖戰
;---------------------------------------------------------------------------
[State Config]
type = VarAdd
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
Triggerall = NumHelper(25000) = 0
Triggerall = NumHelper(25001) = 0
Triggerall = NumHelper(25002) = 0
Triggerall = NumHelper(25003) = 0
Triggerall = NumHelper(25004) = 0
trigger1 =  time%2 = 0
V = 35
Value = ifelse(var(35)=4,-4,1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;僄僫僪儕巊梡
[State -2]
Type = Helper
triggerall = Var(18) = 0
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = var(11) >= 1
trigger1 = var(50) + var(51) + var(52) + var(53) + var(54) >= 25
trigger1 = Random <= 250
StateNo = 24500
ID = 24500
name = "ena"
PosType = left
Pos = 0,0
Ownpal = 0
SprPriority = -20
IgnoreHitPause = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

;僈僠儍
[State -2]
Type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = (var(50+var(35))) <= 0
triggerall = var(25) >= 3000
triggerall = roundstate = 2
Triggerall = NumHelper(25000+var(35)) = 0
Triggerall = NumHelper(25000) = 0
Triggerall = NumHelper(25001) = 0
Triggerall = NumHelper(25002) = 0
Triggerall = NumHelper(25003) = 0
Triggerall = NumHelper(25004) = 0
triggerall = Helper(30000),var(1) = 1
triggerall = var(30+var(35)) != 18
trigger1 = var(30+var(35)) = -1
trigger2 = var(30) != -1
trigger2 = var(31) != -1
trigger2 = var(32) != -1
trigger2 = var(33) != -1
trigger2 = var(34) != -1
trigger2 = var(13) >= 720
StateNo = 25000
ID = (25000+var(35))
name = "gacha"
PosType = left
Pos = 0,0
Ownpal = 0
SprPriority = -20
IgnoreHitPause = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999
Persistent = 0

