
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;
;RtBO
;
;ȉɎw肳ĂӏɎw肳ꂽ𔼊pœ͂A
;㏑ۑƐݒ肪Kp܂B
;wȌꏊAwO̐͂Ɠɕso邱Ƃ܂B
;
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

[statedef 10000]
anim = 4444

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[state 10000,AI̔x]
type = ParentVarSet
trigger1 = time = 1
var(59)  = 100;̐ύXB

;1`100̐AIN܂B
;قǁAfœ삵܂B

;0̏ꍇAvC[\ƂȂ܂ACPUƂēoꂷ
;AI_ŋN܂iAN܂ŎԂ܂jB

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[State 10000, DestroySelf]
type = DestroySelf
trigger1 = time = 2
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

;RtBO͂܂łłB
;ȉAI̋LqłB
;ɂオׂZ\̃B


[Statedef -3]

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;wp[
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

[State -2, RtBOpwp[]
type = Helper
triggerall = NumHelper(10000) < 1
trigger1 = roundstate = 0
trigger2 = RoundsExisted = 0
trigger2 = TeamMode = Turns
trigger2 = RoundNo > 0
id = 10000
name = "config"
pos = 9999,9999
postype = Left
stateno = 10000
helpertype = normal
keyctrl = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent=0

[State -2, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

[State -2, AI]
type = varrandom
triggerall = var(59) = 0;Var59u0vAIN̂ƂB
trigger1  = Command = "AI1" 
trigger2  = Command = "AI2" 
trigger3  = Command = "AI3" 
trigger4  = Command = "AI4" 
trigger5  = Command = "AI5" 
trigger6  = Command = "AI6" 
trigger7  = Command = "AI7" 
trigger8  = Command = "AI8" 
trigger9  = Command = "AI9" 
trigger10 = Command = "AI10" 
trigger11 = Command = "AI11" 
trigger12 = Command = "AI12" 
trigger13 = Command = "AI13" 
trigger14 = Command = "AI14" 
trigger15 = Command = "AI15" 
trigger16 = Command = "AI16" 
trigger17 = Command = "AI17" 
trigger18 = Command = "AI18" 
trigger19 = Command = "AI19" 
trigger20 = Command = "AI20" 
trigger21 = Command = "AI21" 
trigger22 = Command = "AI22" 
trigger23 = Command = "AI23" 
trigger24 = Command = "AI24" 
trigger25 = Command = "AI25" 
trigger26 = Command = "AI26" 
trigger27 = Command = "AI27" 
trigger28 = Command = "AI28" 
trigger29 = Command = "AI29" 
trigger30 = Command = "AI30" 
trigger31 = Command = "AI31" 
trigger32 = Command = "AI32" 
trigger33 = Command = "AI33" 
trigger34 = Command = "AI34" 
trigger35 = Command = "AI35" 
trigger36 = Command = "AI36" 
trigger37 = Command = "AI37" 
trigger38 = Command = "AI38" 
trigger39 = Command = "AI39" 
trigger40 = Command = "AI40" 
trigger41 = Command = "AI41" 
trigger42 = Command = "AI42" 
trigger43 = Command = "AI43" 
trigger44 = Command = "AI44" 
trigger45 = Command = "AI45" 
trigger46 = Command = "AI46" 
trigger47 = Command = "AI47" 
trigger48 = Command = "AI48" 
trigger49 = Command = "AI49" 
trigger50 = Command = "AI50" 
v = 59
range = 1,100;AI_ɋN

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
; S U P E R !
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[State -1, q[gAbvGNXv[W3]
type = ChangeState
value = 3150
triggerall = power >=3000
triggerall = (p2life <= 600) || (life+300<p2life)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = p2bodydist x <= 60
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*10
trigger1 = ctrl
trigger1 = (p2stateno=4007)||(p2movetype=A)
trigger2 = (anim = 200) &&Animelem = 3,= 4
trigger2 = Random <= (var(59))*1
trigger3 = (anim = 201) &&Animelem = 3,= 1
trigger3 = Random <= (var(59))*1
trigger4 = (anim = 211) &&  movehit=1
trigger4 = Random <= (var(59))*5
trigger5 = (anim = 231) &&  movehit=1
trigger5 = Random <= (var(59))*5
trigger6 = (anim = 400) &&Animelem = 3,= 2
trigger6 = Random <= (var(59))*1
trigger7 = (anim = 410) &&Animelem = 3,= 1
trigger7 = Random <= (var(59))*5
trigger8 = (anim = 430) &&Animelem = 3,= 3
trigger8 = Random <= (var(59))*1

