;---------------------------------------------------------------------------
; AI ֌W
;---------------------------------------------------------------------------
[Statedef -3]

;
; AIN
;
[State -3, AILevelSet]
Type = VarSet
TriggerAll = !var(57)
TriggerAll = RoundState = [1,2]
Trigger1 = Command = "CPU1"||Command = "CPU2"||Command = "CPU3"
Trigger2 = Command = "CPU4"||Command = "CPU5"||Command = "CPU6"
Trigger3 = Command = "CPU7"||Command = "CPU8"||Command = "CPU9"
Trigger4 = Command = "CPU10"||Command = "CPU11"||Command = "CPU12"
Trigger5 = Command = "CPU13"||Command = "CPU14"||Command = "CPU15"
Trigger6 = Command = "CPU16"||Command = "CPU17"||Command = "CPU18"
Trigger7 = Command = "CPU19"||Command = "CPU20"||Command = "CPU21"
Trigger8 = Command = "CPU22"||Command = "CPU23"||Command = "CPU24"
Trigger9 = Command = "CPU25"||Command = "CPU26"||Command = "CPU27"
Trigger10 = Command = "CPU28"||Command = "CPU29"||Command = "CPU30"
Trigger11 = Command = "CPU31"||Command = "CPU32"||Command = "CPU33"
Trigger12 = Command = "CPU34"||Command = "CPU35"||Command = "CPU36"
Trigger13 = Command = "CPU37"||Command = "CPU38"||Command = "CPU39"
Trigger14 = Command = "CPU40"||Command = "CPU41"||Command = "CPU42"
Trigger15 = Command = "CPU43"||Command = "CPU44"||Command = "CPU45"
Trigger16 = Command = "CPU46"||Command = "CPU47"||Command = "CPU48"
Trigger17 = Command = "CPU49"||Command = "CPU50"
Trigger18 = var(59)
;Trigger18 = 1 ; Force AI starts
var(57) = 10;AI Level (configurable in 1 - 11 level)
IgNoreHitPause = 1

[State -3, FollowVampireSavorRule];Sxł(L֥)
Type = VarSet
TriggerAll = RoundState = [1,2]
Trigger1 = 1
var(49) = 0;VampireSavorRule

[State -3, R{mF]
Type = VarSet
TriggerAll = RoundState = [1,2]
Trigger1 = 1
var(55) = 0

;
; `hZ\eXgp
;
[State -3, eXg]
Type = ChangeState
value = 10000
TriggerAll = roundstate = 2
TriggerAll = Ctrl
TriggerAll = 0 ; 
Trigger1 = PrevStateNo = 200

;
;`h
;
;--------------------------------------------------------------------------------------------------------
[State -3,iK[hp]
Type = VarSet
TriggerAll=NumEnemy
;ر ݾް
Trigger1 = EnemyNear(var(52)),Name = "millia"
Trigger1 = P2StateNo = 1500
;ݳާَ
Trigger2 = EnemyNear(var(52)),Name = "eddie"
Trigger2 = P2StateNo=1000||P2StateNo=1050||EnemyNear(var(52)),NumHelper(1002);||EnemyNear(var(52)),NumHelper(1001)
;󒆲ݳާَ
Trigger3 = EnemyNear(var(52)),Name = "eddie"
Trigger3 = P2StateNo=1800||P2StateNo=1850
;󒆈ȊO
Trigger4 = P2StateType!=A
;ި@ެс@K
Trigger5 = EnemyNear(var(52)),Name="eddie"||EnemyNear(var(52)),Name="jam"||EnemyNear(var(52)),Name="potemkin"
Trigger5 = P2StateNo = 210
;fBI@h
Trigger6 = EnemyNear(var(52)),Name = "dio"
Trigger6 = P2StateNo = 1300
;uh[@h
Trigger7 = EnemyNear(var(52)),Name = "Sakuya"
Trigger7 = P2StateNo = 10044
var(50) = 1

[State -3,iK[hp]
Type = VarSet
TriggerAll=NumEnemy
;GGD
Trigger1 = EnemyNear(var(52)),AutHorName = "muteki" || EnemyNear(var(52)),AutHorName = "Akutagawa"
Trigger1 = P2StateNo = 240
;
Trigger2 = EnemyNear(var(52)),Name!="millia"||P2StateNo!=1500
Trigger2 = EnemyNear(var(52)),Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(var(52)),NumHelper(1001)||EnemyNear(var(52)),NumHelper(1002))
Trigger2 = P2StateType=A
;ýP
Trigger3 = EnemyNear(var(52)),Name = "testa"
Trigger3 = P2StateNo = 205
;ر ؼޯā@ި@@K
Trigger4 = EnemyNear(var(52)),Name="millia"||EnemyNear(var(52)),Name="BRIDGET"||EnemyNear(var(52)),Name="eddie"||EnemyNear(var(52)),Name="potemkin"
Trigger4 = P2StateNo = 215
;̧āHS
Trigger5 = EnemyNear(var(52)),Name = "faust"
Trigger5 = P2StateNo = 235
;ޮưެʳ
Trigger6 = EnemyNear(var(52)),Name = "johnny"
Trigger6 = P2StateNo = 1500||P2StateNo=[3500,3501]
;فHS
Trigger7=EnemyNear(var(52)),Name = "order-Sol=Badguy"
Trigger7=P2StateNo = 432
;GfBK T
Trigger8=EnemyNear(var(52)),Name = "eddie"
Trigger8=0;(NumHelper(1600)&&(Helper(1600),StateNo=[1650,1659]))
;ެс{K
Trigger9=EnemyNear(var(52)),Name = "jam"
Trigger9=P2StateNo = 215
;VI{B
Trigger10=EnemyNear(var(52)),Name="Sion_Eltnam_Atlasia"
Trigger10=P2StateNo=[240,241]
var(50) = 2

[State -3,K[hs\p()]
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger1 = EnemyNear(var(52)),HitDefAttr=,AT
;ʏ퓊
Trigger2 = EnemyNear(var(52)),AutHorName="muteki"||AutHorName="Akutagawa"||EnemyNear(var(52)),AutHorName = "Warusaki3"
Trigger2 = P2StateNo = 800
;ި@
Trigger3 = EnemyNear(var(52)),Name = "eddie"
Trigger3 = P2StateNo = 1300
;ڲ԰@zorްĩ
Trigger4 = EnemyNear(var(52)),Name = "SLAYER"
Trigger4 = P2StateNo = 1200||P2StateNo = 1300
;#R\Ԃ
Trigger5 = EnemyNear(var(52)),Name = "order-Sol=Badguy"
Trigger5 = P2StateNo = 1500
;ެEX@EM
Trigger6 = EnemyNear(var(52)),Name = "jam"
Trigger6 = P2StateNo = 2500
;̧ā@ő؂
Trigger7 = EnemyNear(var(52)),Name = "faust"
Trigger7 = P2StateNo = 1500
;ޮưн̧Ű
Trigger8 = EnemyNear(var(52)),Name = "johnny"
Trigger8 = EnemyNear(var(52)),var(49)
Trigger8 = P2StateNo=[1000,1099]
;@޽@
Trigger9 = EnemyNear(var(52)),Name="potemkin"
Trigger9 = P2StateNo=1000||P2StateNo=1600
;ޏuE
Trigger10 = P2StateNo=7600||P2StateNo=7601
Trigger10 = EnemyNear(var(52)),Name = "wind"
;Potsׂ̏uE
Trigger11 = P2StateNo = 4000
Trigger11 = EnemyNear(var(52)),Name="Shin Gouki"||EnemyNear(var(52)),Name="Ryu"||EnemyNear(var(52)),Name="Morrigan Aensland"||EnemyNear(var(52)),Name ="Sakura Kasugano"
;Potsׂ̏uEQ
Trigger12 = P2StateNo = 3300
Trigger12 = EnemyNear(var(52)),Name="Yuri Sakazaki"||EnemyNear(var(52)),Name="cvsgouki"||EnemyNear(var(52)),Name="cvsryu"||EnemyNear(var(52)),Name="cvssakura"
;׽ļެ
Trigger13 = P2StateNo=3200
Trigger13 = EnemyNear(var(52)),Name="cvsg_rugal"||EnemyNear(var(52)),Name="cvsrugal"
;uE
Trigger14 = P2StateNo=3600
Trigger14 = EnemyNear(var(52)),Name = "Gouki"
;uE
Trigger15 = P2StateNo = 20080||P2StateNo = 20060
Trigger15 = EnemyNear(var(52)),Name = "Kaori Misaka"
;uE
Trigger16 = P2StateNo = 3890
Trigger16 = EnemyNear(var(52)),Name = "Evil Ken"
; AAD`Ci
Trigger17 = EnemyNear(var(52)),Name = "Kohaku"
Trigger17 = P2StateNo=[2050,2051]
;گK
Trigger18 = EnemyNear(var(52)),Name="Bulleta SXP"
Trigger18 = P2StateNo = 4200
var(50) = 3