;弔崄偝傫
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 18
triggerall = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
triggerall = NumHelper(12004) = 0||Helper(12004),Time >= Helper(12004),var(40)
triggerall = NumHelper(12006) = 0||Helper(12006),Time >= Helper(12006),var(40)
triggerall = NumHelper(12013) = 0||Helper(12013),Time >= Helper(12013),var(40)
trigger1 = Random <= 100+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;棖巕
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 2
triggerall = EnemyNear(var(2)),StateType != L
triggerall = EnemyNear(var(2)),FrontEdgeBodyDist >= 120
trigger1 = NumHelper(12004) = 0||Helper(12004),Time >= Helper(12004),var(40)
trigger1 = NumHelper(12006) = 0||Helper(12006),Time >= Helper(12006),var(40)
trigger1 = NumHelper(12013) = 0||Helper(12013),Time >= Helper(12013),var(40)
trigger1 = NumHelper(12018) = 0||Helper(12018),Time >= Helper(12018),var(40)
trigger1 =EnemyNear(var(2)),Vel X = 0
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])
trigger1 = Random <= 33
trigger2 = NumHelper(12014) = 0||Helper(12014),Time >= Helper(12014),var(40)
trigger2 = StateNo = 810
trigger2 = Time = [40,45]
trigger3 = EnemyNear(var(2)),BackEdgeBodyDist <= 20
trigger3 = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
trigger3 = StateNo = 250
trigger3 = Time <= 10
trigger3 = Random <= 250+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;旤壝
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 4
triggerall = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
triggerall = NumHelper(12006) = 0||Helper(12006),Time >= Helper(12006),var(40)
triggerall = NumHelper(12013) = 0||Helper(12013),Time >= Helper(12013),var(40)
triggerall = NumHelper(12018) = 0||Helper(12018),Time >= Helper(12018),var(40)
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])||EnemyNear(var(2)),StateType = L
trigger1 = Random <= 50+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;彫擔岦
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 13
triggerall = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
triggerall = NumHelper(12004) = 0||Helper(12004),Time >= Helper(12004),var(40)
triggerall = NumHelper(12018) = 0||Helper(12018),Time >= Helper(12018),var(40)
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])||EnemyNear(var(2)),StateType = L
trigger1 = Random <= 50+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;晼偝傫
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 6
triggerall = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
triggerall = NumHelper(12004) = 0||Helper(12004),Time >= Helper(12004),var(40)
triggerall = NumHelper(12013) = 0||Helper(12013),Time >= Helper(12013),var(40)
triggerall = NumHelper(12018) = 0||Helper(12018),Time >= Helper(12018),var(40)
trigger1 = EnemyNear(var(2)),StateType != A
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])||EnemyNear(var(2)),StateType = L
trigger1 = Random <= 70+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;偒傜傝仚
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 810
triggerall = StateNo != 5120
triggerall = MoveType != A
triggerall = var(30+var(35)) = 1
trigger1 = EnemyNear(var(2)),MoveType != H&&(EnemyNear(var(2)),StateNo != [120,159])
trigger1 = EnemyNear(var(2)),BackEdgeBodyDist >= 50
trigger1 = EnemyNear(var(2)),FrontEdgeBodyDist >= 50
trigger1 = Random <= 20+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;偲偲偒傫
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 14
triggerall = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
triggerall = NumHelper(12004) = 0||Helper(12004),Time >= Helper(12004),var(40)
triggerall = NumHelper(12006) = 0||Helper(12006),Time >= Helper(12006),var(40)
triggerall = NumHelper(12013) = 0||Helper(12013),Time >= Helper(12013),var(40)
triggerall = NumHelper(12018) = 0||Helper(12018),Time >= Helper(12018),var(40)
trigger1 =StateType != A
trigger1 = P2BodyDist X = [45,120]
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])
trigger1 = EnemyNear(var(2)),BackEdgeBodyDist > 20
trigger1 = Random <= 45+(Var(18)*7)
trigger2 = StateNo = 810
trigger2 = Time = [30,35]
trigger2 = Random <= 300+(Var(18)*7)
trigger3 = P2BodyDist X = [80,120]
trigger3 = EnemyNear(var(2)),BackEdgeBodyDist <= 20
trigger3 = Random <= 50+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;偩傝乕側
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 11
triggerall = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
trigger1 =StateType != A
trigger1 = P2BodyDist X = [-60,80]
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])||EnemyNear(var(2)),StateNo = 1229
trigger1 = Random <= 35+(Var(18)*7)
trigger2 = NumHelper(12003) = 0||Helper(12003),Time >= Helper(12003),var(40)
trigger2 = NumHelper(12014) = 0||Helper(12014),Time >= Helper(12014),var(40)
trigger2 = NumHelper(12015) = 0||Helper(12015),Time >= Helper(12015),var(40)
trigger2 = StateNo = 810
trigger2 = Time = [100,130]
trigger2 = Random <= 300+(Var(18)*7)
trigger3 = NumHelper(12015) = 0||Helper(12015),Time >= Helper(12015),var(40)
trigger3 = NumHelper(12016) = 0||Helper(12016),Time >= Helper(12016),var(40)
trigger3 = EnemyNear(var(2)),StateType = A
trigger3 = EnemyNear(var(2)),BackEdgeBodyDist <= 20
trigger3 = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
trigger3 = StateNo = 225
trigger3 = Time <= 15
trigger3 = Random <= 250+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;偐側巕
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 7
triggerall =EnemyNear(var(2)),Vel X = 0
triggerall = StateNo != 810
triggerall =EnemyNear(var(2)),Pos Y >= -100
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])||EnemyNear(var(2)),StateNo = 1229
trigger1 = Random <= 30+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;恀
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 16
triggerall = StateNo != 810
triggerall = EnemyNear(var(2)),StateType != L
triggerall = NumHelper(12006) = 0||Helper(12006),Time >= Helper(12006),var(40)
trigger1 = EnemyNear(var(2)),StateType != A
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])
trigger1 = Random <= 30+(Var(18)*7)
trigger2 = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
trigger2 = NumHelper(12011) = 0||Helper(12011),Time >= Helper(12011),var(40)
trigger2 = NumHelper(12015) = 0||Helper(12015),Time >= Helper(12015),var(40)
trigger2 = EnemyNear(var(2)),StateType = A
trigger2 = EnemyNear,BackEdgeBodyDist <= 20
trigger2 = EnemyNear,MoveType = H && (EnemyNear,StateNo != [120,159])
trigger2 = P2BodyDist Y = [-60,-5]
trigger2 = StateNo = 225
trigger2 = Time <= 15
trigger2 = Random <= 220+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;偁傫偢
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 0
triggerall = EnemyNear,MoveType != H||(EnemyNear,StateNo = [120,159])||EnemyNear,StateType = L
triggerall = NumHelper(12006) = 0||Helper(12006),Time >= Helper(12006),var(40)
trigger1 = Random <= 20+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;傒偔偵傖傫
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = StateNo != 810
triggerall = var(30+var(35)) = 5
triggerall = EnemyNear,StateType != A
triggerall = NumHelper(12006) = 0||Helper(12006),Time >= Helper(12006),var(40)
trigger1 = EnemyNear,MoveType != H||(EnemyNear,StateNo = [120,159])
trigger1 = P2BodyDist X = [-60,110]
trigger1 = Random <= 20+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;愳搰偝傫
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 12
triggerall = EnemyNear,StateType != L
triggerall = NumHelper(12006) = 0||Helper(12006),Time >= Helper(12006),var(40)
trigger1 = Random <= 18+(Var(18)*7)
trigger1 = EnemyNear,FrontEdgeBodyDist >= 80
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;浠壝
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 3
triggerall = EnemyNear,StateType != L
triggerall = Random <= 18+(Var(18)*7)
trigger1 = EnemyNear(var(2)),FrontEdgeBodyDist >= 60
trigger1 = StateNo != 810
trigger2 = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
trigger2 = NumHelper(12015) = 0||Helper(12015),Time >= Helper(12015),var(40)
trigger2 = StateNo = 810
trigger2 = Time = [50,55]
trigger2 = Random <= 300+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;傗傛偄
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 15
triggerall = EnemyNear(var(2)),StateType != L
triggerall = NumHelper(12002) = 0||Helper(12002),Time >= Helper(12002),var(40)
triggerall = NumHelper(12014) = 0||Helper(12014),Time >= Helper(12014),var(40)
trigger1 = P2BodyDist Y = [-60,50]
trigger1 =EnemyNear(var(2)),Vel X = 0
trigger1 = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo = [120,159])
trigger1 = Random <= 30+(Var(18)*7)
trigger2 = StateNo = 810
trigger2 = Time = [40,45]
trigger2 = Random <= 350+(Var(18)*7)
trigger3 = EnemyNear(var(2)),BackEdgeBodyDist <= 20
trigger3 = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
trigger3 = StateNo = 250
trigger3 = Time <= 10
trigger3 = Random <= 250+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;搰懞偝傫
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 8
triggerall = NumExplod(22080) = 0
triggerall = fvar(19) <=0
triggerall = var(20) >= 20
trigger1 =EnemyNear(var(2)),MoveType = H
trigger1 = var(4) >= 3
trigger1 = var(4) <= 7
trigger1 = Random <= 30+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;偟傇傝傫
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 9
triggerall = Fvar(17) <= 0
triggerall = NumExplod(22090) = 0
triggerall = var(20) >= 20
trigger1 = P2BodyDist X = [80,480]
trigger1 = BackEdgeBodyDist >= 60
trigger1 =EnemyNear(var(2)),MoveType != H
trigger1 = Random <= 20+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;偪傖傫傒偍
[State -1]
type = Helper
triggerall = Var(59) >= 1&&Var(57)!=1||var(57) = 2
triggerall = roundstate = 2
triggerall = Helper(30000),var(1) = 1
triggerall = NumHelper(25000+var(35)) = 0
triggerall = (Helper((12000+var(30+var(35)))),var(58)) = 0
triggerall = (var(50+var(35))) <= 0
triggerall = var(30+var(35)) != -1
triggerall = var(20) >= 10
triggerall = var(45) <= 0
triggerall = MoveType != H
triggerall = StateNo != 5120
triggerall = var(30+var(35)) = 10
triggerall = NumExplod(22100) = 0
triggerall = fvar(21) <= 0
triggerall = var(20) >= 20
trigger1 = P2BodyDist X = [140,480]
trigger1 = BackEdgeBodyDist != [80,100]
trigger1 =EnemyNear(var(2)),MoveType != H
trigger1 = Random <= 100+(Var(18)*7)
trigger2 = EnemyNear(var(2)),StateNo = 1229
trigger2 = Random <= 20+(Var(18)*7)
ID = (12000+var(30+var(35)))
name = "CINDERELLA_GIRLS"
pos = 0,0
postype = p1
stateno = (12000+var(30+var(35)))
helpertype = normal
keyctrl = 0 
facing = 1
ownpal = 1
ignorehitpause=1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝懼偊偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;搳偘
[State -1]
type = ChangeState
value = ifelse(EnemyNear(var(2)),BackEdgeBodyDist>=90,800,805)
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),StateType != A
TriggerAll=EnemyNear(var(2)),MoveType != H
TriggerAll= EnemyNear(var(2)),StateNo != 5120
triggerall = ctrl = 1
triggerall = p2stateno != 40
triggerall = p2bodydist X = [-5,15]
trigger1 = Life > (LifeMax/2)
trigger1 = Random <=var(59)*12000
trigger2 = Life <= (LifeMax/2)
trigger2 = Life > (LifeMax/4)
trigger2 = Random <=var(59)*20
trigger3 = Life <= (LifeMax/4)
trigger3 = Random <=var(59)*50

