; 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 -- defaults to 15 if omitted)
;
; - 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.
;   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 = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; 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
; 

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
command.buffer.time = 1

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
;-| Super Motions |--------------------------------------------------------
[Command]
name = "Nirvana"
command =~D,B,D,F,z
time = 25

[Command]
name = "Nirvana"
command =~D,B,D,F,~z
time = 25

[Command]
name = "Ragnarok"
command =~D,F,D,B,z
time = 25

[Command]
name = "Ragnarok"
command =~D,F,D,B,~z
time = 25

[Command]
name = "Eternity_Slash"
command =~D,B,D,B,z
time = 25

[Command]
name = "Eternity_Slash"
command =~D,B,D,B,~z
time = 25

[Command]
name = "Sword_of_Rebirth"
command =~D,F,D,F,z
time = 25

[Command]
name = "Sword_of_Rebirth"
command =~D,F,D,F,~z
time = 25

[Command]
name = "Tenha_Yurei_Retsuzan"
command =~B,DB,D,DF,F,z
time = 25

[Command]
name = "Tenha_Yurei_Retsuzan"
command =~B,DB,D,DF,F,~z
time = 25

[Command]
name = "Eternal_Solace"
command =~F,D,B,F,D,B,z
time = 35

[Command]
name = "Eternal_Solace"
command =~F,D,B,F,D,B,~z
time = 35

;-| Special Motions |------------------------------------------------------
[command]
name = "Getsuga"
command =~D,F,x
time = 15

[command]
name = "Getsuga"
command =~D,F,~x
time = 15

[Command]
name = "Getsuga"
command =~D,F,y
time = 15

[Command]
name = "Getsuga"
command =~D,F,~y
time = 15

[Command]
name = "Getsuga"
command =~D,F,z
time = 15

[Command]
name = "Getsuga"
command =~D,F,~z
time = 15

[Command]
name = "Extraction_Cut"
command =~D,B,x
time = 15

[Command]
name = "Extraction_Cut"
command =~D,B,~x
time = 15

[Command]
name = "Extraction_Cut"
command =~D,B,y
time = 15

[Command]
name = "Extraction_Cut"
command =~D,B,~y
time = 15

[Command]
name = "Extraction_Cut"
command =~D,B,z
time = 15

[Command]
name = "Extraction_Cut"
command =~D,B,~z
time = 15

[Command]
name="Crescent_Slash"
command=~F,D,DF,x
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,~x
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,y
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,~y
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,z
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,~z
time= 20

;-| 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" ;Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

;-| Dir + Button |---------------------------------------------------------

;-| 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 = "s"
command = s
time = 1

[Command]
name = "rls_a"
command = ~a
time = 1

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

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

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

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

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

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

;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = F
time = 1

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

[Command]
name = "downfwd"
command = DF
time = 1

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

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

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

[command]
name="rls_dir"
command=~U
time=1

[command]
name="rls_dir"
command=~UF
time=1

[command]
name="rls_dir"
command=~F
time=1

[command]
name="rls_dir"
command=~DF
time=1

[command]
name="rls_dir"
command=~D
time=1

[command]
name="rls_dir"
command=~DB
time=1

[command]
name="rls_dir"
command=~B
time=1

[command]
name="rls_dir"
command=~UB
time=1

;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

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

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

[Command]
name = "hold_a"
command = /a
time = 1

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

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

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

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

[Command]
name = "holddown" ;Required (do not remove)
command = /$D
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="AI0"
command=N,N
time=2

[command]
name="AI1"
command=N,N
time=2

[command]
name="AI2"
command=N,N
time=2

[command]
name="AI3"
command=N,N
time=2

[command]
name="AI4"
command=N,N
time=2

[command]
name="AI5"
command=N,N
time=2

[command]
name="AI6"
command=N,N
time=2

[command]
name="AI7"
command=N,N
time=2

[command]
name="AI8"
command=N,N
time=2

[command]
name="AI9"
command=N,N
time=2

[command]
name="AI10"
command=N,N
time=2

[command]
name="AI11"
command=N,N
time=2

[command]
name="AI12"
command=N,N
time=2

[command]
name="AI13"
command=N,N
time=2

[command]
name="AI14"
command=N,N
time=2

[command]
name="AI15"
command=N,N
time=2

[command]
name="AI16"
command=N,N
time=2

[command]
name="AI17"
command=N,N
time=2

[command]
name="AI18"
command=N,N
time=2

[command]
name="AI19"
command=N,N
time=2

[command]
name="AI20"
command=N,N
time=2

[command]
name="AI21"
command=N,N
time=2

[command]
name="AI22"
command=N,N
time=2

[command]
name="AI23"
command=N,N
time=2

[command]
name="AI24"
command=N,N
time=2

[command]
name="AI25"
command=N,N
time=2

[command]
name="AI26"
command=N,N
time=2

[command]
name="AI27"
command=N,N
time=2

[command]
name="AI28"
command=N,N
time=2

[command]
name="AI29"
command=N,N
time=2

[command]
name="AI30"
command=N,N
time=2

[command]
name="AI31"
command=N,N
time=2

[command]
name="AI32"
command=N,N
time=2

[command]
name="AI33"
command=N,N
time=2

[command]
name="AI34"
command=N,N
time=2

[command]
name="AI35"
command=N,N
time=2

[command]
name="AI36"
command=N,N
time=2

[command]
name="AI37"
command=N,N
time=2

[command]
name="AI38"
command=N,N
time=2

[command]
name="AI39"
command=N,N
time=2

[command]
name="AI40"
command=N,N
time=2

[command]
name="AI41"
command=N,N
time=2

[command]
name="AI42"
command=N,N
time=2

[command]
name="AI43"
command=N,N
time=2

[command]
name="AI44"
command=N,N
time=2

[command]
name="AI45"
command=N,N
time=2

[command]
name="AI46"
command=N,N
time=2

[command]
name="AI47"
command=N,N
time=2

[command]
name="AI48"
command=N,N
time=2

[command]
name="AI49"
command=N,N
time=2

[command]
name="AI50"
command=N,N
time=2

[command]
name="AI51"
command=N,N
time=2

[command]
name="AI52"
command=N,N
time=2

[command]
name="AI53"
command=N,N
time=2

[command]
name="AI54"
command=N,N
time=2

[command]
name="AI55"
command=N,N
time=2

[command]
name="AI56"
command=N,N
time=2

[command]
name="AI57"
command=N,N
time=2

[command]
name="AI58"
command=N,N
time=2

[command]
name="AI59"
command=N,N
time=2

[command]
name="AI60"
command=N,N
time=2

[command]
name="AI61"
command=N,N
time=2

[command]
name="AI62"
command=N,N
time=2

[command]
name="AI63"
command=N,N
time=2

[command]
name="AI64"
command=N,N
time=2

[command]
name="AI65"
command=N,N
time=2

[command]
name="AI66"
command=N,N
time=2

[command]
name="AI67"
command=N,N
time=2

[command]
name="AI68"
command=N,N
time=2

[command]
name="AI69"
command=N,N
time=2

[command]
name="AI70"
command=N,N
time=2

[command]
name="AI71"
command=N,N
time=2

[command]
name="AI72"
command=N,N
time=2

[command]
name="AI73"
command=N,N
time=2

[command]
name="AI74"
command=N,N
time=2

[command]
name="AI75"
command=N,N
time=2

[command]
name="AI76"
command=N,N
time=2

[command]
name="AI77"
command=N,N
time=2

[command]
name="AI78"
command=N,N
time=2

[command]
name="AI79"
command=N,N
time=2

;---------------------------------------------------------------------------
; 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]
;==============================================================================
;AI֘A
;==============================================================================

