[Statedef -3]

[State -1,AIء]
type = Varset
triggerall =!isHelper
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
trigger31 = command = "CPU31"
trigger32 = command = "CPU32"
trigger33 = command = "CPU33"
trigger34 = command = "CPU34"
trigger35 = command = "CPU35"
trigger36 = command = "CPU36"
trigger37 = command = "CPU37"
trigger38 = command = "CPU38"
trigger39 = command = "CPU39"
trigger40 = command = "CPU40"
trigger41 = command = "CPU41"
trigger42 = command = "CPU42"
trigger43 = command = "CPU43"
trigger44 = command = "CPU44"
trigger45 = command = "CPU45"
trigger46 = command = "CPU46"
trigger47 = command = "CPU47"
trigger48 = command = "CPU48"
trigger49 = command = "CPU49"
trigger50 = command = "CPU50"
trigger51 = command = "CPU51"
trigger52 = command = "CPU52"
trigger53 = command = "CPU53"
trigger54 = command = "CPU54"
trigger55 = command = "CPU55"
trigger56 = command = "CPU56"
trigger57 = command = "CPU57"
trigger58 = command = "CPU58"
trigger59 = command = "CPU59"
trigger60 = 1;ֲ= 0  ʱAI = 1
var(59) = 1
;---------------------------------------------------------------------------

[State 0,Ѫ˺]
type = VarSet
triggerall = Roundstate != 2
trigger1 = Enemy,life>=2500
var(8) = 1;зѪ2500ʱ˺















































































;㿪----------------------------------------------------------------------


;ر
[State -1, رܷɵ]
type = ChangeState
value = ifelse(Random <= 500,700,720)
triggerall = var(59) = 1
triggerall = statetype !=A
triggerall = roundstate = 2 && ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 110|| stateno = 2001  || stateno = 18|| stateno = 19 || stateno = 10
triggerall = facing != enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall  = stateno != 720

[State -1,AI]
type = ChangeState
value = ifelse(Random <= 500,800,720)
triggerall = Var(59) = 1 && P2movetype != H&& P2dist X = [-80,80]
trigger1 = stateno = 235 && Animtime = 0
trigger2 = stateno = 430 && Animtime = 0
trigger3 = stateno = 730 && Animtime = 0

[State 0, ChangeState];ȭδкAB
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A && enemy,movetype != H && enemy,movetype != A && p2dist x = [-75,75]
trigger1 = stateno = 800 && animtime = 0
trigger2 = stateno = 1000 && animtime = 0
trigger3 = stateno = 235 && animtime = 0
trigger4 = stateno = 430 && animtime = 0
value = ifelse(random <= 500,ifelse(random <= 500,800,720),ifelse(random <= 500,710,700))

[State 0, ChangeState];ȭδкAB
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A && enemy,movetype != H && enemy,movetype != A && p2dist x != [-75,75]
trigger1 = stateno = 800 && animtime = 0
trigger2 = stateno = 1000 && animtime = 0
trigger3 = stateno = 235 && animtime = 0
trigger4 = stateno = 430 && animtime = 0
value = 710


[State -1, ѹ]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,710,700),IfElse(random <= 499,195,2000))
triggerall = var(59) = 1 && roundstate = 2 && Statetype != A
triggerall = P2dist X = [-100,100]
trigger1 = stateno = 5120 && animtime = 0
trigger2 = Enemy,prevstateno = 5120
trigger2 = ctrl|| stateno = 0  || stateno = 243|| stateno = 430

[State 0, ChangeState];
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2 && statetype != A  && p2dist x =[-70,70] 
trigger1 = enemy,statetype = A && enemy,movetype = A && ctrl
trigger2 = stateno = 5120 && animtime = 0 
trigger3 = enemy,stateno = 5120 && enemy,animtime = 0 && ctrl
value = ifelse(Random <= 500,195,710)

[State -1,CD-AI]
type = ChangeState
value = ifelse(Random <= 500,700,260)
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = Power >= 2000
triggerall = stateno = [150,152]
trigger1 =  P2dist X = [-80,80]
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = random <= 200


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = POWER >=1000
trigger1 = stateno = 1001 && TIME>=90
trigger2 = stateno = 1552 && TIME>=48
value =IfElse(random >= 499,IfElse(random <= 499,3000,3600),IfElse(random <= 499,3700,3800))

;---------------------------------------------------------------------------
;վ

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerall = power >= 3000
triggerall = life<=300
trigger1 = stateno = 3010 && TIME>=11
trigger2 = stateno = 3604 && TIME>=24
trigger3 = stateno = 3705 && TIME>=130
trigger4 = stateno = 3806 && TIME>=75
value = ifelse(Random <= 500,6100,6200)

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 235 && MOVEHIT 
value = 200