;]KB]́̂ݎtB
;RŃ_E{fBvXB
;悤ȋZ2邪A̓OoA
;OXe[W̏܂ŏă{fBvXB
;V̍Xe[WŎgĂB
;
;ŏ̏ȒOɁAt[OtBbN\ȂȂB
;airł̓io[-1ɂȂĂ̂ŁAԂdlƎvc
;U܂ŖGB10t[B

;------------------------------------------------------------------------------
[State -1, q[gAbvGNXv[W2]
type = ChangeState
value = 2960
triggerall = power >=2000
triggerall = (p2life <= 500) || (life+200<p2life)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = p2bodydist x = [10,50]
triggerall = enemynear,pos y <= -50
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*2
trigger1 = ctrl
trigger2 = (anim = 200) &&Animelem = 3,>= 4
trigger2 = Random <= (var(59))*1
trigger3 = (anim = 201) &&Animelem = 3,>= 1
trigger3 = Random <= (var(59))*1
trigger4 = (anim = 211) &&  movehit=1
trigger4 = Random <= (var(59))*1
trigger5 = (anim = 231) &&  movehit=1
trigger5 = Random <= (var(59))*1
trigger6 = (anim = 400) &&Animelem = 3,>= 2
trigger6 = Random <= (var(59))*1
trigger7 = (anim = 410) &&Animelem = 3,<= 1
trigger7 = Random <= (var(59))*5
trigger8 = (anim = 430) &&Animelem = 3,>= 3
trigger8 = Random <= (var(59))*1

;]KB]́̂ݎtB
;΋󓊂ŁAG͔蔭Ɠɐ؂B
;16t[ƒx͂Ȃ苭B
;K[hs\Ȃ̂ł΁cB

;------------------------------------------------------------------------------
[State -1, q[gAbvGNXv[W1]
type = ChangeState
value = 2920
triggerall = power >=1000
triggerall = (p2life <= 300) || (life+100<p2life)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = p2bodydist x <= 40
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*2
trigger1 = ctrl
trigger1 = p2stateno=4007
trigger2 = (anim = 200) &&Animelem = 3,= 4
trigger2 = Random <= (var(59))*1
trigger3 = (anim = 201) &&Animelem = 3,= 1
trigger3 = Random <= (var(59))*1
trigger4 = (anim = 211) &&  movehit=1
trigger4 = Random <= (var(59))*5
trigger5 = (anim = 231) &&  movehit=1
trigger5 = Random <= (var(59))*5
trigger6 = (anim = 400) &&Animelem = 3,= 2
trigger6 = Random <= (var(59))*1
trigger7 = (anim = 410) &&Animelem = 3,= 1
trigger7 = Random <= (var(59))*5
trigger8 = (anim = 430) &&Animelem = 3,= 3
trigger8 = Random <= (var(59))*1

;]KA]́̏łȂƃ_炵B
;]PƓ悤ȁAR肩{fBvX̍\
;OoBЗ͍͂TځB
;G͍UOɐ؂Ă܂B

;------------------------------------------------------------------------------
[State -1, TZbg3]
type = ChangeState
value = 3260
triggerall = power >=3000
triggerall = stateno != [100,110]
triggerall = (p2life <= 600) || (life+300<p2life)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = p2bodydist x <= 30
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*5
trigger1 = ctrl
trigger1 = p2movetype = A && p2statetype !=A
trigger2 = (anim = 200) &&Animelem = 3,= 4
trigger2 = Random <= (var(59))*1
trigger3 = (anim = 201) &&Animelem = 3,= 1
trigger3 = Random <= (var(59))*1
trigger4 = (anim = 211) &&  movehit=1
trigger4 = Random <= (var(59))*5
trigger5 = (anim = 231) &&  movehit=1
trigger5 = Random <= (var(59))*5
trigger6 = (anim = 400) &&Animelem = 3,= 2
trigger6 = Random <= (var(59))*1
trigger7 = (anim = 410) &&Animelem = 3,= 1
trigger7 = Random <= (var(59))*5
trigger8 = (anim = 430) &&Animelem = 3,= 3
trigger8 = Random <= (var(59))*1
trigger9 = (anim = 40)&&Pos Y >= 0
trigger9 = Random <= (var(59))*1
trigger10 = (anim = 52)&&Pos Y >= 0
trigger10 = Random <= (var(59))*1