[State -3,xؾ]
Type = Varset
Trigger1=1
var(53)=0

[State -3,펞x]
Type = Varset
Trigger1=(var(57)>11)
var(53)=1

[State -3,x]
Type = Varset
TriggerAll=var(57)>5
TriggerAll=NumEnemy
TriggerAll=EnemyNear(var(52)),AutHorName="muteki"
Trigger1 = EnemyNear(var(52)),var(59)>10
Trigger2 = EnemyNear(var(52)),var(59)>5
Trigger2 = (EnemyNear(var(52)),PrevStateNo=[5000,5270])||(EnemyNear(var(52)),PrevStateNo=[120,159])||(P2StateNo=[5000,5270])||(P2StateNo=[120,159])
Trigger3 = EnemyNear(var(52)),Name="faust"
Trigger3 = EnemyNear(var(52)),var(59)
var(53)=1

[State -3,x]
Type = Varset
TriggerAll=var(57)>5
TriggerAll=NumEnemy
;ټذ
Trigger1 = EnemyNear(var(52)),AutHorName="Reu"||EnemyNear(var(52)),AutHorName="Reu and Kingtigre"||EnemyNear(var(52)),AutHorName="ilcane87"
Trigger1 = EnemyNear(var(52)),Name="Evil Ryu"||EnemyNear(var(52)),Name="Evil Ken"||EnemyNear(var(52)),Name="Evil Dan"
Trigger1 = EnemyNear(var(52)),Var(30)=59
;޶߁@گ ݸدā@ް݁@
Trigger2 = EnemyNear(var(52)),Name="Bulleta SXP"||EnemyNear(var(52)),Name="Ingrid SXP"||EnemyNear(var(52)),Name="Tron Bonne SxP"||EnemyNear(var(52)),Name="Sakura SxP"
Trigger2 = EnemyNear(var(52)),var(59)>3
;_˖ہ^
Trigger3 = EnemyNear(var(52)),Name="Aya Syameimaru"
Trigger3 = EnemyNear(var(52)),var(55)>4
;Gٶށ@Ҷٶށ@^S
Trigger4 = EnemyNear(var(52)),Name="cvsg_rugal"||EnemyNear(var(52)),Name="Mech Rugal"||EnemyNear(var(52)),Name="Shin Gouki"
Trigger4 = EnemyNear(var(52)),var(59)
;L
Trigger5 = EnemyNear(var(52)),AutHorName="[Yagami+ihoo1836]"
Trigger5 = EnemyNear(var(52)),Name="Iori Yagami"
Trigger5 = EnemyNear(var(52)),var(55)
;EBh
Trigger6 = EnemyNear(var(52)),Name = "wind"
Trigger6 = EnemyNear(var(52)),var(59)
var(53)=1

[State -3,nCp[A[}[x]
Type = Varset
TriggerAll=NumEnemy
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
Trigger1 = EnemyNear(var(52)),Name="Giant_Mech-HISUI"
Trigger2 = EnemyNear(var(52)),Name="CheetahMen"
Trigger3 = EnemyNear(var(52)),Name="LEOPALDON_GGI"
Trigger4 = EnemyNear(var(52)),Name="Mega_weapon"
Trigger5 = EnemyNear(var(52)),Name="G-akiha"
Trigger6 = EnemyNear(var(52)),Name="Apocalypse"
Trigger7 = EnemyNear(var(52)),Name="Mech Rugal"
var(53)=2

;0=h䂷KvȂ
;1=i(K[h\Ȃ炱)
;2=i
;3=K[hs\()
;4=󒆃K[hs
;ΉL
;󒆈ȊO	K[h
;	K[h
;蓊	xx 2ȉȂoNXe
;@@@@@@@@3ȏȂެ

;===========================================================================
;fobO֌W
;---------------------------------------------------------------------------

[State -3, fobN(ϐmF)]
Type = DisplayToClipBoard
Trigger1 = 1
;Text = "var(57)=%d, P2PosX=%d, P2PosY=%d, MoveContact=%d\n"
;Params = var(57),Ceil(EnemyNear(var(52)),Pos X),Ceil(EnemyNear(var(52)),Pos Y),MoveContact
;Text = "var(57)=%d, P2DistX=%d, P2DistY=%d, MoveContact=%d\n"
;Params = var(57),Ceil(P2Dist X),Ceil(P2Dist Y),MoveContact
;Text = "var(57)=%d, PosX=%d, PosY=%d, var(7)=%d, FEdgeDist=%d\n"
;Params = var(57),Ceil(Pos X),Ceil(Pos Y),var(7),Ceil(FrontEdgeDist)
Text = "var(57)=%d, var(53)=%d, PosX=%d, PosY=%d, NumProj=%d\n"
Params = var(57),var(53),Ceil(Pos X),Ceil(Pos Y),EnemyNear(var(52)),NumProj
IgnoreHitPause = 1

[State -3, mFfobN]
type = AppendToClipboard
trigger1 = 1
text =  "P2BDist X=%d, P2BDist Y=%d, P2VelX=%d, P2VelY=%d, HitCount=%d"
params = Ceil(P2BodyDist X),Ceil(P2BodyDist Y),Ceil(EnemyNear,Vel X),Ceil(EnemyNear,Vel Y),var(17)
;text =  "BackEdgeBDist=%d, BackEdgeDist=%d"
;params = Ceil(BackEdgeBodyDist),Ceil(BackEdgeDist)
IgnoreHitPause = 1


[State -3,ެߐ]
Type = ChangeState
value = 0
Ctrl=1
Trigger1=var(57)
Trigger1=StateNo=40

[State -3]
Type = varset
Trigger1 = numenemy=1
var(52) = 0
[State -3]
Type = varset
Trigger1 = numenemy=2
var(52) = ifelse(EnemyNear(0),alive,0,1)

;
; tO
;
[State -3, ~ItbJ[s]
type = VarAdd
Trigger1 = MoveType = H
Trigger1 = PrevStateNo = 1290
Trigger1 = Time = 0
v = 54
value = 1

[State -3, K[hLZs]
type = VarAdd
Trigger1 = MoveType = H
Trigger1 = PrevStateNo = 1220;NCCU[̓K[LłgpĂȂ
Trigger1 = Time = 0
v = 54
value = 16

[State -3, K[hLZ]
type = VarAdd
Trigger1 = MoveHit = 1
Trigger1 = StateNo = 1220;NCCU[̓K[LłgpĂȂ
Trigger1 = (var(54)&240) >= 16
v = 54
value = -16

;
;@ҋ@
;
[State -3,O]
Type = ChangeState
value = ifelse(Ceil(P2BodyDist X) <= 15, 86100, 0)
TriggerAll = RoundState = 2
TriggerAll = var(57) > 0
TriggerAll = P2Dist X < 0
TriggerAll = StateNo = 18
Trigger1 = Ceil(P2BodyDist X) <= 15
Trigger2 = P2MoveType = A
Trigger3 = EnemyNear(var(52)),NumProj > 0

[State -3,O]
Type = ChangeState
value = ifelse(Ceil(P2BodyDist X) <= 15, 86100, 0)
TriggerAll = RoundState = 2
TriggerAll = var(57) > 0
TriggerAll = StateNo = 10010
Trigger1 = P2Dist X < 0
Trigger2 = EnemyNear(var(52)),Ctrl

[State -3,]
Type = ChangeState
value = 0
TriggerAll = RoundState = 2
TriggerAll = var(57) > 0
TriggerAll = P2Dist X < 0
TriggerAll = StateNo = 19 || StateNo = 10020
Trigger1 = Ceil(P2BodyDist X) >= 150
Trigger2 = P2MoveType = A
Trigger3 = EnemyNear(var(52)),NumProj > 0

[State -3, DarkForce]
Type = ChangeState
value = 2130
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = Random < var(57)*100
TriggerAll = EnemyNear, vel x <= 2
TriggerAll = Ctrl || StateNo = 10000
TriggerAll = var(13) = [1,100]
TriggerAll = EnemyNear(var(52)), NumProj = 0
Trigger1 = P2StateType = L
Trigger2 = P2MoveType = H
Trigger2 = Ceil(P2BodyDist X) > 100
Trigger3 = P2MoveType != A
Trigger3 = Ceil(P2BodyDist X) > 150
Trigger4 = P2MoveType = I
Trigger4 = Ceil(P2BodyDist X) > 150