;嬻拞搳偘
[State -1]
type = ChangeState
value = ifelse(BackEdgeBodyDist>=90,880,885)
triggerall = Var(59) >= 1
TriggerAll=StateType = A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
triggerall = p2statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist Y = [-80,20]
triggerall = p2bodydist X = [-5,30]
trigger1 = Random <=var(59)*50

;僾儘僟僋僔儑儞愝棫
[State -1]
type = ChangeState
value = 2000
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=RoundState = 2
triggerall = power >= 1000
triggerall = var(25) >= 1000
triggerall = NumHelper(765) = 0
triggerall =EnemyNear(var(2)),Alive
triggerall =EnemyNear(var(2)),Vel X < 1
triggerall = ctrl = 1
triggerall = fvar(35) >= 2
triggerall = P2BodyDist X = [20,140]
triggerall = P2BodyDist Y = [-220,10]
trigger1 = Random <=var(59)*4
trigger2 = Life <= (LifeMax/4)||EnemyNear(var(2)),Life <= (LifeMax/5)||fvar(35) >= 18
trigger2 = Random <=var(59)*32

;僈乕僪僉儍儞僙儖
[State -1]
type = ChangeState
value = 1500
triggerall = Var(59) >= 1
triggerall = power >= 1000
triggerall = statetype != A
triggerall = P2BodyDist X = [-5,100]
triggerall = P2BodyDist Y = [-80,0]
triggerall = stateno = [140,155]
trigger1 = Random <= (var(59)-3)