;Ń_EA{fBvXŒǌB
;U܂ŖGB
;
;J[͖ƈꏏɋUB
;␳̉e9߂邱ƂB

;------------------------------------------------------------------------------
[State -1, TZbg2]
type = null;ChangeState
value = 3300
triggerall = palno >= 7
triggerall = power >=2000
triggerall = (p2life <= 500) || (life+200<p2life)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
trigger1 = p2bodydist x <= 50
trigger1 = Random <= (var(59))*15
trigger1 = ctrl
trigger1 = p2movetype = A

;]PBJ[pZB
;gZŁAUH炤ƃ_Eďon܂A
;肪ޏꂵ悤ƂƖčUƂʔZB
;A󒆂̑ɓĂƃoOĂ܂݂B

;------------------------------------------------------------------------------
[State -1, TZbg2]
type = null;ChangeState
value = 2950
triggerall = palno <= 6
triggerall = power >=2000
triggerall = stateno != [100,110]
triggerall = (p2life <= 300) || (life+100<p2life)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = p2bodydist x <= 50
trigger1 = Random <= (var(59))*1
trigger1 = ctrl
trigger2 = (anim = 200) &&Animelem = 3,>= 4
trigger3 = (anim = 201) &&Animelem = 3,>= 1
trigger4 = (anim = 211) &&  movecontact
trigger5 = (anim = 231) &&  movecontact
trigger6 = (anim = 400) &&Animelem = 3,>= 2
trigger7 = (anim = 410) &&Animelem = 3,<= 1
trigger8 = (anim = 430) &&Animelem = 3,>= 3
trigger9 = (anim = 40)&&Pos Y >= 0
trigger10 = (anim = 52)&&Pos Y >= 0

;]PB
;2Q[WZȂ񂾂ǉooOĂ饥H
;ǂA1Q[WZƓR2@ނ݂Ȃ񂾂1ŏIĂ܂B
;󂵂ĂB

;------------------------------------------------------------------------------
[State -1, TZbg1]
type = ChangeState
value = 2910
triggerall = power >=1000
triggerall = stateno != [100,110]
triggerall = (p2life <= 300) || (life+100<p2life)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = p2bodydist x <= 30
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*5
trigger1 = ctrl
trigger1 = p2movetype = A
trigger1 = enemynear,pos y >= -40
trigger2 = (anim = 200) &&Animelem = 3,>= 4
trigger2 = Random <= (var(59))*1
trigger2 = enemynear,pos y >= -40
trigger3 = (anim = 201) &&Animelem = 3,>= 1
trigger3 = Random <= (var(59))*1
trigger3 = enemynear,pos y >= -40
trigger4 = (anim = 211) &&  movehit = 1
trigger4 = Random <= (var(59))*1
trigger4 = enemynear,pos y >= -40
trigger5 = (anim = 231) &&  movehit = 1
trigger5 = Random <= (var(59))*1
trigger5 = enemynear,pos y >= -40
trigger6 = (anim = 400) &&Animelem = 3,>= 2
trigger6 = Random <= (var(59))*1
trigger6 = enemynear,pos y >= -40
trigger7 = (anim = 410) &&Animelem = 3,= 1
trigger7 = Random <= (var(59))*1
trigger7 = enemynear,pos y >= -40
trigger8 = (anim = 430) &&Animelem = 3,>= 3
trigger8 = Random <= (var(59))*1
trigger8 = enemynear,pos y >= -40
trigger9 = (anim = 40)&&Pos Y >= 0
trigger9 = Random <= (var(59))*1
trigger9 = enemynear,pos y >= -40
trigger10 = (anim = 52)&&Pos Y >= 0
trigger10 = Random <= (var(59))*1
trigger10 = enemynear,pos y >= -40

;]PBR2@ށB
;ꂾȂ̂ɂȂĂȂB
;1Q[W␳ő̗4yDB
;2t[B6t[ڂ܂ŖGB󒆃K[hs\BI
;X[p[IȂB
;
;J[ƓŖɂȂB

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;݂͂OK
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[State -1, ړ͂]
type = ChangeState
value = 2905
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = p2bodydist x <= 80
trigger1 = Random <= (var(59))*4
trigger1 = ctrl
trigger1 = enemynear,numproj > 0