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [1,2]
triggerall = var(58)
Trigger1  = Command = "AI0"  || Command =  "AI17" || Command =  "AI34"
Trigger2  = Command = "AI1"  || Command =  "AI18" || Command =  "AI35"
Trigger3  = Command = "AI2"  || Command =  "AI19" || Command =  "AI36"
Trigger4  = Command = "AI3"  || Command =  "AI20" || Command =  "AI37"
Trigger5  = Command = "AI4"  || Command =  "AI21" || Command =  "AI38"
Trigger6  = Command = "AI5"  || Command =  "AI22" || Command =  "AI39"
Trigger7  = Command = "AI6"  || Command =  "AI23" || Command =  "AI40"
Trigger8  = Command = "AI7"  || Command =  "AI24" || Command =  "AI41"
Trigger9  = Command = "AI8"  || Command =  "AI25" || Command =  "AI42"
Trigger10 = Command = "AI9"  || Command =  "AI26" || Command =  "AI43"
Trigger11 = Command = "AI10" || Command =  "AI27" || Command =  "AI44"
Trigger12 = Command = "AI11" || Command =  "AI28" || Command =  "AI45"
Trigger13 = Command = "AI12" || Command =  "AI29" || Command =  "AI46"
Trigger14 = Command = "AI13" || Command =  "AI30" || Command =  "AI47"
Trigger15 = Command = "AI14" || Command =  "AI31" || Command =  "AI48"
Trigger16 = Command = "AI15" || Command =  "AI32" || Command =  "AI49"
Trigger17 = Command = "AI16" || Command =  "AI33" || Command =  "AI50"
Trigger18 = Command = "AI51" || Command =  "AI52" || Command =  "AI53"
Trigger19 = Command = "AI54" || Command =  "AI55" || Command =  "AI56"
Trigger20 = Command = "AI57" || Command =  "AI58" || Command =  "AI59"
Trigger21 = Command = "AI60" || Command =  "AI61" || Command =  "AI62"
Trigger22 = Command = "AI63" || Command =  "AI64" || Command =  "AI65"
Trigger23 = Command = "AI66" || Command =  "AI67" || Command =  "AI68"
Trigger24 = Command = "AI69" || Command =  "AI70" || Command =  "AI71"
Trigger25 = Command = "AI72" || Command =  "AI73" || Command =  "AI74"
Trigger26 = Command = "AI75" || Command =  "AI76" || Command =  "AI77"
Trigger27 = Command = "AI78" || Command =  "AI79"
V = 59
Value = var(58)

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) > 0
Trigger1 = RoundState = 4
Trigger2 = Win = 1
Trigger3 = Lose = 1
Trigger4 = DrawGame = 1
V = 59
Value = -var(59)

[State -1, AI]
Type = VarSet
TriggerAll = Var(59) < 0
Trigger1 = RoundState = 2
trigger1 = ctrl
V = 59
Value = -var(59)

[State -1, debag]
type = displaytoclipboard
text = "deffencesys = %d airjump = %d AI = %d AILV = %d"
params = var(30),var(18),var(59),var(58)
trigger1 = 1
ignorehitpouse = 1

[State -1, debag]
type = appendtoclipboard
text = "\ndeffenceinput = %d msg = %d recevertime = %d"
params = var(57),var(34),ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel))) + enemynear,gethitvar(hitshaketime)
trigger1 = 1
ignorehitpouse = 1

;===========================================================================

[State -1, parry]
type=changestate
value=852
triggerall=var(30)%10=1&&ctrl
trigger1=numhelper(855)
trigger1=helper(855),stateno=858
trigger2=numhelper(856)
trigger2=helper(856),stateno=858

[State -1, Eternal Solace]
type = Changestate
triggerall = var(59) = 0
triggerall = command = "Eternal_Solace"
Triggerall = Statetype != A
triggerall = power >= 3000
triggerall = ((Life*100)/LifeMax) <= 30
trigger1 = Ctrl
trigger2=stateno=[851,852]
trigger2=time>=12
trigger3=var(30)%10=2
trigger3=(var(31)/10)%10=2
trigger3=(stateno=[150,155])
trigger3=stateno%2=0
value = 4500

[State -1, Ragnarok]
type = ChangeState
value = 1616
triggerall = var(59) = 0
triggerall = command = "Ragnarok"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [100,109])
trigger3 = (stateno = [200,900])
trigger3 = movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0

[State -1, Nirvana]
Type = Changestate
value = 4000
triggerall = var(59) = 0
triggerall = command = "Nirvana"
triggerall = power >= 3000
triggerall = Statetype !=a
trigger1 = Ctrl
trigger2=stateno=[851,852]
trigger2=time>=12
trigger3=var(30)%10=2
trigger3=(var(31)/10)%10=2
trigger3=(stateno=[150,155])
trigger3=stateno%2=0

[State -1, Tenha Yurei Retsuzan]
type = Changestate
triggerall = var(59) = 0
triggerall = command = "Tenha_Yurei_Retsuzan"
Triggerall = Statetype != A
triggerall = power >= 1000
trigger1 = Ctrl
trigger2 = ((Stateno = [200,225]) && movecontact)
trigger3 = ((Stateno = [400,420]) && movecontact)
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 3000

[State -1, Delusion Cutter]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "Sword_of_Rebirth"
triggerall = StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = ((Stateno = [200,225]) && movecontact)
trigger3 = ((Stateno = [400,420]) && movecontact)
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 2100

[State -1, Eternity Slash]
type = ChangeState
value = 1032
triggerall = var(59) = 0
triggerall = command = "Eternity_Slash"
triggerall = power >= 1000
triggerall = statetype != A
trigger1=ctrl
trigger2 = (stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0

[State -1, Crescent Moon Slash Light]
type = Changestate
triggerall = var(59) = 0
triggerall = command = "Crescent_Slash"
Triggerall = Statetype != A
triggerall = command="x"||command="rls_x"
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 1100

[State -1, Crescent Moon Slash Medium]
type = Changestate
triggerall = var(59) = 0
triggerall = command = "Crescent_Slash"
Triggerall = Statetype != A
triggerall = command="y"||command="rls_y"
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 1101

[State -1, Crescent Moon Slash Heavy]
type = Changestate
triggerall = var(59) = 0
triggerall = command = "Crescent_Slash"
Triggerall = Statetype != A
triggerall = command="z"||command="rls_z"
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 1102

;Getsuga
[State -1, Getsuga light]
type = ChangeState
value = 2005
triggerall = var(59) = 0
triggerall = command = "Getsuga"
triggerall = command="x"||command="rls_x"
triggerall = statetype != a
trigger1 = ctrl
trigger1 =!numproj
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 400
trigger5 = movecontact
trigger6 = stateno = 410
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact
trigger8=stateno=[851,852]
trigger8=time>=12
trigger9=var(30)%10=2
trigger9=(var(31)/10)%10=2
trigger9=(stateno=[150,155])
trigger9=stateno%2=0