;婞尃偡傞
[State -1]
type = ChangeState
value = 4400
triggerall = Var(59) >= 1
triggerall = Var(43) = 0
triggerall = Var(20) >= 50
triggerall = P2BodyDist X = [-70,70]
triggerall = P2BodyDist Y = [-70,70]
triggerall = Life > 0
trigger1 = MoveType = H&(StateNo != [120,159])
trigger1 = Random <= (var(59)-3)|| Life <= 300
trigger1 = fvar(35) = [1,10]
Trigger1 = Enemy,MoveType = A

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, AI]
Type = ChangeState
Value = 120
TriggerAll = Var(59) >=1
TriggerAll = Ctrl 
TriggerAll = StateNo != [120,159]
TriggerAll = ifelse(var(59)<=4,Random<=var(59)*15,Random<=var(59)*160)||var(59)>=8
Trigger1 = InguardDist
Trigger1 = P2BodyDist X >= 0
Trigger2 = InguardDist
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger3 =! EnemyNear(var(2)),HitDefAttr = , NT, ST, HT
Trigger3 = P2MoveType = A
Trigger3 = Enemy,MoveType = A
Trigger3 = P2BodyDist X < 0
IgnoreHitPause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;婲偒峌傔?
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僗僞僪儕
[State -1]
type = ChangeState
value = 350
triggerall = Var(17) = 0
triggerall = Var(59) >= 1
triggerall =Var(57)!=1
triggerall =var(57) != 2
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!inguarddist
triggerall = var(10) >= 1
triggerall = var(20) < 20
trigger1 = ctrl = 1
trigger1 = P2BodyDist X = [120,480]
trigger1 = Random <= 100
trigger2 = ctrl = 1
trigger2 = EnemyNear(var(2)),StateNo = 1229
trigger3 = stateno = 210||stateno = 220||stateno = 250
trigger3 = MoveGuarded
trigger3 = Random <= 20

;僶僢僋僗僥僢僾
[State -3,矫遌
Type     = ChangeState
Value    = 105
Triggerall = Var(59) >= 1
Triggerall = StateType != A
TriggerAll=RoundState = 2
TriggerAll= EnemyNear(var(2)),Alive
TriggerAll= EnemyNear(var(2)),StateType = L
;TriggerAll= EnemyNear(var(2)),StateNo != 1229
Triggerall = !inguarddist
Triggerall = ctrl
triggerall = p2bodydist X = [-5,33]
Triggerall = StateNo != 20
Triggerall = BackEdgeBodyDist>30
trigger1 = Random <= Var(59)*36

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僐儞儃梡栚墴偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僐僽儔
[State -1]
type = ChangeState
value = 4000
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=RoundState = 2
triggerall = power >= 2000
triggerall = var(20) >= 10
triggerall =EnemyNear(var(2)),StateType != L
triggerall =!inguarddist
triggerall =EnemyNear(var(2)),Alive
triggerall =EnemyNear(var(2)),StateType = A
;triggerall = Random <=var(59)*120
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
trigger1 = EnemyNear(var(2)),Life<=EnemyNear(var(2)),LifeMax/3
trigger1 = movehit
trigger1= stateno = 250

;僾儘僟僋僔儑儞愝棫
[State -1]
type = ChangeState
value = 2000
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=RoundState = 2
triggerall = power >= 1000
triggerall = var(25) >= 1000
triggerall = NumHelper(765) = 0
triggerall =!inguarddist
triggerall =EnemyNear(var(2)),Alive
triggerall = EnemyNear(var(2)),Life <=100||power >= 1765&&Random <=var(59)*36||Random <=var(59)*12||FrontEdgeBodyDist <= 60&&Random <=var(59)*36
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
trigger1 = movehit
trigger1= stateno = 240

;棫偪庛峌寕
[State -1]
type = ChangeState
value = 200
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
;TriggerAll=EnemyNear(var(2)),Alive
TriggerAll=EnemyNear(var(2)),StateType = A
TriggerAll=EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
TriggerAll=!inguarddist
triggerall = ctrl = 1
triggerall = P2BodyDist Y = [-85,-1]
trigger1 = P2BodyDist X = [-10,30]
trigger1 = Random <=var(59)*120

;嬻拞嫮峌寕
[State -1]
type = ChangeState
value = 280
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=EnemyNear(var(2)),StateType = A
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = p2bodydist X = [-20,60]
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
triggerall = Random <=var(59)*120
triggerall = ctrl = 1
triggerall = stateno = 50
trigger1= EnemyNear(var(2)),Vel Y <= 0
;trigger1= EnemyNear(var(2)),StateNo = 5030
trigger2 = NumHelper(765) = 1

;偟傖偑傒庛峌寕
[State -1]
type = ChangeState
value = 230
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=RoundState = 2
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = P2statetype != A
triggerall = P2BodyDist X = [-5,45]
triggerall = Random <=var(59)*120
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
trigger1 = animelemtime(3) >= 0
trigger1= stateno = 230
trigger2= ctrl = 1