;Z𑖂AĹu͂݁vɈڍsB
;ړ͔ѓ𔲂BA[}[炵Lq邯ǊmFłȂB
;5t[Ȃ̂ŁAx̂͒ʏ݂ƂقڕςȂB

;------------------------------------------------------------------------------
[State -1, 󒆒͂]
type = ChangeState
value = 2903
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = p2bodydist x <= 100
trigger1 = Random <= (var(59))*2
trigger1 = ctrl
trigger1 = p2statetype = A

;󒆂̑͂ޓB
;␳΂ȂȂB
;オXe[gŕʂĂ邪AAI͋ɂďɎgĂ݂B
;6t[A7t[B

[State -1, V_[]
type = ChangeState
value = 2902
triggerall = stateno != [100,110]
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = p2bodydist x <= 60
trigger1 = Random <= (var(59))*2
trigger1 = ctrl
trigger1 = p2movetype = A

;gB
;Ⴊ݈ȊȎŌԂB
;JE^[ŹK̃JE^[g[X邪A
;蔭ԍL_[W͒ႢB
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[State -1, ͂]
type = ChangeState
value = 2900
triggerall = stateno != [100,110]
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
triggerall = p2statetype !=A
trigger1 = p2bodydist x <= 30
trigger1 = Random <= (var(59))*5
trigger1 = ctrl
trigger2 = (anim = 200) &&Animelem = 3,>= 4
trigger2 = p2bodydist x <= 30
trigger2 = Random <= (var(59))*1
trigger3 = (anim = 201) &&Animelem = 3,>= 1
trigger3 = p2bodydist x <= 30
trigger3 = Random <= (var(59))*1
trigger4 = (anim = 211) &&  movecontact
trigger4 = p2bodydist x <= 30
trigger4 = Random <= (var(59))*1
trigger5 = (anim = 231) &&  movecontact
trigger5 = p2bodydist x <= 30
trigger5 = Random <= (var(59))*1
trigger6 = (anim = 400) &&Animelem = 3,>= 2
trigger6 = p2bodydist x <= 30
trigger6 = Random <= (var(59))*1
trigger7 = (anim = 410) &&Animelem = 3,= 1
trigger7 = p2bodydist x <= 40
trigger7 = Random <= (var(59))*5
trigger8 = (anim = 430) &&Animelem = 3,>= 3
trigger8 = p2bodydist x <= 30
trigger8 = Random <= (var(59))*1

;Z{^ЂƂŏo͂݁B
;4t[ƁABԍ͍LL1lԂ񂭂炢͋zށB
;22t[ƁAXN͑傫gl̂ZB
;
;ƂeNjbNB̋ŹAႪ݋P̏o|LZďoB
;^C~O悯΁AႪ݋P̊Ē͂݃[VôŊԍLтB
;
;ȉ̓ɔhB

[State -1, c[Xg[]
type = ChangeState
value = 3030
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = StateNo = 2980
trigger1 = Random <= (var(59))*3

;͂ݒɁZB
;ɃR}h肪BЗ͂ɍȂBwiÓ]鉉o͂c
;87412ZƂ悤ɁAォL[𔼉]͂ƏoB
;
;J[ƈ֎qɂȂB

[State -1, OX[]
type = ChangeState
value = 4000
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = StateNo = 2980
trigger1 = Random <= (var(59))*5

;[v֓B
;͖hőĂ̂Œǌ\B
;PAł̋Z肷B

[State -1, nh]
type = ChangeState
value = 3010
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = StateNo = 2980
trigger1 = Random <= (var(59))*2

;tPV^Ci[IȋZɌ邯ǁAnhobNu[J[Ƃ炵B
;_[W͌q̃u[oX^[Ɠ炵AŎgėǂB
;ꉞ̂قAƂ̋ALt[傫B

[State -1, {fBX]
type = ChangeState
value = 3020
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = StateNo = 2980
trigger1 = Random <= (var(59))*5

;ʂɏRZ{fBXƂ炵c
;e_[W␳₷A̓肩Ȃ苭B
;_[WlȂ炱ꂾŏ\ƂƂcH

[State -1, u[oX^[]
type = ChangeState
value = 3000
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = StateNo = 2980
trigger1 = Random <= (var(59))*3