[State -3, ]
Type = ChangeState
value = ifelse(Random < 250,38,20000)
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist < 50
TriggerAll = P2BodyDist X < 75
Trigger1 = Ctrl || StateNo = 52
Trigger1 = PrevStateNo = 2040
Trigger2 = MoveHit && StateNo = 450
Trigger3 = Ctrl || StateNo = 52
Trigger3 = PrevStateNo = 810
Trigger4 = Ctrl || StateNo = 52
Trigger4 = PrevStateNo = 873
Trigger5 = Ctrl || StateNo = 52
Trigger5 = PrevStateNo = 842

[State -3, ǂҋ@]
Type = ChangeState
value = 10000
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = TeamMode != Simul || !(Partner,Alive)
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger1 = PrevStateNo = 2040
Trigger2 = MoveHit && StateNo = 450
Trigger3 = Ctrl
Trigger3 = PrevStateNo = 810
Trigger4 = Ctrl
Trigger4 = PrevStateNo = 873
Trigger5 = Ctrl
Trigger5 = PrevStateNo = 842

[State -3,ǂҋ@]
Type = ChangeState
value = 0
TriggerAll = var(57) > 0 || var(55) = 1
TriggerAll = StateNo = 10000
TriggerAll = P2MoveType != H
Trigger1 = P2Dist X < 0
Trigger2 = P2StateType != L
Trigger2 = EnemyNear(var(52)), PrevStateNo != 5120
Trigger3 = EnemyNear(var(52)), Ctrl
Ctrl = 1

;
;؂ւ
;
[State -3,^bOp]
Type = ChangeState
value = 800
TriggerAll = RoundState = 2
TriggerAll = TeamMode = Simul
TriggerAll = Partner,Alive
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) = [-5,15]
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ctrl || StateNo = 52
TriggerAll = EnemyNear(var(52)),MoveType = A
TriggerAll = EnemyNear(var(52)),AnimTime <= -20 || var(57) < 7
TriggerAll = EnemyNear(var(52)),Time >=20 || (!Time&&var(57) > 9) || var(57) > 10
TriggerAll = Random < var(57) * 100
Trigger1 = EnemyNear(var(52)),Time >=50 || var(57) >= 10
Trigger2 = (PrevStateNo = [5000,5270])
Trigger3 = (PrevStateNo = [120,159])

[State -3,]
Type = ChangeState
value = ifelse((frontedgebodydist<=62||Random<=500)&&backedgebodydist>62,890,860)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) = [-5,15]
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ctrl || StateNo = 52
TriggerAll = EnemyNear(var(52)),MoveType = A
TriggerAll = EnemyNear(var(52)),AnimTime <= -20 || var(57) < 7
TriggerAll = EnemyNear(var(52)),Time >=20 || (!Time&&var(57) > 9) || var(57) > 10
TriggerAll = Random < var(57) * 100
Trigger1 = EnemyNear(var(52)),Time >=50 || var(57) >= 10
Trigger2 = (PrevStateNo = [5000,5270])
Trigger3 = (PrevStateNo = [120,159])

[State -3,؂ւDF]
Type = ChangeState
value = 2100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) = [-5,65]
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ctrl || StateNo = 52
TriggerAll = Power >= 2000
TriggerAll = EnemyNear(var(52)),MoveType = A
TriggerAll = EnemyNear(var(52)),AnimTime <= -20 || var(57) < 7
TriggerAll = EnemyNear(var(52)),Time >=20 || (!Time&&var(57) > 9) || var(57) > 10
TriggerAll = Random < var(57) * 100
Trigger1 = EnemyNear(var(52)),Time >=50 || var(57) > 10
Trigger2 = (PrevStateNo = [5000,5270])
Trigger3 = (PrevStateNo = [120,159])

[State -3,؂ւp`]
Type = ChangeState
value = 200
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) = [-5,65]
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ctrl || StateNo = 52
TriggerAll = EnemyNear(var(52)),MoveType = A
TriggerAll = EnemyNear(var(52)),AnimTime <= -20 || var(57) < 7
TriggerAll = EnemyNear(var(52)),Time >=20 || (!Time&&var(57) > 9) || var(57) > 10
TriggerAll = Random < var(57) * 100
Trigger1 = EnemyNear(var(52)),Time >=50 || var(57) > 10
Trigger2 = (PrevStateNo = [5000,5270])
Trigger3 = (PrevStateNo = [120,159])

[State -3,؂ւNCbN[u]
Type = ChangeState
value = 660
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) = [-5,80]
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ctrl || StateNo = 52
TriggerAll = EnemyNear(var(52)),MoveType = A
TriggerAll = EnemyNear(var(52)),AnimTime <= -20 || var(57) < 7
TriggerAll = EnemyNear(var(52)),Time >=30 || (!Time&&var(57) > 9) || var(57) > 10
TriggerAll = Random < var(57) * 100
Trigger1 = EnemyNear(var(52)),Time >=50 || var(57) > 10
Trigger2 = (PrevStateNo = [5000,5270])
Trigger3 = (PrevStateNo = [120,159])

[State -3,؂ւNCCU[]
Type = ChangeState
value = 1200
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) = [-5,30]
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ctrl || (StateNo = [100,101]) || StateNo = 52
TriggerAll = EnemyNear(var(52)),MoveType = A
TriggerAll = EnemyNear(var(52)),AnimTime <= -20 || var(57) < 7
TriggerAll = EnemyNear(var(52)),Time >=20 || (!Time&&var(57) > 9) || var(57) > 10
TriggerAll = Random < var(57) * 100
Trigger1 = EnemyNear(var(52)),Time >=50 || var(57) > 10
Trigger2 = (PrevStateNo = [5000,5270])
Trigger3 = (PrevStateNo = [120,159])

[State -3, Nオoi^bOpj]
Type = ChangeState
value = 800
TriggerAll = Random < var(57)*100
TriggerAll = TeamMode = Simul
TriggerAll = Partner,Alive
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Ctrl
Trigger1 = PrevStateNo = 700
Trigger2 = PrevStateNo = 710
Trigger3 = PrevStateNo = 5120

[State -3, NオESChT[L[]
Type = ChangeState
value = 92100
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = power >= 1000
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Ctrl
Trigger1 = PrevStateNo = 700
Trigger2 = PrevStateNo = 710
Trigger3 = PrevStateNo = 5120

[State -3, Nオ胏ChT[L[ or j]
Type = ChangeState
value = ifelse(Random < 500,89100,86100)
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Ctrl
Trigger1 = PrevStateNo = 700
Trigger2 = PrevStateNo = 710
Trigger3 = PrevStateNo = 5120

;
;@K[h֌W
;
[State -3,K[hLZ]
Type = ChangeState
value = 720
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-5,40]
TriggerAll = P2StateType != C
TriggerAll = !EnemyNear(var(52)),Ctrl
TriggerAll = EnemyNear(var(52)),AnimTime <= -17
TriggerAll = StateNo = [150,153]
TriggerAll = Anim = [120,155]
TriggerAll = P2Dist X > 0
TriggerAll = (var(54)&240) < 32
Trigger1 = Time >= 30
Trigger2 = EnemyNear(var(52)),Time >= 30
Trigger3 = var(57) >= 10
Trigger4 = EnemyNear(var(52)),PrevStateNo = [200,649]
Trigger5 = EnemyNear(var(52)),PrevStateNo = [1000,4999]

[State -3,AhoVOK[h]
Type = ChangeState
value = 757
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-5,50]
TriggerAll = !EnemyNear(var(52)),Ctrl
TriggerAll = EnemyNear(var(52)),AnimTime <= -17
TriggerAll = StateNo = [150,153]
TriggerAll = Anim = [120,155]
TriggerAll = EnemyNear(var(52)),NumProj > 0
Trigger1 = Time >= 30
Trigger2 = EnemyNear(var(52)),Time >= 30
Trigger3 = var(57) >= 10
Trigger4 = EnemyNear(var(52)),PrevStateNo = [200,649]
Trigger5 = EnemyNear(var(52)),PrevStateNo = [1000,4999]

[State -3,AhoVOK[h]
Type = ChangeState
value = 759
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-5,50]
TriggerAll = !EnemyNear(var(52)),Ctrl
TriggerAll = EnemyNear(var(52)),AnimTime <= -17
TriggerAll = StateNo = [150,153]
TriggerAll = Anim = [120,155]
Trigger1 = Time >= 30
Trigger2 = EnemyNear(var(52)),Time >= 30
Trigger3 = var(57) >= 10
Trigger4 = EnemyNear(var(52)),PrevStateNo = [200,649]
Trigger5 = EnemyNear(var(52)),PrevStateNo = [1000,4999]