;Getsuga
[State -1, Getsuga medium]
type = ChangeState
value = 2006
triggerall = var(59) = 0
triggerall = command = "Getsuga"
triggerall = command="y"||command="rls_y"
triggerall = statetype != a
trigger1 = ctrl
trigger1 = !numproj
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 400
trigger5 = movecontact
trigger6 = stateno = 410
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact
trigger8=stateno=[851,852]
trigger8=time>=12
trigger9=var(30)%10=2
trigger9=(var(31)/10)%10=2
trigger9=(stateno=[150,155])
trigger9=stateno%2=0

[State -1, Getsuga heavy]
type = ChangeState
value = 2007
triggerall = var(59) = 0
triggerall = command = "Getsuga"
triggerall = command="z"||command="rls_z"
triggerall = statetype !=a
trigger1 =ctrl
trigger1 =!numproj
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 400
trigger5 = movecontact
trigger6 = stateno = 410
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact
trigger8=stateno=[851,852]
trigger8=time>=12
trigger9=var(30)%10=2
trigger9=(var(31)/10)%10=2
trigger9=(stateno=[150,155])
trigger9=stateno%2=0

[State -1, Extraction Cut light]
type = Changestate
value = 1105
triggerall = var(59) = 0
triggerall = command = "Extraction_Cut"
triggerall = command="x"||command="rls_x"
triggerall = Statetype != a
trigger1= ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0

[State -1,Extraction Cut medium]
type = Changestate
value = 1106
triggerall = var(59) = 0
triggerall = command = "Extraction_Cut"
triggerall = command="y"||command="rls_y"
triggerall = Statetype != a
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0

[State -1, Extraction Cut heavy]
type = Changestate
value = 1107
triggerall = var(59) = 0
triggerall = command = "Extraction_Cut"
triggerall = command="z"||command="rls_z"
triggerall = Statetype != a
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
;===========================================================================
;---------------------------------------------------------------------------

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

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, Air Dash]
Type       = ChangeState
Value      = 110
TriggerAll = Var(59) = 0
TriggerAll = Command = "FF" || (Var(13) > 0 && Command = "holdfwd")
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
Trigger1   = StateType = A
Trigger1   = Ctrl

[State -1, Air Back Dash]
Type       = ChangeState
Value      = 115
TriggerAll = Var(59) = 0
TriggerAll = Command = "BB" || (Var(13) < 0 && Command = "holdback")
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
Trigger1   = StateType = A
Trigger1   = Ctrl

;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "y" || command = "z"
triggerall = command = "holdfwd"||command="holdback"
triggerall = p2bodydist X < 10
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall= p2movetype!=h
triggerall = statetype = S
trigger1 = ctrl
trigger1 = stateno != 100
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno= 200
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12


;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno - 200*(statetype=c) = 200
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

[State -1, Medium Slash]
type = Changestate
value = 215
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Thrust]
type = Changestate
value = 225
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno = 220
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = (stateno - 200*(statetype=c) = [200,215])
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

[State -1]
type = ChangeState
value = 850
triggerall = var(59) = 0
triggerall=var(30)%10=0
triggerall = command = "a"
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 300) && (animelemtime(4) > 0)
trigger3 = stateno = 400 && (movecontact || animelemtime(4) > 2)
trigger4=stateno=851
trigger4=time>=12

[State -1, Yuyuko Striker]
type = Changestate
value = 3500
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = var(33) <= 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = !numhelper(3501)
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12

[State -1, Tenshi Striker]
type = Changestate
value = 3600
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = var(33) <= 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = !numhelper(3601)
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2=stateno=400
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno - 200*(statetype=c) = 200
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = (Stateno = [220,225]) && movecontact
trigger3 = Stateno = 410 && movecontact
trigger4=stateno=852||(stateno=851&&numexplod(858))
trigger4=time>=12

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,610])
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

[state jump cancel]
type=changestate
value=40
triggerall = var(59) = 0
trigger1=command="holdup"
trigger1=statetype = C
trigger1=stateno = [400,420]
trigger1=movecontact

[state jd]
type=changestate
value=120
triggerall = var(59) = 0
triggerall=command="holdback"
triggerall=inguarddist
trigger1=var(31)%10>=1
trigger1=ctrl

[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "holdup"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(18)=-1
trigger1 = StateNo = [600,620]
trigger1 = movecontact
trigger2 = ctrl
trigger2 = pos y <= -30
value = 45