;棫偪拞峌寕
[State -1]
type = ChangeState
value = 210
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
triggerall=StateType != A
trigger1 = P2BodyDist X = [40,72]
trigger1 = EnemyNear(var(2)),StateType != A
trigger1 = movehit
trigger1= stateno = 230
trigger1 = Random <=var(59)*120
trigger2 = P2BodyDist Y = [-60,-20]
trigger2 = movehit
trigger2 = stateno = 200
trigger2 = EnemyNear(var(2)),StateType = A
trigger2 = EnemyNear(var(2)),BackEdgeBodyDist <= 20||random <= 50
trigger3 = NumHelper(22010) != 0||NumHelper(22140) != 0
trigger3 = movehit
trigger3 = stateno = 200

;偟傖偑傒拞峌寕
[State -1]
type = ChangeState
value = 240
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll= NumHelper(22010) = 0
TriggerAll= NumHelper(22140) = 0
;TriggerAll=EnemyNear(var(2)),Alive
TriggerAll=EnemyNear(var(2)),StateType = A
TriggerAll=EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
TriggerAll=!inguarddist
triggerall = P2BodyDist Y = [-120,20]
trigger1 = movehit
trigger1= stateno = 200
;trigger1 = Random <=var(59)*160

;慜嫮峌寕
[State -1]
type = ChangeState
value = 225
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType = A
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
trigger1 = movehit
trigger1= stateno = 210

;偟傖偑傒嫮峌寕
[State -1]
type = ChangeState
value = 250
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall = P2statetype != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = P2BodyDist X = [40,100]
triggerall = movehit
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
triggerall = Random <=var(59)*120
trigger1= stateno = 230
trigger2= stateno = 210

;慜揮
[State -1]
type = ChangeState
value = 207
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = FrontEdgeBodyDist >= 80
triggerall = movehit
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
triggerall = Random <=var(59)*160
trigger1= stateno = 250

;僾儘僟僋僔儑儞僕儍儞僾捛寕
[State -1]
type = ChangeState
value = 40
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType = A
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = FrontEdgeBodyDist <= 50
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
triggerall = Random <=var(59)*120
triggerall = NumHelper(765) = 1
triggerall = StateNo != 40
triggerall = Ctrl = 1
trigger1 = EnemyNear(var(2)),Pos Y <= -60

;僕儍儞僾僉儍儞僙儖
[State -1]
type = ChangeState
value = 40
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
;triggerall = FrontEdgeBodyDist >= 160
triggerall = EnemyNear(var(2)),MoveType = H && (EnemyNear(var(2)),StateNo != [120,159])
triggerall = Random <=var(59)*120
trigger1= stateno = 240
trigger1= movehit

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;堏摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僶僢僋僗僥僢僾
[State -3,矫遌
Type     = ChangeState
Value    = ifelse(Random<=700,105,202)
Triggerall = Var(59) >= 1
Triggerall = StateType != A
TriggerAll=RoundState = 2
Triggerall = EnemyNear(var(2)),StateType != L
Triggerall = EnemyNear(var(2)),MoveType != I
TriggerAll= EnemyNear(var(2)),Alive
triggerall = BackEdgeBodyDist >= 60
Triggerall = ctrl
Triggerall = !inguarddist
trigger1 = EnemyNear(var(2)),MoveType = A
trigger1 = Random <= Var(59)*20
trigger2 = EnemyNear(var(2)),MoveType != H
trigger2 = Random <= 120

;慜曕偒
[State -3,曕偒]
Type     = ChangeState
Value    = 21
Triggerall = Var(59) >= 1
Triggerall = StateType != A
TriggerAll=RoundState = 2
;Triggerall = EnemyNear(var(2)),StateType != L
Triggerall = !inguarddist
Triggerall = ctrl
Triggerall = StateNo != 21
Triggerall = StateNo != 22
TriggerAll= StateNo != 100
TriggerAll= StateNo != 101
Triggerall = P2BodyDist X = [10,480]
trigger1 = Random <= 72
Trigger2 = P2StateNo = 5600 || P2StateNo = 5601

;僟僢僔儏
[State -3,擂璢
type = ChangeState
value = 100
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
;triggerall = Enemy,NumHelper <= 0 || Enemy,NumProj <= 0
;TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),MoveType != A
TriggerAll=!inguarddist
TriggerAll= StateNo != 100
TriggerAll= StateNo != 101
triggerall = ctrl = 1
trigger1 = P2BodyDist X = [150,300]
trigger1 = Random <=50
trigger2 = EnemyNear(var(2)),Vel X < 0
trigger2 = P2BodyDist X = [100,480]
trigger2 = Random <=100

;屻傠曕偒
[State -3,曕偒]
Type     = ChangeState
Value    = 22
Triggerall = Var(59) >= 1
Triggerall = StateType != A
TriggerAll=RoundState = 2
Triggerall = EnemyNear(var(2)),StateType != L
;Triggerall = !inguarddist
Triggerall = ctrl
Triggerall = StateNo != 21
Triggerall = StateNo != 22
TriggerAll= StateNo != 100
TriggerAll= StateNo != 101
;Triggerall = P2BodyDist X = [20,480]
trigger1 = Random <= 20