;L[͂Ȃł̂܂ZƏoB
;З͂140ŌŒH

;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;WAZA
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[State -1, ^bN]
type = null;ChangeState
value = 1400
TriggerAll = !var(59)
triggerall = command = "^bN"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (anim = 200) &&Animelem = 3,>= 4
trigger3 = (anim = 201) &&Animelem = 3,>= 1
trigger4 = (anim = 211) &&  movecontact
trigger5 = (anim = 231) &&  movecontact
trigger6 = (anim = 400) &&Animelem = 3,>= 2
trigger7 = (anim = 410) &&Animelem = 3,<= 1
trigger8 = (anim = 430) &&Animelem = 3,>= 3

;݂ȂZB
;AIɂ͎g悤ȋLqB

;------------------------------------------------------------------------------
;
[State -1, bONbJ[2]
type = ChangeState
value = 1230
triggerall = statetype != L
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive && alive
triggerall = statetype != A
triggerall = (p2stateno!=[4005,4007])
trigger1 = Random <= (var(59))*0.5
trigger1 = ctrl
trigger2 = Random <= 300
trigger2 = (anim = 211) &&  moveguarded = 1
trigger3 = (anim = 410) &&Animelem = 3,<= 1 && moveguarded = 1

;ق̕ǂփ_bVWvA˕Ԃă{fBvXJoB
;x_bVуWv͖GB
;܂AЂƂő̗3yD̈З͂
;ĩL͗lXȃ_[W␳邱ƂɗӂꂽjB
;
;O̓ZJh[vENX{fBƂ炵B


[State -1, bONbJ[1]
type = ChangeState
value = 1200
triggerall = statetype != L
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*3
trigger1 = ctrl
trigger1 = p2movetype = A && enemynear,time=1
trigger1 = p2bodydist x = [-20,40]

;O̓JE^[g[XƂ炵B
;̒ʂ葊̍UɃJE^[d|B
;󂯐g7t[ڂ10t[B
;낢ȕ␳͂肵_[W͕Ȃ
;_[W150ȏ͂قڊmA200y
;iCNŜł130ƏĂ̂ŁACNS̒l͂܂HlƂĂ͎QlɂȂȂjB
;
;------------------------------------------------------------------------------
;
[State -1, gjeBEF[u]
type = ChangeState
value = 1000
triggerall = statetype != L
triggerall = NumProjID(1010) = 0
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*1
trigger1 = ctrl
trigger1 = enemynear,pos y = [-50,-10]
trigger2 = (anim = 200) &&Animelem = 3,>= 4 && movehit = 1 && random <= 500
trigger3 = (anim = 201) &&Animelem = 3,>= 1 && movehit = 1 && random <= 500
trigger4 = (anim = 211) && movecontact = 1 && random <= 500
trigger5 = (anim = 231) && movecontact = 1 && random <= 500
trigger6 = (anim = 400) &&Animelem = 3,>= 2 && movehit = 1 && random <= 500
trigger7 = (anim = 410) &&Animelem = 3,<= 1 && movehit = 1 && random <= 500
trigger8 = (anim = 430) &&Animelem = 3,>= 3 && movehit = 1 && random <= 500

;2iяRBƃhbvLbNɂȂB
;ŏoĂŏoĂXe[g1000ɔԁB
;Xe[g1000ɔ񂾏uԁA͂ォ𔻒fĂ悤B
;ƂȂAI͍ƂɂȂ񂾂ǁAAI낤ƂcAόcLqA
;ɂĎƋLqĂB
;
;Z\ɓMׂ_͖B2qbgځAы󒆃K[hs\炵B


;------------------------------------------------------------------------------
[State -1, \jbNtBXg]
type = null;ChangeState
value = 1110
TriggerAll = !var(59)
triggerall = command = "\jbNtBXg"
;triggerall = fvar(20) > 1
triggerall = statetype != A
triggerall = statetype != L
triggerall = (p2stateno!=[5080,5250])
trigger1 = ctrl
trigger2 = (anim = 200) &&Animelem = 3,>= 4
trigger3 = (anim = 201) &&Animelem = 3,>= 1
trigger4 = (anim = 211) &&  movecontact