;---------------------------------------------------------------------------
;AIsp^[
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;E
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = p2bodydist X < 49
triggerall = numtarget
triggerall = stateno != 400
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = enemynear,gethitvar(hittime) + enemynear,gethitvar(hitshaketime) > 4
trigger1 = p2statetype = S || p2statetype = C
trigger1 = random < 400*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = p2bodydist X < 53
triggerall = numtarget
triggerall = stateno != 200
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = enemynear,gethitvar(hittime) + enemynear,gethitvar(hitshaketime) > 3
trigger1 = p2statetype = S || p2statetype = C
trigger1 = random < 400*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash light]
type = Changestate
value = 1100
triggerall = var(59) > 0
triggerall = var(59) > 1
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*8)) = [-40,74])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*64)/2)) = [-55,10]
triggerall = numtarget
triggerall = (p2stateno = 1109) || (p2stateno = 4009)
triggerall = (power < 1000) || (var(59) < 3)
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash light]
type = null;Changestate
value = 1100
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*9)) = [-40,59])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*9) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*81)/2)) = [-100,-20]
triggerall = numtarget
triggerall = (p2stateno = 1109) || (p2stateno = 4009)
triggerall = 1;power < 1000
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0
triggerall = var(59) > 2
triggerall = statetype!=a
triggerall = ctrl
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel))) + enemynear,gethitvar(hitshaketime)) > 8
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*9)) = [30,53]) || (enemynear,backedgebodydist < 50) || (p2bodydist Y > -60 && p2bodydist X < 53)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*9) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*81)/2)) = [-30,20]
triggerall = numtarget
triggerall = p2stateno != 4009
triggerall = (p2stateno != 1109) || (power >= 1000)
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0
triggerall = var(59) > 2
triggerall = statetype!=a
triggerall = ctrl
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel))) + enemynear,gethitvar(hitshaketime)) > 7
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*8)) = [-20,75]) || (enemynear,backedgebodydist < 50)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*64)/2)) = [-20,20]
triggerall = numtarget
triggerall = p2stateno != 4009
triggerall = (p2stateno != 1109) || (power >= 1000)
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash Medium]
type = null;Changestate
value = 1101
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*10)) = [0,59])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*10) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*100)/2)) = [-55,20]
triggerall = numtarget
triggerall = p2stateno = 1109
triggerall = power < 1000
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Delusion Cutter]
type = ChangeState
value = 2100
triggerall = var(59) > 0
triggerall = var(59) > 1
triggerall = Power >= 1000
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel))) + enemynear,gethitvar(hitshaketime)) > 5
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [10,30])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*36)/2)) = [-120,-80]
triggerall = numtarget
triggerall = p2stateno != 4009
triggerall = p2stateno != 1109
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Ragnarok]
type = null;ChangeState
value = 1616
triggerall = var(59) > 0
triggerall = power >= 2000
triggerall = statetype != A
triggerall = ctrl
triggerall = (ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel))) + enemynear,gethitvar(hitshaketime)) > 22
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*23)) = [0,200])
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*23) + (((enemynear,const(movement.yaccel))*23*23)/2)) = [20,30]
triggerall = numtarget
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Tenshi Striker]
type = null;Changestate
value = 3600
triggerall = var(59) > 0
triggerall = var(33) <= 0
triggerall = statetype != A
triggerall = ctrl
triggerall = !numhelper(3601)
triggerall = power < 2000
triggerall = enemynear,backedgebodydist < 50
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*22) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*22*22)/2)) < -50
triggerall = numtarget
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;_bV
[State -3, dash]
type = changestate
triggerall = var(59) > 0
triggerall = var(59) > 1
triggerall = !ishelper
triggerall = stateno != 100
triggerall = stateno != 101
triggerall = numtarget
triggerall = ctrl
triggerall = (statetype = S) || (statetype = C)
triggerall = p2bodydist X > 50
triggerall = (enemynear,vel X*(facing*enemynear,facing) >= 0) || (p2bodydist X > 80)
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = random < 300*var(59)
value = 100
;----------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;؂Ԃ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0
triggerall = p2bodydist X < 10
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall= p2movetype!=h
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = random < 200*var(59)
triggerall = p2bodydist X = [-10,10]
trigger1 = p2stateno = [120,155]
trigger1 = enemynear,prevstateno = [120,155]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Nirvana]
Type = Changestate
value = 4000
triggerall = var(59) > 0
triggerall = var(59) > 2
triggerall = power >= 3000
triggerall = Statetype !=a
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X)*16)) = [0,110]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*16) + (((enemynear,const(movement.yaccel))*16*16)/2)) > -20
triggerall = random < 100*var(59)
trigger1 = p2movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time > 3-var(59)
trigger1 = enemynear,animtime < -16
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash Medium]
type = Changestate
value = 1101
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*8)) = [50,74]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((enemynear,const(movement.yaccel))*64)/2)) > -70
triggerall = random < 100*var(59)
trigger1 = p2movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time > 6-var(59)
trigger1 = enemynear,animtime < -9
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash Medium]
type = Changestate
value = 1101
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*10)) = [30,59]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*10) + (((enemynear,const(movement.yaccel))*100)/2)) > -145
triggerall = random < 100*var(59)
trigger1 = p2movetype = A
trigger1 = enemynear,ctrl = 0
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time > 6-var(59)
trigger1 = enemynear,animtime < -10
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;K[hLZ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ((p2bodydist X) - ((enemynear,vel X)*2)) = [0,43]
triggerall = p2statetype != A
triggerall = random < 60*var(59)*var(59)
triggerall = enemynear,animtime = [-8,-2]
trigger1=stateno=852||(stateno=851&&numexplod(858))
trigger1=time>=12
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ((p2bodydist X) - ((enemynear,vel X)*9)) = [0,53]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*9) + (((enemynear,const(movement.yaccel))*81)/2)) > -80
triggerall = p2movetype = A
triggerall = enemynear,ctrl = 0
triggerall = enemynear,animtime = [-14,-9]
triggerall = random < 60*var(59)*var(59)
trigger1=stateno=852||(stateno=851&&numexplod(858))
trigger1=time>=12
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Tenha Yurei Retsuzan]
type = Changestate
value = 3000
triggerall = var(59) > 0
triggerall = var(59) > 1
Triggerall = Statetype != A
triggerall = power >= 1000
triggerall = (statetype = S) || (statetype = C)
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*12)) = [0,51]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*12) + (((enemynear,const(movement.yaccel))*12*12)/2)) > -80
triggerall = random < 60*var(59)*var(59)
triggerall = p2movetype = A
triggerall = enemynear,ctrl = 0
triggerall = enemynear,animtime < -12
trigger1=stateno=[851,852]
trigger1=time>=12
trigger2=var(30)%10=2
trigger2=(var(31)/10)%10=2
trigger2=(stateno=[150,155])
trigger2=stateno%2=0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Delusion Cutter]
type = ChangeState
value = 2100