;
;ް޷ݾُI
;
[State -3, oi^bOpj]
Type = ChangeState
value = 800
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = TeamMode = Simul
TriggerAll = Partner,Alive
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
TriggerAll = Ctrl
Trigger1 = PrevStateNo = [120,160]
Trigger2 = PrevStateNo = 101
Trigger3 = PrevStateNo = 100
Trigger4 = PrevStateNo = 660

[State -3, ESChT[L[]
Type = ChangeState
value = 92100
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = power >= 1000
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
TriggerAll = Ctrl
Trigger1 = PrevStateNo = [120,160]
Trigger2 = PrevStateNo = 101
Trigger3 = PrevStateNo = 100
Trigger4 = PrevStateNo = 660

[State -3, ChT[L[ or j]
Type = ChangeState
value = ifelse(Random < 500,89100,86100)
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
TriggerAll = Ctrl
Trigger1 = PrevStateNo = [120,160]
Trigger2 = PrevStateNo = 101
Trigger3 = PrevStateNo = 100
Trigger4 = PrevStateNo = 660

[State -3,ޯï]
Type  = ChangeState
Value = 105
TriggerAll = var(57)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(52)),StateType = L
TriggerAll = Ceil(EnemyNear(var(52)),Vel X) <= 1
TriggerAll = P2BodyDist X = [-3,90]
TriggerAll = BackEdgeBodyDist > 50
TriggerAll = EnemyNear(var(52)),MoveType = A
TriggerAll = (EnemyNear(var(52)),StateNo = [200,699]) || EnemyNear(var(52)),HitDefAttr = SCA,NT,ST,HT
TriggerAll = EnemyNear(var(52)),vel x < 3
TriggerAll = Ctrl || (StateNo = [100,101]) || StateNo = 52
TriggerAll = Random <= var(57)*100
TriggerAll = EnemyNear(var(52)),Time >=30 || (!Time&&var(57)>9) || var(57) > 10
Trigger1 = EnemyNear(var(52)),Time >=50 || var(57) > 10
Trigger2 = (PrevStateNo = [5000,5270])
Trigger3 = PrevStateNo = [120,159]

[State -3,Wv]
Type  = ChangeState
Value = 39
TriggerAll = var(57)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X > 90
TriggerAll = Ctrl || (StateNo = [100,101]) || StateNo = 52
TriggerAll = Random <= var(57)*100
TriggerAll = EnemyNear(var(52)),MoveType = A
TriggerAll = EnemyNear(var(52)),HitDefAttr = SCA,NT,ST,HT
TriggerAll = EnemyNear(var(52)),Time >=30 || (!Time&&var(57)>9) || var(57) > 10
TriggerAll = EnemyNear(var(52)),Time < 300
Trigger1 = EnemyNear(var(52)),Time >=50 || var(57) > 10
Trigger2 = (PrevStateNo = [5000,5270])
Trigger3 = PrevStateNo = [120,158]

;
;΋
;
[State -3, ΋Jump Hard Kick]
type = ChangeState
value = 39000
TriggerAll = MoveType = I
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = stateno != 100 ; ĂȂ
TriggerAll = StateNo != 10000
TriggerAll = ctrl
TriggerAll = p2dist X > 0
TriggerAll = var(57) >= 11 || Time > 5
Trigger1 = Ceil(EnemyNear,Vel X) > 3
Trigger1 = Ceil(P2BodyDist X) >= 70
Trigger1 = Ceil(P2BodyDist Y) <= -40
Trigger2 = Ceil(EnemyNear,Vel X) >= 0
Trigger2 = Ceil(EnemyNear,Vel X) = [0,3]
Trigger2 = Ceil(P2BodyDist X) <= 70
Trigger2 = Ceil(P2BodyDist Y) <= -40

[State -3, ΋Crouching Hard Punch]
type = ChangeState
value = 420
TriggerAll = MoveType = I
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = stateno != 100 ; ĂȂ
TriggerAll = p2dist X > 0
TriggerAll = Ceil(P2BodyDist X) >= 0
TriggerAll = Ceil(P2BodyDist Y) > -70
TriggerAll = Ceil(EnemyNear,Vel X) >= 0
TriggerAll = Ceil(P2BodyDist X) <= 30
TriggerAll = P2StateType = A
TriggerAll = StateNo != 10000
TriggerAll = PrevStateNo != 810
TriggerAll = PrevStateNo != 873
TriggerAll = PrevStateNo != 842
TriggerAll = var(49) = 0 || var(17) = 0
Trigger1 = ctrl

[State -3, ΋NCCU[]
type = ChangeState
value = 1200
TriggerAll = MoveType = I
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = stateno != 100 ; ĂȂ
TriggerAll = p2dist X > 0
TriggerAll = var(57) >= 11 || Time > 5
TriggerAll = Ceil(EnemyNear,Vel X) > 0
TriggerAll = Ceil(P2BodyDist X) <= 150
TriggerAll = Ceil(P2BodyDist Y) <= -50
TriggerAll = P2StateType = A
TriggerAll = StateNo != 10000
Trigger1 = ctrl

[State -3, _bVU΋󏬃p`]
type = ChangeState
value = 200
TriggerAll = MoveType = I
TriggerAll = P2MoveType = A
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = stateno != 100 ; ĂȂ
TriggerAll = p2dist X > 0
TriggerAll = Ceil(P2BodyDist X) = [-5,100]
TriggerAll = Ceil(P2BodyDist Y) >= -50
TriggerAll = abs(Ceil(EnemyNear(var(52)),Vel Y)) <= 2
TriggerAll = Ceil(EnemyNear(var(52)),Vel X) >= 4
TriggerAll = var(57) >= 11 || Time > 5
TriggerAll = Ctrl
TriggerAll = StateNo != 10000
Trigger1 = EnemyNear(var(52)),StateNo = 100
Trigger2 = P2StateType = A

[State -3, _bVU΋󒆃p`]
type = ChangeState
value = 210
TriggerAll = MoveType = I
TriggerAll = P2MoveType = A
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = stateno != 100 ; ĂȂ
TriggerAll = p2dist X > 0
TriggerAll = Ceil(P2BodyDist X) >= 100
TriggerAll = Ceil(P2BodyDist Y) >= -50
TriggerAll = abs(Ceil(EnemyNear(var(52)),Vel Y)) <= 2
TriggerAll = Ceil(EnemyNear(var(52)),Vel X) >= 4
TriggerAll = var(57) >= 11 || Time > 5
TriggerAll = ctrl
TriggerAll = StateNo != 10000
Trigger1 = EnemyNear(var(52)),StateNo = 100
Trigger2 = P2StateType = A

[State -3, _bVAWvŐڋ߂𓊂(^bOp)]
Type = ChangeState
value = 800
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = TeamMode = Simul
TriggerAll = Partner,Alive
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
TriggerAll = EnemyNear(var(52)),PrevStateNo = 100 || EnemyNear(var(52)),PrevStateNo = 52
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = MoveType = I
Trigger1 = Ctrl

[State -3, _bVAWvŐڋ߂𓊂]
Type = ChangeState
value = 92100
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = EnemyNear(var(52)),PrevStateNo = 100 || EnemyNear(var(52)),PrevStateNo = 52
TriggerAll = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
TriggerAll = power >= 1000
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = MoveType = I
Trigger1 = Ctrl

[State -3, _bVAWvŐڋ߂𓊂]
Type = ChangeState
value = ifelse(Random < 500,89100,86100)
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
TriggerAll = EnemyNear(var(52)),PrevStateNo = 100 || EnemyNear(var(52)),PrevStateNo = 52
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
TriggerAll = MoveType = I
Trigger1 = Ctrl

;
;K[h
;
[State -3,K[h]
Type = ChangeState
Value = 120
TriggerAll = var(57)
TriggerAll = RoundState = 2
TriggerAll = Ctrl || StateNo= 11 || StateNo = 52 || StateNo = 18 || StateNo = 19
TriggerAll = (stateno != [120,155])
TriggerAll = Random < var(57)*100
Trigger1 = inguarddist

;
;NU
;
[State -3,NUߗp];ESChT[L
Type = ChangeState
value = 92000
TriggerAll = Random < var(57)*100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = power >= 1000
TriggerAll = EnemyNear(var(52)),StateType != L
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = EnemyNear(var(52)),PrevStateNo = 5120
TriggerAll = Ceil(P2BodyDist X) <= 15
Trigger1 = P2Dist X > 0

[State -3,NUߗp];ChT[L
Type = ChangeState
value = 86000
TriggerAll = Random < var(57)*100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(52)),StateType != L
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ceil(P2BodyDist X) <= 15
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(var(52)),PrevStateNo = 5120