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 200 && MOVEHIT 
value = ifelse(Random <= 500,240,2400)


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 240 && MOVEHIT && TIME>=15
value = 1300


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1300 && MOVEHIT && TIME>=15
value = ifelse(Random <= 500,1325,1330)

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1330 && MOVEHIT && Time>=37
value = 1331

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
trigger1 = stateno = 1332 && TIME>=80
value = 1500

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
trigger1 = stateno = 2402 && TIME>=60
value = 1700


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
trigger1 = stateno = 1500  && TIME>=21
value = 1502

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
trigger1 = stateno = 1850  && TIME>=35
value = 1700

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
trigger1 = stateno = 1504  && TIME>=20
value = 2300

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
trigger1 = stateno = 2303  && TIME>=70
value = ifelse(Random <= 500,2100,2400)

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = POWER >=1500
triggerALL = enemy,movetype= H
trigger1= stateno=2203&& TIME>=40
value = 1700

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
triggerALL = POWER <=1000
trigger1= stateno=1001&& TIME>=90
value = 2100


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
trigger1 = stateno = 1800 && TIME>=20
value = 1850


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerALL = enemy,movetype= H
trigger1 = stateno = 1700  && TIME>=40
value = 1000

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1325 && MOVEHIT && TIME>=25
value = 1320

[State 200, GP]
type = ChangeState
triggerALL = enemy,movetype= H
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1321 && MOVEHIT && TIME>=25
value = 1800


[State 200, GP]
type = ChangeState
triggerALL = enemy,movetype= H
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 2102  && TIME>=11
value = 2200

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2 && !numExplod (906) && !numExplod (905) && statetype!= A&& POWER >= 2000
trigger1 = life > lifemax*0.2 && roundno >= 3 && ctrl 
value = 4100

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2 && POWER >=2000
trigger1 = stateno = 3010 && TIME>=11
trigger2 = stateno = 3604 && TIME>=24
trigger3 = stateno = 3705 && TIME>=130
trigger4 = stateno = 3806 && TIME>=75
value = IfElse(random >= 499,IfElse(random <= 499,4000,4200),IfElse(random <= 499,4300,4400))

;Կ
[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2 &&ctrl && statetype!= A
Triggerall = P2dist X != [-50,50]
trigger1 = p2stateno = 812 
trigger2 = p2stateno = 2023
value = 1700

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2 && statetype!= A
Triggerall = P2dist X != [-50,50]
triggerall= stateno = 4205 && AnimTime = 0
triggerall= enemy,movetype =H
trigger1= life<=300
trigger2= enemy,life<=300
value = 1700

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2 &&ctrl && statetype!= A
Triggerall = P2dist X = [-50,50]
trigger1 = p2stateno = 813 
trigger2 = p2stateno = 2023
value = 1000

;
[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 430 && MOVEHIT 
value = 400

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 400 && MOVEHIT 
value = 410

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 410 && MOVEHIT 
value = ifelse(Random <= 500,1300,2400)

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1300 && MOVEHIT && TIME>=15
value = 1325

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1325 && MOVEHIT && TIME>=25
value = 1320


;

;-------------------------------------------------------------------------------
[State -1, -رܷɵ]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = statetype !=A
triggerall = roundstate = 2
triggerall = facing != enemy,facing
triggerall  = stateno != [700,710]
trigger1 = enemynear,numproj >=1
trigger1 = inguarddist
trigger1 = stateno = 900

[state -3,-жϡ]
type = changestate
value = 0
triggerall = roundstate = 3 && var(59) = 1 && statetype !=A
triggerall = enemy,Life = 0
trigger1 = stateno = 900

[state -3,-жA]
type = changestate
value = 700
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall  = stateno = 900
Trigger1 = P2bodydist X <=100
trigger1 = p2movetype = A

[state -3,-жB]
type =changestate
value = 105
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1  = stateno = 900 && enemy,stateno = 5120 && enemy,animtime = 0
trigger1 = BackEdgeBodyDist >= 50
Trigger1 = P2bodydist X = [-100,100]
ctrl = 1

[state -3,-жC]
type = changestate
value = 700
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1  = stateno = 900 && enemy,stateno = 5120 && enemy,animtime = 0
trigger1 = BackEdgeBodyDist < 51
Trigger1 =  P2bodydist X = [-100,100]
ctrl = 1