triggerall = var(59) > 0
triggerall = var(59) > 2
triggerall = Power >= 1000
triggerall = (statetype = S) || (statetype = C)
triggerall = (((p2bodydist X) - ((enemynear,vel X)*6)) = [0,20]) || (p2statetype != A && ((p2bodydist X) - ((enemynear,vel X)*6)) = [0,110])
triggerall = random < 60*var(59)*var(59)
triggerall = p2movetype = A
triggerall = enemynear,ctrl = 0
triggerall = enemynear,animtime = [-11,-6]
trigger1=stateno=[851,852]
trigger1=time>=12
trigger2=var(30)%10=2
trigger2=(var(31)/10)%10=2
trigger2=(stateno=[150,155])
trigger2=stateno%2=0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash heavy]
type = Changestate
value = 1102
triggerall = var(59) > 0
triggerall = var(59) > 1
triggerall = (statetype = S) || (statetype = C)
triggerall = ((p2bodydist X) - ((enemynear,vel X)*6)) = [-30,110]
triggerall = p2statetype != A
triggerall = random < 60*var(59)*var(59)
triggerall = p2movetype = A
triggerall = enemynear,ctrl = 0
triggerall = enemynear,animtime = [-11,-6]
trigger1=stateno=[851,852]
trigger1=time>=12
trigger2=var(30)%10=2
trigger2=(var(31)/10)%10=2
trigger2=(stateno=[150,155])
trigger2=stateno%2=0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Eternity Slash]
type = ChangeState
value = 1032
triggerall = var(59) > 0
triggerall = var(59) > 2
triggerall = Power >= 1000
triggerall = (statetype = S) || (statetype = C)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*(((p2bodydist X) - ((enemynear,vel X)*13))/11)) + (((enemynear,const(movement.yaccel))*(((p2bodydist X) - ((enemynear,vel X)*13))/11)*(((p2bodydist X) - ((enemynear,vel X)*13))/11))/2)) = [-50,30]
triggerall = random < 60*var(59)*var(59)
triggerall = p2statetype != A
triggerall = enemynear,ctrl = 0
triggerall = enemynear,animtime < -(((p2bodydist X) - ((enemynear,vel X)*13))/11)
triggerall = enemynear,animtime < -13
triggerall = (power = [1000,1500]) || (power = [2000,2500])
trigger1=stateno=[851,852]
trigger1=time>=12
trigger2=var(30)%10=2
trigger2=(var(31)/10)%10=2
trigger2=(stateno=[150,155])
trigger2=stateno%2=0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Eternal Solace]
type = Changestate
triggerall = var(59) > 0
triggerall = var(59) > 1
Triggerall = Statetype != A
triggerall = power >= 3000
triggerall = ((Life*100)/LifeMax) <= 30
triggerall = random < 60*var(59)*var(59)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*32) + (((enemynear,const(movement.yaccel))*32*32)/2)) >= 20*(p2statetype = A)
triggerall = (p2statetype = A) || (enemynear,animtime < -32)
trigger1=stateno=[851,852]
trigger1=time>=12
trigger2=var(30)%10=2
trigger2=(var(31)/10)%10=2
trigger2=(stateno=[150,155])
trigger2=stateno%2=0
value = 4500
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Nirvana]
Type = Changestate
value = 4000
triggerall = var(59) > 0
triggerall = var(59) > 1
triggerall = power >= 3000
triggerall = Statetype !=a
triggerall = random < 60*var(59)*var(59)
triggerall = ((p2bodydist X) - ((enemynear,vel X)*16)) = [0,110]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*16) + (((enemynear,const(movement.yaccel))*16*16)/2)) >= 20*(p2statetype = A)
triggerall = p2movetype = A || p2statetype = A
triggerall = (enemynear,ctrl = 0) || p2statetype = A
triggerall = (enemynear,animtime < -16) || p2statetype = A
trigger1=stateno=[851,852]
trigger1=time>=12
trigger2=var(30)%10=2
trigger2=(var(31)/10)%10=2
trigger2=(stateno=[150,155])
trigger2=stateno%2=0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = ((p2bodydist X) - ((enemynear,vel X)*12) + (vel X*12)) = [0,54]
triggerall = p2bodydist Y = [-50,50]
triggerall = random < 60*var(59)*var(59)
triggerall = p2movetype = A
triggerall = enemynear,ctrl = 0
triggerall = enemynear,animtime = [-15,-12]
trigger1=stateno=852||(stateno=851&&numexplod(858))
trigger1=time>=12
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;΋
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Eternal Solace]
type = Changestate
triggerall = var(59) > 0
triggerall = var(59) > 1
Triggerall = Statetype != A
triggerall = power >= 3000
triggerall = ((Life*100)/LifeMax) <= 30
triggerall = ctrl
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*32) + (((enemynear,const(movement.yaccel))*32*32)/2)) = [-30,-20]
triggerall = numtarget = 0
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2statetype = A
trigger1 = (stateno = [120,155]) = 0
trigger1 = (inguarddist && (enemynear,hitdefattr = SCA,AA,AP) = 0) = 0
trigger1 = random < 100*var(59)
value = 4500
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*9)) = [30,53]) || (p2bodydist Y > -60 && p2bodydist X < 53)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*9) + (((enemynear,const(movement.yaccel))*81)/2)) = [-40,-30]
triggerall = numtarget = 0
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2statetype = A
trigger1 = (stateno = [120,155]) = 0
trigger1 = (inguarddist && (enemynear,hitdefattr = SCA,AA,AP) = 0) = 0
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X)*8)) = [50,75]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((enemynear,const(movement.yaccel))*64)/2)) > -100
triggerall = numtarget = 0
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2statetype = A
trigger1 = (stateno = [120,155]) = 0
trigger1 = (inguarddist && (enemynear,hitdefattr = SCA,AA,AP) = 0) = 0
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash Medium]
type = Changestate
value = 1101
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*10)) = [20,59]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*10) + (((enemynear,const(movement.yaccel))*100)/2)) = [-80,-40]
triggerall = numtarget = 0
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2statetype = A
trigger1 = (stateno = [120,155]) = 0
trigger1 = (inguarddist && (enemynear,hitdefattr = SCA,AA,AP) = 0) = 0
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Ragnarok]
type = ChangeState
value = 1616
triggerall = var(59) > 0
triggerall = power >= 2000
triggerall = statetype != A
triggerall = ctrl
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*23)) = [0,200]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*23) + (((enemynear,const(movement.yaccel))*23*23)/2)) = [-30,-20]
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2statetype = A
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;h
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;̓Zbg
[State -1, deffence]
Type = VarSet
TriggerAll = Var(59)
Trigger1 = 1
V = 57
Value = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;V[h
[State -1, deffence]
Type = Varset
TriggerAll = Var(59)
triggerall = (var(30)%10 = 0)
trigger1 = var(57) = 0
trigger1 = p2movetype != H
trigger1 = !numtarget
trigger1 = (p2stateno = [120,155]) = 0
trigger1 = (stateno = [120,155]) || inguarddist
Trigger1 = random < ((((statetype = A) || (p2statetype = A))*50) + ((p2movetype = A)*50) + ((inguarddist)*10) - ((enemynear,time)*(8+var(59))) + (frontedgebodydist/10))*(abs(p2bodydist X)/(10-(var(59)*2)))
trigger2 = stateno = 850
trigger2 = inguarddist
V = 57
Value = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ubLO/WXgfBtFX
[State -1, deffence]
Type = Varset
TriggerAll = Var(59)
triggerall = (var(30)%10 = 1) || (var(30)%10 = 2) 
triggerall = (var(30)%10 = 1) || (var(31) = 0)
triggerall = (var(30)%10 = 2) || (stateno != 100)
trigger1 = p2movetype != H
trigger1 = !numtarget
trigger1 = (p2stateno = [120,155]) = 0
Trigger1 = random < ((((statetype = A) || (p2statetype = A))*60) + ((p2movetype = A)*40) + ((inguarddist)*40) + ((enemynear,time+var(59))*10) + (enemynear,ctrl*150) + (frontedgebodydist/10))*(abs(p2bodydist X)/(10-(var(59)*2)))
V = 57
Value = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;V[h
[State -1]
type = ChangeState
value = 850
triggerall = var(59)
triggerall=var(30)%10=0
triggerall = var(57)
trigger1 = ctrl || (stateno = 100)
trigger2 = (stateno = 200 || stateno = 300) && (animelemtime(4) > 0)
trigger3 = stateno = 400 && (movecontact || animelemtime(4) > 2)
trigger4=stateno=851
trigger4=time>=12
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;obNXebv
[State -1, backstep4throw]
type = ChangeState
value = 105
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = !ishelper
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = stateno != 100
triggerall = stateno != 105
triggerall = prevstateno != 105
triggerall = (facing = enemynear,facing) = 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AT
trigger1 = random < 30*var(59)*var(59)
trigger1 = backedgebodydist > 50
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Wv
[State -1, jump4throw]
type = ChangeState