[State -3,NUߗpႪݗpp`]
Type = ChangeState
value = 400
TriggerAll = Random < var(57)*100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = EnemyNear(var(52)),StateType = S
TriggerAll = Ceil(P2BodyDist X) <= 100
TriggerAll = P2Dist X > 0
TriggerAll = PrevStateNo != 400
Trigger1 = EnemyNear(var(52)),PrevStateNo = 5120

[State -3,NUߗp];ʏ퓊
Type = ChangeState
value = 89000
TriggerAll = Random < var(57)*100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(52)),StateType != L
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ceil(P2BodyDist X) <= 15
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(var(52)),PrevStateNo = 5120

[State -3,NUߗpWv]
Type = ChangeState
value = 37
TriggerAll = Random < var(57)*100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(52)),StateType != L
TriggerAll = EnemyNear(var(52)),StateType != A
TriggerAll = Ceil(P2BodyDist X) <= 15
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(var(52)),PrevStateNo = 5120

[State -1, ES_Eǂ]
type = ChangeState
value = 75100
TriggerAll = RoundState = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = StateNo = 10000
TriggerAll = StateType != A
TriggerAll = power >= 4000
Trigger1 = EnemyNear(var(52)),StateNo = 5110

[State -1, _Eǂ]
type = ChangeState
value = 75000
TriggerAll = RoundState = 2
TriggerAll = Random < var(57)*20 || var(55) = 1
TriggerAll = StateNo = 10000
TriggerAll = StateType != A
Trigger1 = EnemyNear(var(52)),StateNo = 5110
Trigger1 = EnemyNear(var(52)),Time = [0,1]

[State -3,NUߗp]
Type = ChangeState
value = 20000
TriggerAll = Random < var(57)*100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(52)),StateType = L
TriggerAll = Ceil(P2BodyDist X) < 75
TriggerAll = Ceil(BackEdgeDist) < 45
TriggerAll = P2Dist X > 0
TriggerAll = Time%10 = 0
TriggerAll = Random < 500
Trigger1 = Ctrl

[State -3,NUߗp]
Type = ChangeState
value = 105
TriggerAll = Random < var(57)*100
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(52)),StateType = L
TriggerAll = Ceil(EnemyNear(var(52)),Vel X) <= 1
TriggerAll = Ceil(P2BodyDist X) < 45
TriggerAll = P2Dist X > 0
TriggerAll = Random < 500
TriggerAll = PrevStateNo != 106
TriggerAll = Ceil(BackEdgeDist) > 45
Trigger1 = Ctrl

;
; R{
;o 400, j 430, o 410, j 440, j 450
;
;R{PFo  o  [gXCX
;R{QFj  o  j  j
;R{RF                            o
;R{SFj  r[XgLm
;R{TF        ESr[XgLm
;R{UF        ESNCCU[(Ƃ肠)
;R{VF蒆j  Wvo
;R{WF󒆃r[XgLm  drNCCU[
;R{XF                      drr[XgLm
;R{10F                      r[XgLm
;R{11Fo  ΋r[XgLm
;
[State -3, R{ ESNCCU[ or ESr[XgLm]
Type = ChangeState
value = 1170
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100; || var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) >= 65
TriggerAll = Ceil(P2BodyDist X) <= 85
TriggerAll = power >= 2000
TriggerAll = var(49) = 0 || var(17) < 2
Trigger1 = StateNo = 430
Trigger2 = StateNo = 200
Trigger3 = StateNo = 410
Trigger4 = StateNo = 440
Trigger5 = StateNo = 210
;Trigger4 = StateNo = 400

[State -3, R{r[XgLm]
Type = ChangeState
value = 1000
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100; || var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = Ceil(P2BodyDist X) >= 65
TriggerAll = Ceil(P2BodyDist X) <= 85
TriggerAll = var(49) = 0 || var(17) < 2
Trigger1 = StateNo = 430
Trigger2 = StateNo = 200
Trigger3 = StateNo = 410
Trigger4 = StateNo = 220
Trigger5 = StateNo = 440
Trigger6 = StateNo = 210
;Trigger5 = StateNo = 400

[State -3, R{o]
Type = ChangeState
value = 400
TriggerAll = roundstate = 2
TriggerAll = 0;
TriggerAll = MoveHit = 1
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = Ceil(P2BodyDist X) <= 40
TriggerAll = Random < 300
TriggerAll = P2StateType != A
Trigger1 = StateNo = 400

[State -3, R{o]
Type = ChangeState
value = 210
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = Ceil(P2BodyDist X) <= 75
TriggerAll = P2StateType != A
Trigger1 = StateNo = 400
Trigger2 = StateNo = 200

[State -3, R{[gXCX]
Type = ChangeState
value = 2030
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = Ceil(P2BodyDist X) <= 85
TriggerAll = var(49) = 0 || var(17) < 2
TriggerAll = power >= 2000
Trigger1 = StateNo = 210
Trigger2 = StateNo = 440
Trigger3 = StateNo = 410
Trigger4 = Ceil(P2BodyDist X) <= 80
Trigger4 = StateNo = 220

[State -3, R{]
Type = ChangeState
value = 400
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = var(49) = 1
TriggerAll = var(17) < 2
Trigger1 = StateNo = 400

[State -3, R{]
Type = ChangeState
value = 410
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != A
Trigger1 = StateNo = 430
Trigger2 = StateNo = 400
Trigger3 = StateNo = 200

[State -3, R{]
Type = ChangeState
value = 220
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != A
Trigger1 = StateNo = 440
Trigger2 = Ceil(P2BodyDist X) >= 65
Trigger2 = StateNo = 410
Trigger3 = StateNo = 210

[State -3, R{]
Type = ChangeState
value = 450
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = Ceil(P2BodyDist X) >= 80
Trigger1 = StateNo = 440
Trigger2 = Ceil(P2BodyDist X) >= 65
Trigger2 = StateNo = 410

[State -3, R{]
Type = ChangeState
value = 440
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != A
Trigger1 = StateNo = 410

[State -3, R{󒆃r[Xg]
Type = ChangeState
value = 1060
TriggerAll = MoveHit
TriggerAll = roundstate = 2
TriggerAll = StateType = A
TriggerAll = Random < var(57)*100
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(P2BodyDist X) <= 30
TriggerAll = Abs(Ceil(P2BodyDist Y)) <= 30
TriggerAll = Ceil(Pos Y) < -30
TriggerAll = var(49) = 0 || var(17) < 2
Trigger1 = StateNo = 640

[State -3, R{Wvo]
Type = ChangeState
value = 620
TriggerAll = roundstate = 2
TriggerAll = MoveContact
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = Ceil(P2BodyDist X) <= 80
TriggerAll = Ceil(P2BodyDist Y) <= 80
TriggerAll = Ceil(Vel Y) >= 0 || MoveContact >= 2
Trigger1 = StateNo = 640
Trigger2 = StateNo = 630

[State -3, R{Wvj]
Type = ChangeState
value = 650
TriggerAll = roundstate = 2
TriggerAll = MoveContact
TriggerAll = StateType = A
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(P2BodyDist X) <= 60
TriggerAll = Ceil(P2BodyDist Y) <= 40
Trigger1 = StateNo = 620

[State -3, R{Wvj]
Type = ChangeState
value = 630
TriggerAll = roundstate = 2
TriggerAll = Ctrl
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2MoveType = H
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(P2BodyDist X) <= 50
TriggerAll = Ceil(P2BodyDist Y) <= 50
Trigger1 = PrevStateNo = 620

[State -3, R{󒆓]
Type = ChangeState
value = 830
TriggerAll = ctrl
TriggerAll = roundstate = 2
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = Random < var(57)*100
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(P2BodyDist X) <= 30
TriggerAll = Abs(Ceil(P2BodyDist Y)) <= 30
Trigger1 = PrevStateNo = 620

[State -3, R{΋r[XgLm]
Type = ChangeState
value = 1180
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2Dist X > 0
TriggerAll = power >= 3000
TriggerAll = Ceil(P2BodyDist X) > -5
Trigger1 = StateNo = 420

[State -3, R{΋r[XgLm]
Type = ChangeState
value = 1020
TriggerAll = roundstate = 2
TriggerAll = MoveHit
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(P2BodyDist X) > -5
Trigger1 = StateNo = 420

[State -3, r[XgLmqbg]
Type = ChangeState
value = 11040;
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = MoveHit
TriggerAll = var(7) >= 2
Trigger1 = Ceil(P2BodyDist X) < 0 || FrontEdgeDist <= 70
Trigger1 = StateNo = 1030
Trigger2 = StateNo = 1110