[State -1, ]
type = ChangeState
value = 900
triggerall = var(59) = 1
Triggerall = RoundState = 2
Triggerall = power<powermax
triggerall = statetype != A
triggerall = stateno !=800&&stateno !=900
trigger1= stateno=3010&& TIME>=15
trigger1= enemy,movetype =H
trigger2= stateno=2203&& AnimTime = 0
trigger2= enemy,movetype =H
trigger3= stateno=3604&& TIME>29
trigger3= enemy,movetype =H
trigger4= stateno=4006&& AnimTime = 0
trigger4= enemy,movetype =H
trigger5= stateno=106&&enemy,movetype =I
trigger6= stateno = 4208 && AnimTime = 0
trigger6= enemy,movetype =H
trigger7= stateno = 1552 && TIME>=49
trigger7= enemy,movetype =H
trigger8= stateno = 3705 && TIME>=132
trigger8= enemy,movetype =H
trigger9= stateno = 3806 && TIME>=90
trigger9= enemy,movetype =H
trigger10= stateno = 4307 && AnimTime = 0
trigger10= enemy,movetype =H
trigger11= stateno = 4407 && AnimTime = 0
trigger11= enemy,movetype =H

[state -1, ]
type = changestate
value = 730
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100
triggerall = pos y =0
Triggerall = Random <= 150
trigger1= life != 0


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1001 && TIME>=90
trigger1 = POWER >=1000
value = 3000

[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
Triggerall = P2dist X = [-50,50]
trigger1 = ctrl && statetype!= A&& P2movetype != H
trigger1 = p2statetype!= L && P2statetype!= A
value = ifelse(Random <= 500,235,430)


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
Triggerall = P2dist X = [-50,50]
trigger1 = ctrl && statetype!= A && P2movetype = H
trigger1 = p2statetype!= L && P2statetype!= A
value = ifelse(Random <= 500,235,430)


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
Triggerall = P2dist X != [-50,50]
trigger1 = ctrl && statetype!= A
trigger1 = stateno != 110 && prevstateno != 110
value = ifelse(Random <= 500,110,2000)


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
Triggerall = P2dist X != [-50,50]
trigger1 = ctrl && statetype!= A
trigger1 = stateno != 110 && prevstateno != 110
value = ifelse(Random <= 500,110,2000)


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
Triggerall = P2dist X != [-100,100]
trigger1 = ctrl && statetype!= A
trigger1 = stateno != 110
value = ifelse(Random <= 500,2000,110)


[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
Triggerall = P2dist X != [-50,50]
trigger1 = ctrl && statetype!= A && P2stateno = 199
trigger1 = stateno != 195 && prevstateno != 195
value = ifelse(Random <= 500,200,400)



[State 200, GP]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = statetype!= A
trigger1 = stateno = 2000 && AnimTime = 0
value = 110


[State 200, ֹܲͣ]
type = ChangeState
trigger1 = var(59) = 1 && roundstate = 2
trigger1 = statetype!= A
trigger1 = stateno = 110 && P2dist X = [-50,50]
trigger2 = roundstate != 2 && stateno = 110
value = 0
ctrl = 1

;ֹԹ
[state -3,ֹԹ]
type = changestate
value = 0
trigger1  = var(59) = 1
trigger1  = stateno = 100 || stateno = 40 || stateno = 10
ctrl = 1


;
[State -1,Ͷֿ]
type= ChangeState
value = ifelse(Random <= 500,700,710)
triggerall = roundstate = 2 && statetype != A && var(59) = 1&& statetype !=A
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT||Enemynear,Hitdefattr = ,AT
trigger1 = ctrl|| stateno = 0|| stateno = 110


[State -3,A]
type = ChangeState
value = 130
triggerall =  life>=110
triggerall = var(59) && statetype !=A
triggerall = p2statetype != C
triggerall = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,׷B]
type = ChangeState
value = 131
triggerall =  life>=110
triggerall = var(59) && statetype !=A
triggerall = p2statetype = C
triggerall = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10 && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,C]
type = ChangeState
value = ifelse(Random <= 500,700,710)
triggerall =  life<= 100
triggerall = var(59) && statetype !=A
triggerall = p2statetype != C
triggerall = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,׷D]
type = ChangeState
value = ifelse(Random <= 500,700,710)
triggerall =  life<= 100
triggerall = var(59) && statetype !=A
triggerall = p2statetype = C
triggerall = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10 && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -1,ȼUP]
type = ChangeState
value = 0
triggerall = roundstate = 3
trigger1 =  stateno = 19|| stateno = 18

[State 0, ChangeState]
type = ChangeState
triggerall = var(59) = 1&&!ISHELPER
triggerall = Roundstate = 2 && Ctrl
trigger1= (p2name = "Axis" | p4name = "Axis")
trigger2= (p2name = "Greaus" | p4name = "Greaus")
trigger3= (p2name = "Greaus.copy" | p4name = "Greaus.copy")
trigger4 = (p2name = "Yagwick" | p4name = "Yagwick")
trigger5 = (p2name = "Yagami-evil" | p4name = "Yagami-evil")
trigger6 = (p2name = "Code.Crashed.Killer" | p4name = "Code.Crashed.Killer")
value = 10010
ignorehitpause = 1