value = 10040+(enemynear,vel X <= 0)
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = (statetype = S) || (statetype = C)
triggerall = (ctrl) || (stateno = 100)
triggerall = (facing = enemynear,facing) = 0
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AT
trigger1 = random < 30*var(59)*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;΋󒆃obNXebv
[State -1, airbackstep4throw]
Type       = ChangeState
Value      = 115
TriggerAll = Var(59)
TriggerAll = StateNo != 110; || Time > 26
TriggerAll = StateNo != 115; || Time > 18
triggerall = prevstateno != 110
triggerall = prevstateno != 115
TriggerAll = Var(12) < 2
triggerall = statetype = A
triggerall = ctrl
triggerall = backedgebodydist > 80
triggerall = facing != enemynear,facing
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA,AT
trigger1 = random < 50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;K[hւ̈ڍs
[State -1, guard]
type = ChangeState
value = 120
triggerall = var(59) > 0
triggerall = ctrl
trigger1 = inguarddist
trigger1 = random < 250*var(59)
trigger2 = p2movetype = A
trigger2 = enemynear,hitdefattr = A,AA
trigger2 = p2bodydist X = [-40,0]
trigger2 = random < 150*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;WvU
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = !inguarddist
trigger1 = vel X > 0
trigger1 = p2bodydist X = [-20,100]
trigger1 = stateno = 110 || stateno = 600 || numtarget || p2stateno = [5110,5120]
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 620
triggerall = var(59) > 0
triggerall = statetype = A
trigger1 = ctrl
trigger1 = !inguarddist
trigger1 = p2bodydist X < 54+random%30
trigger1 = vel Y > 0
trigger1 = p2bodydist Y > -20
trigger1 = random < 200*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;э
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;NU
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall = p2stateno = 5110
trigger1 = p2bodydist X < 53
trigger1 = random < 200*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Yuyuko Striker]
type = Changestate
value = 3500
triggerall = var(59) > 0
triggerall = var(33) <= 0
triggerall = statetype != A
triggerall = ctrl
triggerall = !numhelper(3501)
triggerall = p2stateno = 5110
trigger1 = p2bodydist X > 130+random%20
trigger1 = random < 50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Getsuga light]
type = ChangeState
value = 2005
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall =!numproj
triggerall = p2stateno = 5110
trigger1 = p2bodydist X > 90
trigger1 = enemynear,time < 20
trigger1 = random < (400.0/enemynear,time)*var(59)
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;Wv
[State -3, jump]
type = changestate
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = ctrl || stateno = 100
triggerall = (statetype = S) || (statetype = C)
triggerall = p2stateno = 5120
trigger1 = (p2bodydist X = [30+random%10,80+random%10]) || (frontedgebodydist < 100)
trigger1 = random < 200*var(59)
value = ifelse(random%2,410,10040)
;----------------------------------------------------------------
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = ifelse(random%2,800,1100)
triggerall = var(59) > 0
triggerall = p2bodydist X < 10
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall= p2movetype!=h
triggerall = statetype != A
trigger1 = ctrl
trigger1 = stateno != 100
trigger1 = enemynear,prevstateno = 5120
trigger1 = random < 300*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Tenshi Striker]
type = Changestate
value = 3600
triggerall = var(59) > 0
triggerall = var(33) <= 0
triggerall = statetype != A
triggerall = ctrl
triggerall = !numhelper(3601)
triggerall = p2stateno = 5120
trigger1 = p2bodydist X > 100+random%20
trigger1 = random < 200*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;Ԃ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Eternal Solace]
type = Changestate
triggerall = var(59) > 0
Triggerall = Statetype != A
triggerall = power >= 3000
triggerall = ((Life*100)/LifeMax) <= 30
triggerall = random < 50*(1+9*(prevstateno = 101))
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = Ctrl
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = p2bodydist X < 110
value = ifelse(random%3,210,4500)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Nirvana]
Type = Changestate
value = ifelse(random%3,210,4000)
triggerall = var(59) > 0
triggerall = power >= 3000
triggerall = Statetype !=a
triggerall = random < 50*(1+9*(prevstateno = 101))
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = Ctrl
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = p2bodydist X < 110
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Nirvana]
Type = Changestate
value = ifelse(random%3,210,1100)
triggerall = var(59) > 0
triggerall = power < 3000
triggerall = Statetype !=a
triggerall = random < 50*(1+9*(prevstateno = 101))
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = Ctrl
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = p2bodydist X < 80
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash Medium]
type = Changestate
value = 1101
triggerall = var(59) > 0
triggerall = (statetype = S) || (statetype = C)
triggerall = ctrl
triggerall = p2bodydist X = [50,74]
triggerall = p2stateno != 5120
triggerall = random < 150/var(59)
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = Ctrl
trigger1 = prevstateno = 101
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = p2bodydist X < 80
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Nirvana]
Type = Changestate
value = 410
triggerall = var(59) > 0
triggerall = Statetype !=a
triggerall = random < 200*var(59)
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = Ctrl
trigger1 = p2bodydist X < 53+random%10
trigger1 = numtarget
trigger1 = p2stateno = [120,155]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = ifelse((random%3 || numtarget),410,10040+(2*(random%2 || (var(59) < 3))))
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X < 43+random%10
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 200*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse((random%3 || numtarget),200,10040+(2*(random%2 || (var(59) < 3))))
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X < 43+random%20
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 360/var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = p2bodydist X = [60+random%10,78+random%20]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*60*(4-var(59))
trigger1 = random < 300/var(59)
trigger2 = p2statetype != A
trigger2 = p2movetype = A
trigger2 = inguarddist
trigger2 = enemynear,hitdefattr = SCA,AA,AT,AP
trigger2 = random < enemynear,time*50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = p2bodydist X = [40+random%10,55+random%20]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*60*(4-var(59))
trigger1 = random < 100
trigger2 = p2statetype != A
trigger2 = p2movetype = A
trigger2 = inguarddist
trigger2 = enemynear,hitdefattr = SCA,AA,AT,AP
trigger2 = random < enemynear,time*50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Thrust]
type = Changestate
value = 225
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = ctrl
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = p2bodydist X = [100-random%10,125+random%20]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*60*(4-var(59))
trigger1 = random < 300/var(59)
trigger2 = p2statetype != A
trigger2 = p2movetype = A
trigger2 = inguarddist
trigger2 = enemynear,hitdefattr = SCA,AA,AT,AP
trigger2 = random < enemynear,time*50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Extraction Cut light]
type = Changestate
value = 1105
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = p2bodydist X = [120-(random%10)-(10*(3-var(59))),145+random%20]
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = !inguarddist || random > enemynear,time*50*(4-var(59))
trigger1 = random < 120*var(59)
trigger2 = p2movetype = A
trigger2 = inguarddist
trigger2 = (enemynear,hitdefattr = SCA,AA,AT,AP) = 0
trigger2 = random < enemynear,time*50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Getsuga light]
type = ChangeState
value = 2007
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall =!numproj
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = !numhelper(3501)
trigger1 = p2bodydist X = [130+(random%20)+(10*(3-var(59))),180]
trigger1 = !inguarddist
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Getsuga light]
type = ChangeState
value = 2005
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall =!numproj
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = !numhelper(3501)
trigger1 = p2bodydist X > 200+(random%20)-(10*(3-var(59)))