[State -3, r[XgLmqbg]
Type = ChangeState
value = 11010;E
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = MoveHit
TriggerAll = var(7) >= 2
Trigger1 = StateNo = 1010
Trigger2 = FrontEdgeDist >= 60
Trigger2 = StateNo = 1030
Trigger3 = StateNo = 1070

[State -3, r[XgLmqbg]
Type = ChangeState
value = 11020;
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = MoveHit
TriggerAll = FrontEdgeDist > 45
TriggerAll = var(7) >= 2
Trigger1 = StateNo = 1030

[State -3, r[XgLmqbg]
Type = ChangeState
value = ifelse(EnemyNear(var(52)),Vel X <= 0,11010,11020);ȂȂߏ
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = MoveHit
TriggerAll = FrontEdgeDist > 45
TriggerAll = var(7) = 1
TriggerAll = Pos Y = 0
Trigger1 = StateNo = 1010

[State -3, r[XgLmqbg]
Type = ChangeState
value = 11050;
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = MoveHit
TriggerAll = var(7) = 1
TriggerAll = Pos Y < -100
Trigger1 = StateNo = 1030
Trigger2 = StateNo = 1110

[State -3, r[XgLmȂȂߏ];ǂɓOɕ]
Type = ChangeState
value = 11040
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != L
TriggerAll = FrontEdgeBodyDist < 10
TriggerAll = var(7) >= 2
Trigger1 = StateNo = 1030

[State -3, r[XgLmȂȂߏ];ǂɓOɕ]
Type = ChangeState
value = 11050
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2StateType != L
TriggerAll = FrontEdgeBodyDist < 10
TriggerAll = var(7) = 1
Trigger1 = StateNo = 1030

[State -3, r[XgLmqbg]
Type = ChangeState
value = 11000
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = MoveHit
TriggerAll = var(7) > 0
TriggerAll = 0;
Trigger1 = StateNo = 1110
Trigger2 = StateNo = 1010
Trigger3 = StateNo = 1060
Trigger4 = StateNo = 1140
Trigger5 = StateNo = 1030
Trigger6 = StateNo = 1070

[State -3, r[XgLmK[hꂽ]
Type = ChangeState
value = ifelse((var(7) > 1 && var(53) = 0),11000,11100)
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = MoveGuarded = 1
TriggerAll = var(7) > 0
TriggerAll = Random < 500
Trigger1 = StateNo = 1110
Trigger2 = StateNo = 1010
Trigger3 = StateNo = 1060
Trigger4 = StateNo = 1140
Trigger5 = StateNo = 1030
Trigger6 = StateNo = 1070

[State -3, r[XgLmOꂽ]
Type = ChangeState
value = ifelse((var(7) > 1 && var(53) = 0),11000,11100)
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = !MoveContact
TriggerAll = P2StateType != L
TriggerAll = Abs(Ceil(P2BodyDist X)) <= 40
TriggerAll = Time = 15
TriggerAll = Random < 500
TriggerAll = var(7) > 0
Trigger1 = StateNo = 1110
Trigger2 = StateNo = 1010
Trigger3 = StateNo = 1060
Trigger4 = StateNo = 1140
Trigger5 = StateNo = 1030
Trigger6 = StateNo = 1070

;
;	R{
;
[State -3, R{K[hp];ES~ItbJ[
Type = ChangeState
value = 1270
TriggerAll = roundstate = 2
TriggerAll = MoveGuarded
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = var(53) = 0
TriggerAll = power >= 2000
TriggerAll = Ceil(P2BodyDist X) <= 75
TriggerAll = P2Life < 100
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = var(49) = 0 || var(17) < 2
Trigger1 = StateNo = 430
Trigger2 = StateNo = 400
Trigger3 = StateNo = 200
Trigger4 = StateNo = 230

[State -3, R{K[hp];~ItbJ[
Type = ChangeState
value = 1260
TriggerAll = roundstate = 2
TriggerAll = MoveGuarded
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = var(53) = 0
TriggerAll = Ceil(P2BodyDist X) <= 75
TriggerAll = P2Life < 100
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = var(49) = 0 || var(17) < 2
Trigger1 = StateNo = 430
Trigger2 = StateNo = 400
Trigger3 = StateNo = 200
Trigger4 = StateNo = 230

[State -3, R{K[h]
Type = ChangeState
value = 440
TriggerAll = roundstate = 2
TriggerAll = MoveGuarded
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = var(53) = 0
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = StateNo = 430
Trigger2 = StateNo = 400
Trigger3 = StateNo = 200
Trigger4 = StateNo = 230

[State -3, R{K[h]
Type = ChangeState
value = ifelse(Random < 300,1000,1260)
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*30 || var(55) = 1
TriggerAll = Time > 0
TriggerAll = P2StateType != A
TriggerAll = StateNo = 440
TriggerAll = var(53) = 0
TriggerAll = var(49) = 0 || var(17) < 2
Trigger1 = MoveGuarded

[State -3, oobNXeb|]
Type = ChangeState
value = 105
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = !(EnemyNear(var(52)),Ctrl)
TriggerAll = StateType = S
TriggerAll = P2StateType != L
TriggerAll = Ceil(EnemyNear(var(52)),Vel X) <= 1
TriggerAll = Ctrl
TriggerAll = P2Dist X > 0
TriggerAll = BackEdgeBodyDist > 50
Trigger1 = PrevStateNo = 450

[State -3, R{_bV]
Type = ChangeState
value = 100
TriggerAll = roundstate = 2
TriggerAll = Random < var(57) * (25 + ifelse(TeamMode=Simul && Partner,StateType=A,20,0))
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = PrevStateNo != 810
TriggerAll = var(53) = 0
TriggerAll = !(EnemyNear(var(52)),Ctrl)
TriggerAll = StateType = S
TriggerAll = Ctrl
TriggerAll = Ceil(P2BodyDist X) = [-5,70]
TriggerAll = P2Dist X > 0
TriggerAll = StateNo != 52
TriggerAll = StateNo != 101
Trigger1 = PrevStateNo = 440
Trigger2 = PrevStateNo = 200
Trigger3 = PrevStateNo = 210
Trigger4 = PrevStateNo = 430
Trigger5 = PrevStateNo = 420
Trigger6 = PrevStateNo = 400
Trigger7 = PrevStateNo = 450
Trigger8 = PrevStateNo = 240

[State -3, R{NCbN[u]
Type = ChangeState
value = 660
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*20|| var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = !(EnemyNear(var(52)),Ctrl)
TriggerAll = var(53) = 0 || (var(53) = 1 && Random < 50)
TriggerAll = MoveHit = 1
Trigger1 = StateNo = 220

[State -3, R{NCbN[u]
Type = ChangeState
value = 660
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*15 || var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = !(EnemyNear(var(52)),Ctrl)
TriggerAll = var(53) = 0 || (var(53) = 1 && Random < 50)
TriggerAll = MoveGuarded
Trigger1 = StateNo = 440
Trigger2 = StateNo = 200
Trigger3 = StateNo = 210
Trigger4 = StateNo = 430
Trigger5 = StateNo = 420
Trigger6 = StateNo = 400
Trigger8 = StateNo = 240

[State -3, R{珸蒆j]
Type = ChangeState
value = 38000
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*25 || var(55) = 1
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = !(EnemyNear(var(52)),Ctrl)
TriggerAll = StateType != A
TriggerAll = Ctrl
TriggerAll = Ceil(P2BodyDist X) = [75,125]
TriggerAll = P2Dist X > 0
Trigger1 = PrevStateNo = 440
Trigger2 = PrevStateNo = 200
Trigger3 = PrevStateNo = 210
Trigger4 = PrevStateNo = 430
Trigger5 = PrevStateNo = 420
Trigger6 = PrevStateNo = 400
Trigger7 = PrevStateNo = 450
Trigger8 = PrevStateNo = 240
Trigger9 = PrevStateNo = 220

[State -3, R{]
Type = ChangeState
value = 18
TriggerAll = roundstate = 2
TriggerAll = Random < var(57) * (25 + ifelse(TeamMode=Simul && Partner,StateType=A,20,0))
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = !(EnemyNear(var(52)),Ctrl)
TriggerAll = StateType = S
TriggerAll = Ctrl
TriggerAll = Ceil(P2BodyDist X) = [-5,50]
TriggerAll = P2Dist X > 0
TriggerAll = StateNo != 52
TriggerAll = StateNo != 101
Trigger1 = PrevStateNo = 440
Trigger2 = PrevStateNo = 200
Trigger3 = PrevStateNo = 210
Trigger4 = PrevStateNo = 430
Trigger5 = PrevStateNo = 420
Trigger6 = PrevStateNo = 400
Trigger7 = PrevStateNo = 450
Trigger8 = PrevStateNo = 240
Trigger9 = PrevStateNo = 220