;\jbNtBXg̋ł\肪悤B

;------------------------------------------------------------------------------
[State -1, \jbNtBXg]
type = ChangeState
value = 1100
triggerall = fvar(20) = 1
triggerall = statetype != L
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*5
trigger1 = ctrl
trigger1 = p2movetype = A && p2statetype !=A
trigger1 = p2bodydist x = [-20,50]
trigger2 = (anim = 200) &&Animelem = 3,>= 4 && movecontact
trigger3 = (anim = 201) &&Animelem = 3,>= 1 && movecontact
trigger4 = (anim = 211) &&  movecontact = 1 && movecontact

;p`5AŁA܂PŏoAUB
;3t[A6t[܂ŊSG̗UB
;З͂AJXɂB

;------------------------------------------------------------------------------
;
[State -1, VxAn}[]
type = ChangeState
value = 1300
triggerall = statetype != L
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*2
trigger1 = ctrl
trigger1 = p2movetype = A
trigger1 = p2bodydist x = [-20,30]

;PB
;͂̏uԂZ̏I܂ŃX[p[A[}[B

;==============================================================================
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;ƈړ
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

;Wv
[State -1, Dash]
type = ChangeState
value = 40
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
trigger1 = Random <= (var(59))*0.1
trigger1 = ctrl||Stateno = 100

;
;
;
;
;
;
;

;_bV
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
trigger1 = Random <= (var(59))*1
trigger1 = ctrl
trigger1 = p2bodydist x >= 60
ctrl = 0

;
;
;
;
;
;
;


;obNXebv
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
trigger1 = Random <= (var(59))*2
trigger1 = ctrl
trigger1 = p2movetype = A || backedgebodydist <= 20

;GB[VZB
;ʒ[ł̓[v_bVoB
;
;
;
;
;


;------------------------------------------------------------------------------
;ǌ
;[State -1, Stand Light Punch]
;type = ChangeState
;value = 793
;TriggerAll = !var(59)
;triggerall = command = "holdfwd"&&command = "c"
;triggerall = statetype != A
;triggerall = statetype != L
;trigger1 = ctrl
;trigger2 = (anim = 440) &&movehit

;CB{fBvXŃ_Eǌ݂B
;Ⴊ݋KLZ\B
;肪_EĂȂĂqbgB

;------------------------------------------------------------------------------
;XgsO
;[State -1, Stand Light Punch]
;type = ChangeState
;value = 792
;TriggerAll = !var(59)
;triggerall = command = "holddown"&&command = "c"
;triggerall = p2statetype = L
;triggerall = statetype != A
;trigger1 = ctrl||StateNo = 100

;CB[V̒Z_EǌB
;XgsOł͂ȂB

;------------------------------------------------------------------------------
;ǌ
;[State -1, Stand Light Punch]
;type = ChangeState
;value = 790
;TriggerAll = !var(59)
;triggerall = command = "holddown"&&command = "c"
;triggerall = statetype = A
;trigger1 = ctrl

;JCB
;q̃{fBvXƂقړ\̂悤

;------------------------------------------------------------------------------
[State -1, K[hLZ2]
type = ChangeState
value = 781
triggerall = power >=500
triggerall = (StateNo = [150,153])
triggerall = !(HitShakeOver)
triggerall = (InGuardDist)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
trigger1 = Random <= (var(59))*0.5

;K[hɁKB
;Q[W500ŋߋP̃[VŔB

;------------------------------------------------------------------------------
[State -1, K[hLZ1]
type = ChangeState
value = 780
triggerall = !var(59)
triggerall = power >=500
triggerall = (StateNo = [150,153])
triggerall = !(HitShakeOver)
triggerall = (InGuardDist)
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
trigger1 = Random <= (var(59))*0.5

;K[hLZB
;Ȃp`͂Ȃ̂ɃLbNoB

;------------------------------------------------------------------------------
;Z[rO
;[State -1, Stand Light Punch]
;type = ChangeState
;value = 770
;triggerall = var(59) = [1,100]
;triggerall = roundstate = 2 && alive
;triggerall = statetype != A
;trigger1 = Random <= (var(59))*5
;trigger1 = ctrl
;trigger1 = p2movetype = A
;trigger1 = p2bodydist x = [-20,40]

;{^ĂԁAȊO̍UubLOB
;ƃCt50BŎʂƂ͖B

;==============================================================================
;------------------------------------------------------------------------------
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;_bV
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