trigger1 = !inguarddist
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Extraction Cut medium]
type = Changestate
value = 1106
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
triggerall = p2bodydist X > 125+(random%20)-(10*(3-var(59)))
trigger1 = p2movetype = A
trigger1 = inguarddist
trigger1 = (enemynear,hitdefattr = SCA,AA,AT,AP) = 0
trigger1 = random < enemynear,time*50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Getsuga heavy]
type = ChangeState
value = 2007
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall =!numproj
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X > 100+random%20
trigger1 = p2movetype = A
trigger1 = inguarddist
trigger1 = (enemynear,hitdefattr = SCA,AA,AT,AP) = 0
trigger1 = random < enemynear,time*50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Getsuga medium]
type = ChangeState
value = 2006
triggerall = var(59) > 0
triggerall = statetype != a
triggerall = ctrl
triggerall =!numproj
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = p2bodydist X > 120+random%20
trigger1 = p2movetype = A
trigger1 = inguarddist
trigger1 = (enemynear,hitdefattr = SCA,AA,AT,AP) = 0
trigger1 = random < enemynear,time*50*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Yuyuko Striker]
type = Changestate
value = 3500
triggerall = var(59) > 0
triggerall = var(33) <= 0
triggerall = statetype != A
triggerall = ctrl
triggerall = !numhelper(3501)
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = !inguarddist
trigger1 = p2bodydist X > 200+random%20
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Tenshi Striker]
type = Changestate
value = 3600
triggerall = var(59) > 0
triggerall = var(33) <= 0
triggerall = statetype != A
triggerall = ctrl
triggerall = !numhelper(3601)
triggerall = p2stateno != 5120
triggerall = (p2stateno = [5200,5210]) = 0
trigger1 = !inguarddist
trigger1 = p2bodydist X > 180+random%40
trigger1 = random < 100*var(59)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = var(59) > 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2stateno = 5110
trigger1 = random < 40-var(59)*10
trigger1 = p2bodydist X > 80
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;_bV
[State -3, dash]
type = changestate
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = stateno != 100
triggerall = prevstateno != 101
triggerall = stateno != 105
triggerall = prevstateno != 105
triggerall = ctrl
triggerall = (statetype = S) || (statetype = C)
trigger1 = backedgebodydist < 80
trigger1 = random < 150*var(59)
trigger1 = p2bodydist X > 130+random%20
trigger2 = p2statetype != A
trigger2 = numhelper(3501) || numhelper(3601) || numproj
trigger2 = random < 150*var(59)
value = ifelse(random%2,100,10040)
;----------------------------------------------------------------
;----------------------------------------------------------------
;Wv
[State -3, jump]
type = changestate
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = ctrl || stateno = 100
triggerall = (statetype = S) || (statetype = C)
triggerall = p2statetype != A
trigger1 = numhelper(3501) || numhelper(3601) || numproj
trigger1 = random < 150*var(59)
trigger2 = p2bodydist X > 120+random%10
trigger2 = !inguarddist
trigger2 = random < 120*var(59)
value = ifelse(random%2,100,10040)
;----------------------------------------------------------------
;----------------------------------------------------------------
;󒆃_bV
[State -3, airdash]
Type       = ChangeState
Value      = 110
TriggerAll = Var(59)
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
triggerall = ctrl
triggerall = statetype = A
trigger1 = vel Y > -1
trigger1 = p2statetype != A
trigger1 = numhelper(3501) || numhelper(3601) || numproj
trigger1 = random < 250*var(59)
trigger2 = pos Y < -30+random%((var(59))*6)
trigger2 = p2statetype != A
trigger2 = !inguarddist
trigger2 = p2bodydist X > 100
trigger2 = random < 80
;----------------------------------------------------------------
;----------------------------------------------------------------
;_bVǂ̒Eo
[State -3, dash]
type = changestate
triggerall = var(59) > 0
triggerall = var(59) > 1
triggerall = !ishelper
triggerall = stateno != 100
triggerall = prevstateno != 101
triggerall = stateno != 105
triggerall = prevstateno != 105
triggerall = numtarget = 0
trigger1 = ctrl
trigger1 = (statetype = S) || (statetype = C)
trigger1 = backedgebodydist < 80
trigger1 = random < 250*var(59)
trigger1 = p2bodydist X < 75+random%10
trigger1 = p2statetype = A
trigger1 = enemynear,pos Y < -70
value = 100
;----------------------------------------------------------------
;----------------------------------------------------------------
;󒆃_bVǂ̒Eo
[State -3, airdash]
Type       = ChangeState
Value      = 110
TriggerAll = Var(59)
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
trigger1 = (var(59) > 2) || (p2statetype != L)
trigger1 = ctrl
trigger1 = statetype = A
trigger1 = backedgebodydist < 80
trigger1 = random < 250*var(59)
trigger1 = p2bodydist X < 50+random%10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = pos Y < -70
trigger2 = ctrl
trigger2 = p2bodydist X < 0
trigger2 = frontedgebodydist > 80
trigger2 = statetype = A
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = enemynear,ctrl = 0
trigger2 = (enemynear,anim = [0,100]) = 0
trigger2 = vel Y
trigger2 = enemynear,animtime < -(abs((pos Y)/(vel Y)))
trigger2 = vel X >= 0
trigger2 = var(59) > 2
trigger2 = random < 250*var(59)
;----------------------------------------------------------------
;----------------------------------------------------------------
;[EoWv
[State -3, jump]
type = changestate
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = ctrl || stateno = 100
triggerall = (statetype = S) || (statetype = C)
trigger1 = enemynear,ctrl = 0
trigger1 = (enemynear,anim = [0,100]) = 0
trigger1 = enemynear,time < 5+(4-var(59))
trigger1 = (enemynear,hitdefattr = SCA,AA,AT,AP) = 0
trigger1 = p2bodydist X < 50+random%10
trigger1 = backedgebodydist < 50
trigger1 = random < 250*var(59)
value = 10041
;----------------------------------------------------------------
;---------------------------------------------------------------------------
;
[State -3, AIwalk]
type = changestate
triggerall = var(59) > 0
trigger1 = (statetype = S) || (statetype = C)
trigger1 = ctrl
trigger1 = stateno != 20
trigger1 = prevstateno != 20
value = 20
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;LZ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;󒆃`F[
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[state jump cancel]
type=changestate
value=10040+(((movehit = 0) && (frontedgebodydist > 80) && (p2bodydist X < 10) && (random%2))*2)
triggerall = var(59) > 0
triggerall = movehit || (random%(1+(var(59) > 1)) > 0)
triggerall = movehit || (movecontact = [1,2])
triggerall = random < 300*var(59)
trigger1 = p2bodydist X < 55
trigger1 = enemynear,pos Y > -40
trigger1=statetype = C
trigger1=stateno = 420
trigger1=movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(18)=-1
triggerall = random < 100*var(59)
triggerall = enemynear,backedgebodydist < 50
triggerall = vel Y = [-0.5,1]
trigger1 = StateNo = [600,620]
trigger1 = moveguarded
value = 10045+(random%3)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = random < 300*var(59)
triggerall = enemynear,vel Y < 0 || ((p2statetype != A) && abs(vel Y) > 0.7)
trigger1 = stateno = 600
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = random < 300*var(59)
triggerall = 1;p2bodydist Y > 0
trigger1 = stateno = 600
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = random < 300*var(59)
triggerall = moveguarded || ((ifelse(enemynear,gethitvar(fall.recover), enemynear,gethitvar(fall.recovertime), 9999) - floor((enemynear,vel Y)/(enemynear,gethitvar(yaccel))) + enemynear,gethitvar(hitshaketime)) < 30)
trigger1 = (stateno = [600,610])
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;n`F[
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 10
triggerall = p2statetype != A
trigger1=stateno=400
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 53
triggerall = p2statetype != A
trigger1 = stateno - 200*(statetype=c) = 200
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 33
trigger1 = stateno= 200
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = (p2bodydist X < 68) && (p2bodydist Y > -60)
trigger1 = stateno - 200*(statetype=c) = 200
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Medium Slash]
type = Changestate
value = 215
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = (p2bodydist X < 48)
triggerall = p2statetype != A