;彫僕儍儞僾
[State -3,嫁踢]
Type     = ChangeState
Value    = 440
Triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
Triggerall = StateType != A
TriggerAll= StateNo != 100
Triggerall = EnemyNear(var(2)),StateType != A
Triggerall = EnemyNear(var(2)),StateType != L
Triggerall = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo != [120,159])
Triggerall = !inguarddist
Triggerall = ctrl
triggerall = p2bodydist X = [-5,99]
trigger1 = Random <= 100;Var(59)*20

;僴僀僕儍儞僾
[State -3,嫁踢]
Type     = ChangeState
Value    = 441
Triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType != A
Triggerall = EnemyNear(var(2)),StateType != L||EnemyNear(var(2)),StateNo = 1229
Triggerall = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo != [120,159])
Triggerall = !inguarddist
Triggerall = ctrl
;triggerall = p2bodydist X = [60,250]
trigger1 = Random <= 50;Var(59)*8
trigger2 = EnemyNear(var(2)),StateNo = 1229

;捠忢僕儍儞僾(儔儞僟儉)
[State -3,嫁踢]
Type     = ChangeState
Value    = 442
Triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType != A
Triggerall = EnemyNear(var(2)),StateType != L
Triggerall = EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo != [120,159])
Triggerall = !inguarddist
triggerall = P2BodyDist X = [0,130]
Triggerall = ctrl
trigger1 = Random <= 25

;暻挘傝晅偒
[State -3,嫁踢]
Type     = ChangeState
Value    = 600
Triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
triggerall = StateNo != 600
triggerall = StateNo != 640
triggerall = statetype = A
triggerall = var(20) >= 2
triggerall = BackEdgeBodyDist <= 10
Triggerall = !inguarddist
Triggerall = ctrl
triggerall = p2bodydist X = [130,480]
trigger1 = Pos Y <= -90
trigger1 = Vel X <= 0
trigger1 = 1;Random <= 1000

;暻僕儍儞僾
[State -3,嫁踢]
Type     = ChangeState
Value    = 640
Triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
Triggerall = !inguarddist
triggerall = StateNo = 600
triggerall = StateNo != 640
triggerall = p2bodydist X = [130,400]
;triggerall = p2bodydist Y = [-60,60]
trigger1 = Var(59)*15


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;棫偪夞傝媄怳傝
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞庛峌寕
[State -1]
type = ChangeState
value = 260
triggerall = Var(59) >= 1
TriggerAll=StateType = A
TriggerAll=EnemyNear(var(2)),StateType != C
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),MoveType != H
triggerall = ctrl = 1||StateNo = 600
triggerall = p2bodydist Y = [-40,100]
triggerall = p2bodydist X = [-50,130]
trigger1 = Random <=var(59)*10
trigger1 = vel Y >= -1.5
Trigger1=EnemyNear(var(2)),StateType != A
trigger2 = Random <=var(59)*20
Trigger2=EnemyNear(var(2)),StateType = A

;嬻拞嫮峌寕
[State -1]
type = ChangeState
value = 280
triggerall = Var(59) >= 1
TriggerAll=StateType = A
TriggerAll=EnemyNear(var(2)),StateType != L
;TriggerAll=EnemyNear(var(2)),MoveType = I
triggerall = ctrl = 1
TriggerAll=!inguarddist
triggerall = p2bodydist Y = [-20,100]
triggerall = p2bodydist X = [10,30]
triggerall = vel Y >= -1.8
triggerall = Pos y <= -50
trigger1 = Random <=var(59)*10

;嬻拞壓嫮峌寕
[State -1]
type = ChangeState
value = 285
triggerall = Var(59) >= 1
TriggerAll=StateType = A
triggerall = ctrl = 1
TriggerAll=!inguarddist
;triggerall = vel Y >= -1.8
triggerall = Pos y <= -45
triggerall = BackEdgeBodyDist >= 30
trigger1 = p2bodydist Y = [0,100]
trigger1 = p2bodydist X = [-50,30]
trigger1 = Random <=var(59)*30
trigger2 = Random < 50
trigger3 = p2bodydist X = [-50,20]
trigger3 = EnemyNear(var(2)),StateNo = 1229

;嬻拞拞峌寕
[State -1]
type = ChangeState
value = 270
triggerall = Var(59) >= 1
TriggerAll=StateType = A
TriggerAll=EnemyNear(var(2)),StateType != L
;TriggerAll=EnemyNear(var(2)),MoveType = I
triggerall = ctrl = 1||StateNo = 600
triggerall = p2bodydist Y = [-60,100]
triggerall = p2bodydist X = [-50,100]
triggerall = vel Y >= -1.8
triggerall = Pos y <= -20
trigger1 = Random <=var(59)*140