[State -3, _bV̍U]
Type = ChangeState
value = 630
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = Random < 600
TriggerAll = Ceil(P2BodyDist X) = [-10,30]
TriggerAll = Ceil(P2BodyDist Y) >= 5
TriggerAll = P2MoveType != A
Trigger1 = StateNo = 100
;Trigger2 = EnemyNear(var(52)),Vel X > 0
;Trigger2 = StateNo = 105
;Trigger3 = EnemyNear(var(52)),Vel X > 0
;Trigger3 = StateNo = 106

[State -3, _bV̍U]
Type = ChangeState
value = ifelse(Random < 500,620,650)
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = Random < 300
TriggerAll = Ceil(P2BodyDist X) = [20,100]
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(P2BodyDist Y) >= 7
TriggerAll = P2MoveType != A
Trigger1 = StateNo = 100
;Trigger2 = EnemyNear(var(52)),Vel X > 0
;Trigger2 = StateNo = 105
;Trigger3 = EnemyNear(var(52)),Vel X > 0
;Trigger3 = StateNo = 106

[State -3, R{󒆃r[XgNCCU[]
Type = ChangeState
value = ifelse(power >= 2500,1230,1200)
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*10 || var(55) = 1
TriggerAll = Time % 3 = 0
TriggerAll = P2StateType != L
TriggerAll = StateNo = 52 || Ctrl
TriggerAll = StateType != A
TriggerAll = P2MoveType = H
TriggerAll = EnemyNear(var(52)),StateNo != [120,160]
TriggerAll = Ceil(P2BodyDist X) <= 50
TriggerAll = Ceil(P2BodyDist Y) >= -50
Trigger1 = PrevStateNo = 1070

[State -3, R{󒆃r[Xgˋo]
Type = ChangeState
value = 420
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100; || var(55) = 1
TriggerAll = Ceil(P2BodyDist X) <= 80
TriggerAll = Ceil(P2BodyDist X) >= -40
TriggerAll = Ceil(EnemyNear(var(52)),Vel Y)  >= -1
TriggerAll = Ceil(EnemyNear(var(52)),Vel X)  >= -2
TriggerAll = var(49) = 0
TriggerAll = P2Dist X > 0
TriggerAll = P2MoveType = H
TriggerAll = P2StateType != L
TriggerAll = StateType != A
TriggerAll = StateNo = 52 || PrevStateNo = 52 || Ctrl
TriggerAll = PrevStateNo != 810
TriggerAll = PrevStateNo != 873
TriggerAll = PrevStateNo != 842
Trigger1 = PrevStateNo = 1070
Trigger2 = P2StateType = A
Trigger3 = PrevStateNo = 660
Trigger3 = P2MoveType = H

[State -3, R{󒆃r[XgESr[Xg]
Type = ChangeState
value = 1170
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100; || var(55) = 1
TriggerAll = Ceil(P2BodyDist X) <= 90
TriggerAll = Ceil(P2BodyDist Y) >= -40
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(EnemyNear(var(52)),Vel Y)  >= -1
TriggerAll = Ceil(EnemyNear(var(52)),Vel X)  >= -2
TriggerAll = FrontEdgeDist <= 70
TriggerAll = power >= 2000
TriggerAll = P2MoveType = H
TriggerAll = P2StateType != L
TriggerAll = StateType != A
TriggerAll = StateNo = 52 || PrevStateNo = 52 || Ctrl
Trigger1 = PrevStateNo = 1070
Trigger2 = P2StateType = A

[State -3, R{󒆃r[Xg˃r[Xg]
Type = ChangeState
value = 1000
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(P2BodyDist X) <= 90
TriggerAll = Ceil(P2BodyDist X) >= -40
TriggerAll = Ceil(EnemyNear(var(52)),Vel Y)  >= -1
TriggerAll = Ceil(EnemyNear(var(52)),Vel X)  >= -2
TriggerAll = Ceil(FrontEdgeDist) > 30
TriggerAll = P2MoveType = H
TriggerAll = StateType != A
TriggerAll = StateNo = 52 || PrevStateNo = 52 || Ctrl
Trigger1 = PrevStateNo = 1070
Trigger2 = P2StateType = A

[State -3, 󒆍Ǔq o]
Type = ChangeState
value = 400
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*35 || var(55) = 1
TriggerAll = StateNo = 52
TriggerAll = P2MoveType = H
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A
TriggerAll = StateType != A
TriggerAll = (EnemyNear(var(52)),StateNo != [120,160]) || P2StateType = S
TriggerAll = Ceil(P2BodyDist X) <= 100
Trigger1 = P2Dist X > 0

[State -3, 󒆍Ǔq o]
Type = ChangeState
value = 800
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = TeamMode = Simul
TriggerAll = Partner,Alive
TriggerAll = StateNo = 52
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = Ceil(P2BodyDist X) <= 30
Trigger1 = P2Dist X > 0

[State -3, 󒆍Ǔq ESChT[L[]
Type = ChangeState
value = 92100
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = StateNo = 52
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = power >= 1000
TriggerAll = Ceil(P2BodyDist X) <= 30
Trigger1 = P2Dist X > 0

[State -3, 󒆍Ǔq ChT[L[]
Type = ChangeState
value = 86100
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*100 || var(55) = 1
TriggerAll = StateNo = 52
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = Ceil(P2BodyDist X) <= 30
Trigger1 = P2Dist X > 0

[State -3,  o(^bOp)]
Type = ChangeState
value = 400
TriggerAll = roundstate = 2
TriggerAll = TeamMode = Simul
TriggerAll = Partner,Alive
TriggerAll = Partner,MoveType != H
TriggerAll = EnemyNear(0),Alive && EnemyNear(0),StateType != A
TriggerAll = EnemyNear(1),Alive && EnemyNear(1),StateType != A
TriggerAll = Random < var(57) * (25 + ifelse(Partner,StateType=A,20,0) )
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) <= 100
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl

[State -3,  o]
Type = ChangeState
value = 410
TriggerAll = roundstate = 2
TriggerAll = Random < var(57)*25; || var(55) = 1
TriggerAll = P2StateType != L
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) <= 150
TriggerAll = P2Dist X > 0
TriggerAll = Ctrl
Trigger1 = Ceil(P2BodyDist X) >= 75
Trigger1 = var(53) = 0
Trigger2 = Ceil(P2BodyDist X) >= 100


;
; Ԃρ
;

[State -3, ԂϒKE]
Type = ChangeState
value = 2000
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = Random < var(57)*10
TriggerAll = Time%5 = 0
TriggerAll = EnemyNear(var(52)), vel x <= 2
TriggerAll = power >= 2000
TriggerAll = P2BodyDist X >= 150
TriggerAll = P2BodyDist Y > -90
TriggerAll = life >= lifemax/2
TriggerAll = (Life - P2Life) >= 0
TriggerAll = Ctrl || StateNo = 10000
Trigger1 = P2StateType = L
Trigger2 = P2StateNo = [120,160]
Trigger3 = EnemyNear(var(52)), NumProj = 0

[State -3, DarkForce]
Type = ChangeState
value = 2100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = Random < var(57)*10
TriggerAll = var(13) <= 0
TriggerAll = power >= 2000
Trigger1 = Ctrl
Trigger2 = StateNo = 10000

[State -3, ~ItbV];ѓ҂
Type = ChangeState
value = 1290
TriggerAll = ctrl
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = Ceil(P2BodyDist X) >= 120
TriggerAll = P2Dist X > 0
TriggerAll = Random < var(57)*100
TriggerAll = (var(54)&15) < 2
TriggerAll = Ceil(EnemyNear(var(52)), vel x) <= 2
Trigger1 = EnemyNear(var(52)), NumProj > 0

[State -3, ]
Type = ChangeState
value = 195
TriggerAll = ctrl
TriggerAll = roundstate = 2
TriggerAll = StateType = S
TriggerAll = MoveType = I
TriggerAll = P2BodyDist X >= 150
TriggerAll = P2Dist X > 0
TriggerAll = var(57) = [1,10]
TriggerAll = power >= 2000
TriggerAll = PrevStateNo != 195
TriggerAll = (life - P2life) >= 500 || (life >= lifemax*2/5 &&  (life - P2life) >= 100)
Trigger1 = Random > var(57)*85
Trigger1 = P2MoveType != A

Trigger2 = Random > var(57)*85
Trigger2 = PrevStateNo = 1290
Trigger2 = EnemyNear(var(52)),ProjCancelTime(0) != -1 && EnemyNear(var(52)),ProjCancelTime(0) < 15
Trigger2 = EnemyNear(var(52)),NumProj = 0