trigger1 = stateno = 210
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 76
trigger1 = (stateno - 200*(statetype=c) = [200,215])
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Tenha Yurei Retsuzan]
type = Changestate
triggerall = var(59) > 0
Triggerall = Statetype != A
triggerall = power >= 1000
triggerall = power < 1500 || power = [2000,2500]
triggerall = (p2statetype = A) || (enemynear,backedgebodydist >= 80); || (power < 2000)
triggerall = random < 300*var(59)
triggerall = ((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*12)) = [0,31]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*12) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*12*12)/2)) > -50
trigger1 = ((Stateno = 220) && movehit)
value = 3000
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Delusion Cutter]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Power >= 1000
triggerall = random < 300*var(59)
triggerall = (((p2bodydist X) - ((enemynear,vel X*(-1*facing*enemynear,facing))*6)) = [0,20]) || (p2statetype != A && p2bodydist X < 111)
trigger1 = power < 1500
trigger1 = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*36)/2)) = [-180,-80]
trigger1 = p2statetype = A
trigger1 = ((Stateno = 220) && movehit)
trigger2 = power < 1500
trigger2 = ((enemynear,pos Y) + ((enemynear,vel Y)*6) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*36)/2)) = [-180,-80]
trigger2 = p2statetype = A
trigger2 = ((Stateno = 420) && movehit)
trigger3 = enemynear,backedgebodydist < 80
trigger3 = ((Stateno = 220) && movehit)
trigger4 = (power = [1500,2000])
trigger4 = backedgebodydist < 80
trigger4 = ((Stateno = 220) && moveguarded)
value = 2100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Extraction Cut heavy]
type = Changestate
value = 1107
triggerall = var(59) > 0
triggerall = Statetype != a
triggerall = random < 300*var(59)
triggerall = backedgebodydist < 50
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*(((p2bodydist X) - ((enemynear,vel X)*15))/14)) + (((enemynear,gethitvar(yaccel))*(((p2bodydist X) - ((enemynear,vel X)*15))/14)*(((p2bodydist X) - ((enemynear,vel X)*15))/14))/2)) = [10,30]
trigger1 = (Stateno = [200,225]) && movehit
trigger2 = (Stateno = [400,420]) && movehit
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash light]
type = Changestate
triggerall = var(59) > 0
Triggerall = Statetype != A
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 74
triggerall = p2statetype != A
triggerall = enemynear,backedgebodydist < 10
trigger1 = stateno = 220
trigger1 = movehit
value = 1100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Thrust]
type = Changestate
value = 225
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = ((p2bodydist X) - ((enemynear,vel X)*14)) = [0,65]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*14) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*14*14)/2)) > 30
trigger1 = stateno = 220
trigger1 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = (p2bodydist X < 50) || (stateno != 225 && p2bodydist X < 55)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((enemynear,gethitvar(yaccel))*64)/2)) > -50
trigger1 = (Stateno = [220,225]) && movecontact
trigger2 = Stateno = 410 && movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0
triggerall = statetype!=a
triggerall = random < 300*var(59)
triggerall = (p2bodydist X < 50) || (stateno != 225 && p2bodydist X < 55)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((enemynear,gethitvar(yaccel))*64)/2)) > -10
triggerall = p2statetype = A
trigger1 = (Stateno = [220,225]) && movecontact
trigger2 = Stateno = 410 && movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Eternity Slash]
type = ChangeState
value = 1032
triggerall = var(59) > 0
triggerall = power >= 1000
triggerall = statetype != A
triggerall = random < 300*var(59)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*(((p2bodydist X) - ((enemynear,vel X)*13))/11)) + (((enemynear,gethitvar(yaccel))*(((p2bodydist X) - ((enemynear,vel X)*13))/11)*(((p2bodydist X) - ((enemynear,vel X)*13))/11))/2)) = [20,30]
trigger1 = (Stateno = [200,225]) && movehit
trigger2 = (Stateno = [400,420]) && movehit
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash Heavy]
type = Changestate
triggerall = var(59) > 0
Triggerall = Statetype != A
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 110
triggerall = p2statetype != A
trigger1 = (Stateno = [200,225]) && movehit
trigger2 = (Stateno = [400,420]) && movehit
value = 1102
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Ragnarok]
type = null;ChangeState
value = 1616
triggerall = var(59) > 0
triggerall = power >= 2000
triggerall = statetype != A
triggerall = ((p2bodydist X) - ((enemynear,vel X)*23)) = [0,250]
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*23) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*23*23)/2)) = [20,30]
triggerall = random < 300*var(59)
trigger1 = (stateno = 420)
trigger1 = movehit
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Crescent Moon Slash light]
type = Changestate
triggerall = var(59) > 0
Triggerall = Statetype != A
triggerall = random < 300*var(59)
triggerall = p2bodydist X < 74
triggerall = p2statetype = A
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*8) + (((ifelse(p2stateno = 1109,0.35,enemynear,gethitvar(yaccel)))*64)/2)) = [-30,20]
trigger1 = stateno = 420
trigger1 = movehit
value = 1100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Extraction Cut heavy]
type = Changestate
value = 1107
triggerall = var(59) > 0
triggerall = Statetype != a
triggerall = random < 300*var(59)
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*(((p2bodydist X) - ((enemynear,vel X)*15))/14)) + (((enemynear,gethitvar(yaccel))*(((p2bodydist X) - ((enemynear,vel X)*15))/14)*(((p2bodydist X) - ((enemynear,vel X)*15))/14))/2)) = [10,30]
trigger1 = (Stateno = [200,225]) && movehit
trigger2 = (Stateno = [400,420]) && movehit
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Getsuga heavy]
type = ChangeState
value = 2007
triggerall = var(59) > 0
triggerall = statetype !=a
triggerall = random < 300*var(59)
triggerall = movehit || p2bodydist X > 80
triggerall = ((enemynear,pos Y) + ((enemynear,vel Y)*(((p2bodydist X) - ((enemynear,vel X)*7))/9)) + (((enemynear,gethitvar(yaccel))*(((p2bodydist X) - ((enemynear,vel X)*7))/9)*(((p2bodydist X) - ((enemynear,vel X)*7))/9))/2)) > -10
trigger1 = stateno = 200
trigger1 = movecontact
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 220
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 410
trigger5 = movecontact
trigger6 = stateno = 420
trigger6 = movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
;AI萧
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AIOWv
[Statedef 10040]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2=1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = null;VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*(1-.2*(command!="holdup"))

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AIWv
[Statedef 10041]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2=1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = null;VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = null;VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*(1-.2*(command!="holdup"))

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AIWv
[Statedef 10042]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2=1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = null;VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = 1;command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*(1-.2*(command!="holdup"))

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;AI󒆑OWv
[Statedef 10045]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = null;VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45]
Type = varset
trigger1 = 1
var(18) = 1

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AI󒆐Wv
[Statedef 10046]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = null;VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = null;VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45]
Type = varset
trigger1 = 1
var(18) = 1

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AI󒆌Wv
[Statedef 10047]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = null;VarSet
trigger1 = 1;command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = 1;command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45]
Type = varset
trigger1 = 1
var(18) = 1

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

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