;棫偪庛峌寕
[State -1]
type = ChangeState
value = 200
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=RoundState = 2
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),StateType != C||EnemyNear(var(2)),MoveType = H
TriggerAll=EnemyNear(var(2)),MoveType = I||EnemyNear(var(2)),MoveType = H
TriggerAll=!inguarddist
triggerall = ctrl = 1
triggerall = P2statetype != A
triggerall = P2BodyDist Y = [-85,10]
triggerall = P2BodyDist X = [-10,30]
trigger1 = Random <=var(59)*35||EnemyNear(var(2)),MoveType = H

;偟傖偑傒庛峌寕
[State -1]
type = ChangeState
value = 230
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=RoundState = 2
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),MoveType = I
TriggerAll=!inguarddist
triggerall = ctrl = 1
triggerall = P2statetype != A
triggerall = P2BodyDist X = [-5,45]
trigger1 = Random <=var(59)*35

;偟傖偑傒拞峌寕
[State -1]
type = ChangeState
value = 240
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll = EnemyNear(var(2)),StateType = A
TriggerAll=EnemyNear(var(2)),MoveType != H
triggerall = ctrl = 1
triggerall = P2BodyDist Y = [-200,-30]
trigger1= P2BodyDist X = [-5,70]
trigger1 = Random <= var(59)*14

;棫偪拞峌寕
[State -1]
type = ChangeState
value = 210
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),MoveType = I
TriggerAll=!inguarddist
triggerall = ctrl = 1
triggerall = P2BodyDist Y = [-60,20]
trigger1= P2BodyDist X = [20,72]
trigger1 = Random <= var(59)*24

;偟傖偑傒嫮峌寕
[State -1]
type = ChangeState
value = 250
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),StateType != A
TriggerAll=EnemyNear(var(2)),MoveType = I
TriggerAll=!inguarddist
triggerall = ctrl = 1
trigger1= P2BodyDist X = [80,120]
trigger1 = Random <= var(59)*10
trigger2= P2BodyDist X = [121,160]
trigger2 = Random <= var(59)*10
trigger3= P2BodyDist X = [121,160]
trigger3 = Random <= var(59)*10

;屻揮
[State -1]
type = ChangeState
value = 202
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=BackEdgeBodyDist >= 60
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),MoveType = I
TriggerAll=!inguarddist
triggerall = ctrl = 1
trigger1 = EnemyNear(var(2)),Vel X >= 0
trigger1= P2BodyDist X = [100,160]
trigger1 = Random <= 30

;慜嫮峌寕
[State -1]
type = ChangeState
value = 225
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),Vel X <= 0
TriggerAll=!inguarddist
triggerall = ctrl = 1
triggerall= P2BodyDist X = [100,200]
triggerall = P2BodyDist Y = [-60,20]
trigger1 = Random <= var(59)*17

;柤巋岎姺
[State -1]
type = ChangeState
value = 330
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != C
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
triggerall = ctrl = 1
triggerall = P2BodyDist X = [120,480]
triggerall = P2BodyDist Y = [-60,20]
trigger1 = Random <= var(59)*6

;慜拞峌寕
[State -1]
type = ChangeState
value = 215
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType = C
TriggerAll=EnemyNear(var(2)),MoveType != H||(EnemyNear(var(2)),StateNo != [120,159])
TriggerAll=EnemyNear(var(2)),MoveType != A
triggerAll= ctrl = 1
TriggerAll=!inguarddist
trigger1= P2BodyDist X = [45,90]
trigger1 = Random <= var(59)*10

;棫偪嫮峌寕
[State -1]
type = ChangeState
value = 220
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),MoveType != H
triggerAll= ctrl = 1
TriggerAll=!inguarddist
triggerall = P2BodyDist Y = [-100,30]
trigger1= P2BodyDist X = [-5,55]
trigger1 = Random <= var(59)*2

;屻傠嫮峌寕
[State -1]
type = ChangeState
value = 227
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),StateType != A
TriggerAll=!inguarddist
triggerall = ctrl = 1
triggerall= P2BodyDist X = [80,120]
trigger1 = Random <= var(59)*8

;慜揮
[State -1]
type = ChangeState
value = 205
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),BackEdgeBodyDist >= 60
;TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),MoveType = I||(EnemyNear(var(2)),StateNo != [120,159])
TriggerAll=!inguarddist
triggerall = ctrl = 1
trigger1 = EnemyNear(var(2)),Vel X = 0
trigger1= P2BodyDist X = [-10,45]
trigger1 = Random <= 100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;屌傔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;偟傖偑傒庛峌寕
[State -1]
type = ChangeState
value = 230
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=RoundState = 2
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = P2statetype != A
triggerall = P2BodyDist X = [-5,45]
triggerall = Random <=var(59)*12
triggerall = MoveGuarded
trigger1 = animelemtime(3) >= 0
trigger1= stateno = 230
trigger2= stateno = 200

;棫偪拞峌寕
[State -1]
type = ChangeState
value = 210
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall=StateType != A
triggerall = MoveGuarded
triggerall = P2BodyDist X = [0,72]
triggerall = Random <=var(59)*5
trigger1= stateno = 230 
trigger2= stateno = 200