;L`VN
[State -1, ]
type = ChangeState
value = 700
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
trigger1 = Random <= (var(59))*2
trigger1 = StateNo = 100
trigger1 = p2bodydist x = [-20,120]
trigger1 = enemynear,pos y >= -50

;̑_bVUB
;4t[AU肪10t[Aɂ͐H炢肪B

;Abg
[State -1, ]
type = ChangeState
value = 710
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
trigger1 = Random <= (var(59))*1
trigger1 = StateNo = 100
trigger1 = p2bodydist x = [100,130]

;_bVɃp`Bړ̂ŋ߂ƋU肷B
;L`VNЗ͂Ⴊ݃K[hsB

;XCfBO
[State -1, ]
type = ChangeState
value = 720
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = (p2stateno!=[4005,4007])
trigger1 = Random <= (var(59))*3
trigger1 = StateNo = 100
trigger1 = p2bodydist x <= 80
trigger1 = p2statetype !=A

;_bVKB̃LƂĂ͈З͂ႢK[hsB

;============================================================================
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;Z
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;============================================================================

;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != L
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*3
trigger1 = ctrl
trigger1 = p2bodydist x <= 20

;PB
;̃L͖ʔƂĂāA肪߂ɂႤZôA
;changestateł͂ȂchangeanimōsĂB
;̋ZA߂ł͕IAł͏ꂪo悤ɂȂĂB
;͂ǂ3t[B_[WB̂قȂB
;̃[`AIo鋗̂ق߁A̐ĂB
;IꂪqB

[state -3, PߋȂ̂ɉPɉ߂]
type = changeanim
triggerall = stateno = 200
triggerall = p2bodydist x < 20
trigger1 = prevstateno !=200
trigger1 = time = 0
trigger1 = anim = 200
value = 201

;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != L
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*5
trigger1 = ctrl
trigger1 = p2bodydist x < 20
trigger2 = (anim = 200) &&Animelem = 3,>= 4 && movecontact
trigger3 = (anim = 201) &&Animelem = 3,>= 1 && movecontact

;߂ł͌Ał͎蓁ɂȂB
;ǂ9t[B蓁͈ړ邱Ƃ胊[`B
;͌ڂ͔͈͂L̂́At͈͂L̂ŋU肷邱ƂB
;͕KEZɂȂB

;------------------------------------------------------------------------------
;LbN
;[State -1, Stand Light Kick]
;type = ChangeState
;value = 230
;TriggerAll = !var(59)
;triggerall = command = "a"
;triggerall = command != "holddown"
;triggerall = statetype != A
;triggerall = statetype != L
;trigger1 = ctrl
;trigger2 = (anim = 200) &&Animelem = 3,>= 4
;trigger3 = (anim = 201) &&Animelem = 3,>= 1
;trigger4 = (anim = 400) &&Animelem = 3,>= 2
;trigger5 = (anim = 430) &&Animelem = 3,>= 3

;߂Ɣ4t[A5t[ɂȂB
;߂̂ق͕KEZɌqB
;Ӗ肰HitdefĂ邪ߎKK[hs\ƂƂ͂Ȃ悤iЗ͂ƂႤjB

;LbN
;[State -1, Standing Strong Kick]
;type = ChangeState
;value = 240
;TriggerAll = !var(59)
;triggerall = command = "b"
;triggerall = command != "holddown"
;triggerall = statetype != A
;triggerall = statetype != L
;trigger1 = ctrl

;߂Ɣ6t[BƔ13t[B
;ǂLZłȂB
;܂APȂǂqƂłȂB

;------------------------------------------------------------------------------
;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(20) = 0
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = stateno!=195
triggerall = p2movetype !=A
trigger1 = Random <= (var(59))*0.5
trigger1 = ctrl
trigger1 = p2bodydist x >= 220
trigger2 = (p2stateno=[5080,5250])
trigger2 = Random <= (var(59))*1
trigger2 = ctrl
trigger2 = p2bodydist x >= 60

;B
;̈З͂オ炵B

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

;Ⴊݎp`
;[State -1, Crouching Light Punch]
;type = ChangeState
;value = 400
;TriggerAll = !var(59)
;triggerall = command = "x"
;triggerall = command = "holddown"
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = (anim = 200) &&Animelem = 3,>= 4
;trigger3 = (anim = 201) &&Animelem = 3,>= 1
;trigger4 = (anim = 231) &&  movecontact
;trigger5 = (anim = 400) &&Animelem = 3,>= 2
;trigger6 = (anim = 430) &&Animelem = 3,>= 3

;4t[B
;PȂǂ̂قɁAߎKqB
;mbNobN傫߁AƗꂽƂɎgB
;K[h\B

;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype != A
triggerall = (p2stateno!=[5080,5250])
trigger1 = Random <= (var(59))*2
trigger1 = ctrl
trigger1 = p2bodydist x = [60,100]

;5t[B኱AUIɂU肪A̕ɂ
;H炢肪Ȃ߁A肪Bړ܂߂U͈͂LB
;h䂳Ƃɕst[ǂ񐧂ɗǂB
;mbNobN͑傫B
;K[h\B

;------------------------------------------------------------------------------
;ႪݎLbN
;[State -1, Crouching Light Kick]
;type = ChangeState
;value = 430
;TriggerAll = !var(59)
;triggerall = command = "a"
;triggerall = command = "holddown"
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = (anim = 200) &&Animelem = 3,>= 4
;trigger3 = (anim = 201) &&Animelem = 3,>= 1
;trigger4 = (anim = 400) &&Animelem = 3,>= 2
;trigger5 = (anim = 430) &&Animelem = 3,>= 3

;3t[B
;K[hs\B

;Ⴊ݋LbN
;[State -1, Crouching Strong Kick]
;type = ChangeState
;value = 440  
;TriggerAll = !var(59)
;triggerall = command = "b"
;triggerall = command = "holddown"
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = (anim = 400) &&Animelem = 3,>= 2
;trigger3 = (anim = 430) &&Animelem = 3,>= 3

;11t[̑B

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

;v`
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype = A
trigger1 = Random <= (var(59))*3
trigger1 = ctrl
trigger1 = p2bodydist x <= 30

;{fBvXB
;UЗ͂͒ႢU͈͂LB
;_bVWvP̋ZɂȂB

;󒆎p`
;[State -1, Jump Light Punch]
;type = ChangeState
;value = 600
;TriggerAll = !var(59)
;triggerall = command = "x"
;triggerall = statetype = A
;trigger1 = ctrl

;JPBЗ͂͒Ⴂ߂̔肪B

;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype = A
trigger1 = Random <= (var(59))*3
trigger1 = ctrl
trigger1 = p2bodydist x = [30,60]

;NX`bvB
;2qbgЗ͂B

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

;󒆎LbN
;[State -1, Jump Light Kick]
;type = ChangeState
;value = 630
;TriggerAll = !var(59)
;triggerall = command = "a"
;triggerall = statetype = A
;trigger1 = ctrl

;JAOJA_bVJłꂼႤZoB

;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = statetype = A
trigger1 = Random <= (var(59))*3
trigger1 = ctrl
trigger1 = p2bodydist x >= 60

;JAOJA_bVJłꂼႤZoB
;_bVJ̓_EDB


[State -1, 7]
type = ChangeState
TriggerAll = var(59) = [1,100]
triggerall = roundstate = 2 && alive
triggerall = Time < 10
trigger1 = stateno = 5110
trigger1 = random <= 100
value = 5125



;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
;sAړ֘A
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[State -2, K[hc]
type = ChangeState
value = 120
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = ctrl
trigger1 = p2movetype = A || enemynear,movetype = A || InGuardDist
trigger1 = Random <= (var(59))*15
trigger2 = p2movetype = A || enemynear,movetype = A || InGuardDist || enemynear,NumProj != 0
trigger2 = Random <= (var(59))*20

[State -2, Guard];AILqXe[g̍Ōɉ
Type = ChangeState
Value = 120;K[h
TriggerAll = Var(59)>=1;AIN
TriggerAll = PrevStateNo = [120,140] ;OK[hXe[g
TriggerAll = InGuardDist && Ctrl && !Time ;InGuardDist+Ctrl+Time=0
triggerall = stateno != 105
Trigger1 = StateNo = 20 ;
Trigger2 = StateNo = 10 ;
Trigger3 = StateNo = 12 ;オ
Trigger4 = StateNo = 40 ;Wv
trigger5 = enemynear,numproj > 0