;屻傠嫮峌寕
[State -1]
type = ChangeState
value = 227
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=EnemyNear(var(2)),StateType != A
TriggerAll=!inguarddist
triggerall = MoveGuarded
triggerall= P2BodyDist X = [50,120]
triggerall = Random <= var(59)*12
trigger1= stateno = 230 
trigger2= stateno = 200
trigger3= stateno = 210
trigger3= stateno = 240

;慜拞峌寕
[State -1]
type = ChangeState
value = 215
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType = C
TriggerAll=EnemyNear(var(2)),MoveType != A
TriggerAll=!inguarddist
triggerall = MoveGuarded
triggerall= P2BodyDist X = [20,90]
triggerall = Random <= var(59)*7
trigger1= stateno = 230 
trigger2= stateno = 200

;棫偪嫮峌寕
[State -1]
type = ChangeState
value = 220
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
triggerall = MoveGuarded
triggerall = Random <= var(59)*5
triggerall = P2BodyDist X = [-5,55]
trigger1= stateno = 230 
trigger2= stateno = 200

;偟傖偑傒嫮峌寕
[State -1]
type = ChangeState
value = 250
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
triggerall = MoveGuarded
triggerall = Random <= var(59)*5
triggerall = P2BodyDist X = [80,160]
trigger1= stateno = 200 
trigger2= stateno = 210

;慜嫮峌寕
[State -1]
type = ChangeState
value = 225
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
triggerall = MoveGuarded
triggerall = Random <= var(59)*5
triggerall = P2BodyDist X = [-5,200]
trigger1= stateno = 210 
trigger2= stateno = 240

;慜揮
[State -1]
type = ChangeState
value = 207
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = FrontEdgeBodyDist >= 160
triggerall = MoveGuarded
trigger1 = Random <=var(59)*12
trigger1= stateno = 250
trigger2 = Random <=var(59)*3
trigger2= stateno = 230||stateno = 240

;屻揮
[State -1]
type = ChangeState
value = 202
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(2)),StateType != L
TriggerAll=!inguarddist
TriggerAll=EnemyNear(var(2)),Alive
triggerall = MoveGuarded
trigger1 = Random <=var(59)*2
trigger1= stateno = 230||stateno = 240

;僐僽儔
[State -1]
type = ChangeState
value = 4000
triggerall = Var(59) >= 1
TriggerAll=StateType != A
TriggerAll=RoundState = 2
triggerall = power >= 2000
triggerall = var(20) >= 10
triggerall =EnemyNear(var(2)),StateType != L
triggerall =!inguarddist
triggerall = ctrl = 1
triggerall =EnemyNear(var(2)),Alive
triggerall = (EnemyNear(var(2)),StateNo != [120,159])
triggerall = p2bodydist X = [120,640]
triggerall = Random <=var(59)*15
trigger1 = EnemyNear(var(2)),MoveType = A
trigger1 = fvar(35) = [1,6] 
trigger2 = EnemyNear(var(2)),StateType = A
trigger2 = EnemyNear(var(2)),Vel Y <= -1
trigger2 = EnemyNear(var(2)),Pos Y <= -25

;恆巑僗僞僀儖
[State -1]
type = ChangeState
value = 3500
triggerall = Var(59) >= 1
TriggerAll=RoundState = 2
Triggerall = !inguarddist
triggerall = statetype = A
triggerall = power >= 2000
triggerall = p2bodydist X = [60,480]
triggerall = ctrl = 1
triggerall = (EnemyNear(var(2)),StateNo != [120,159])
TriggerAll=EnemyNear(var(2)),StateType != L
Trigger1 = (partner,Alive = 1&&partner,MoveType = H)
trigger1 = Random <=var(59)*7
trigger2 = EnemyNear(var(2)),StateType != A
trigger2 = fvar(35) = [1,6] 
trigger2 = Random <=var(59)*15
trigger3 = Random <=10

[State adi, NoMove];AI婰弎僗僥乕僩偺嵟屻偵壛偊傞
Type = ChangeState
Value = 0 ;嫮惂棫偪
TriggerAll = Var(59) > 0;AI婲摦拞
TriggerAll = PrevStateNo = 0;捈慜偑棫偪僗僥乕僩丅
TriggerAll =(StateType = S || StateType = C) && Ctrl && !Time ;抧忋+Ctrl+Time=0
Trigger1= StateNo = 40 ;忋(僕儍儞僾)
Trigger2= StateNo = 10 ;壓(孅傒)
;Trigger3= StateNo = 20 ;嵍塃(曕偒)
Ctrl=1

[State adi, NoJump];AI婰弎僗僥乕僩偺嵟屻偵壛偊傞
Type = ChangeState
Value = 10 ;嫮惂孅傒
TriggerAll = Var(59) > 0;AI婲摦拞
TriggerAll = StateType = S && Ctrl && !Time ;棫偪+Ctrl+Time=0
Trigger1 = StateNo = 40