Trigger3 = Random > var(57)*85
Trigger3 = PrevStateNo = 450

Trigger4 = Random > var(57)*85
Trigger4 = PrevStateNo = 2040

Trigger5 = Random > var(57)*85
Trigger5 = PrevStateNo = 810

;
;	nړ֌W
;
[State -3, 蒆j]
Type = ChangeState
value = 38000
TriggerAll = Random < var(57)*30
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = C || P2StateType = S
TriggerAll = P2BodyDist X = [75,125]
TriggerAll = PrevStateNo != 810
TriggerAll = Ctrl
TriggerAll = EnemyNear(var(52)),MoveType != H
TriggerAll = EnemyNear(var(52)),Vel X <= 2
Trigger1 = PrevStateNo = 660
Trigger2 = PrevStateNo = 101
Trigger3 = StateNo = 52
Trigger4 = StateNo = 0
Trigger5 = StateNo = 10000

[State -3, OWv]
Type = ChangeState
value = 38
TriggerAll = Random < var(57)*50
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = A
TriggerAll = P2BodyDist X >= 150
TriggerAll = PrevStateNo != 810
TriggerAll = EnemyNear(var(52)),PrevStateNo = 0
TriggerAll = Ctrl
Trigger1 = EnemyNear(var(52)),Time = [0,2]

[State -3, OWv]
Type = ChangeState
value = 380
TriggerAll = Random < var(57)*40
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2BodyDist X >= 125
TriggerAll = PrevStateNo != 810
TriggerAll = Ctrl
Trigger1 = PrevStateNo = 660
Trigger2 = PrevStateNo = 101
Trigger3 = PrevStateNo = 101
Trigger4 = StateNo = 52
Trigger5 = StateNo = 0
Trigger6 = EnemyNear(var(52)),NumProj >= 0

[State -3, _bV]
Type = ChangeState
value = 100
TriggerAll = Random < var(57)*50
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = PrevStateNo != 810
TriggerAll = EnemyNear(var(52)),NumProj = 0
TriggerAll = P2StateType != L
TriggerAll = Abs(Ceil(P2BodyDist Y)) >= -50
TriggerAll = (P2BodyDist X >= 70 && var(53) = 0) || P2BodyDist X >= 130
TriggerAll = P2BodyDist X <= 200
TriggerAll = Ctrl
Trigger1 = PrevStateNo = 660
Trigger2 = PrevStateNo = 101
Trigger3 = StateNo = 52
Trigger4 = StateNo = 0

[State -3, Wv]
Type = ChangeState
value = 37
TriggerAll = Random < var(57)*5
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(52)),NumProj >= 0
TriggerAll = P2StateType != L
TriggerAll = P2BodyDist X <= 150
TriggerAll = BackEdgeBodyDist > 50
TriggerAll = PrevStateNo != 810
TriggerAll = Ctrl
Trigger1 = PrevStateNo = 660
Trigger2 = PrevStateNo = 101
Trigger3 = StateNo = 52
Trigger4 = StateNo = 0

;
;	n㗧ZU
;
[State -3, o]
Type = ChangeState
value = 800
TriggerAll = Random < var(57)*20
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = P2MoveType != A
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
Trigger1 = Ctrl
Trigger1 = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
Trigger2 = StateNo = 10000

[State -3, ESChT[L[]
Type = ChangeState
value = 92100
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = P2MoveType != A
TriggerAll = power >= 1000
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
Trigger1 = Ctrl
Trigger1 = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
Trigger2 = StateNo = 10000

[State -3, ChT[L[ or j]
Type = ChangeState
value = ifelse(Random < 500,89100,86100)
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = P2MoveType != A
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X = [-5,30]
Trigger1 = Ctrl
Trigger1 = Time > (20 + (10 - var(57))*3) || EnemyNear(var(52)),Time > (20 + (10 - var(57))*3) || var(57) >= 11
Trigger2 = StateNo = 10000

[State -3, o]
Type = ChangeState
value = 400
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L && P2StateType != A
TriggerAll = P2MoveType != A
TriggerAll = P2Dist X > 0
TriggerAll = Ctrl || StateNo = 10000
Trigger1 = P2BodyDist X <= 50
Trigger1 = var(53) = 0
Trigger2 = P2BodyDist X = [50,100]

[State -3, ]
Type = ChangeState
value = 195
TriggerAll = ctrl
TriggerAll = roundstate = 3
TriggerAll = StateType = S
TriggerAll = P2Dist X > 0
TriggerAll = var(57) > 0
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = H
TriggerAll = EnemyNear(var(52)), vel x < 0
Trigger1 = PrevStateNo != 195

;----------------------------------------------------------------------------------------------------
; 󒆊֌W
;----------------------------------------------------------------------------------------------------
[State -3, 󒆑j]
Type = ChangeState
value = 650
TriggerAll = ctrl
TriggerAll = roundstate = 2
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = Random < var(57)*100
;TriggerAll = P2Dist X > 0
TriggerAll = Time%2 = 0
TriggerAll = Ceil(P2BodyDist X) = [-20,80]
TriggerAll = Abs(Ceil(P2BodyDist Y)) <= 30
Trigger1 = P2MoveType = A

[State -3, 󒆒j]
Type = ChangeState
value = 640
TriggerAll = ctrl
TriggerAll = roundstate = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Random < var(57)*100
;TriggerAll = P2Dist X > 0
TriggerAll = Time%2 = 0
TriggerAll = Ceil(P2BodyDist X) = [-20,100]
TriggerAll = Ceil(P2BodyDist Y) <= 50
Trigger1 = P2MoveType = A

[State -3, 󒆓]
Type = ChangeState
value = 83000
TriggerAll = ctrl
TriggerAll = roundstate = 2
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = Random < var(57)*100
TriggerAll = P2Dist X > 0
TriggerAll = Time%10 = 0
TriggerAll = Ceil(P2BodyDist X) <= 30
TriggerAll = Abs(Ceil(P2BodyDist Y)) <= 30
Trigger1 = P2MoveType != A

[State -3, 󒆃r[Xg(^bOp)]
Type = ChangeState
value = 1190
TriggerAll = Ctrl
TriggerAll = roundstate = 2
TriggerAll = TeamMode = Simul
TriggerAll = Partner,Alive
TriggerAll = StateType = A
TriggerAll = Random < var(57)*100
TriggerAll = P2Dist X > 0
TriggerAll = power >= 2000
TriggerAll = EnemyNear(var(52)),NumProj = 0 || Ceil(Vel Y) >= 0
TriggerAll = Ceil(P2BodyDist X) = [30,150]
Trigger1 = Partner,StateType != A
Trigger1 = Partner,MoveType = A
Trigger1 = power >= 3000
Trigger2 = EnemyNear(var(52)),MoveType = H

[State -3, 󒆃r[Xg]
Type = ChangeState
value = 1190
TriggerAll = ctrl
TriggerAll = roundstate = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = Random < var(57)*100
TriggerAll = Time%5 = 0
TriggerAll = P2Dist X > 0
TriggerAll = power >= 2000
TriggerAll = EnemyNear(var(52)),NumProj = 0 || (Vel Y) >= 0
Trigger1 = Ceil(P2BodyDist X) = [100,150]
Trigger1 = Ceil(P2BodyDist Y) >= 50
Trigger1 = Vel Y <= -2
Trigger2 = Ceil(P2BodyDist X) = [50,100]
Trigger2 = Ceil(P2BodyDist Y) = [30,100]
Trigger2 = Vel Y <= -4
Trigger2 = P2MoveType != A

[State -3, 󒆃r[Xg]
Type = ChangeState
value = 1060
TriggerAll = ctrl
TriggerAll = roundstate = 2
TriggerAll = StateType = A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = Random < var(57)*100
TriggerAll = P2Dist X > 0
TriggerAll = Time%10 = 0
TriggerAll = EnemyNear(var(52)),NumProj = 0 || (Vel Y) >= 0
Trigger1 = Ceil(P2BodyDist X) = [100,150]
Trigger1 = Ceil(P2BodyDist Y) >= 50
Trigger1 = Vel Y <= -2
Trigger2 = Ceil(P2BodyDist X) = [50,100]
Trigger2 = Ceil(P2BodyDist Y) = [30,100]
Trigger2 = Vel Y <= -4
Trigger2 = P2MoveType != A

;----------------------------------------------------------------------------------------------------
; Nオ
;----------------------------------------------------------------------------------------------------
[State -3, OړNオ]
Type = ChangeState
value = 710
TriggerAll = Random < var(57)*80
TriggerAll = roundstate = 2
TriggerAll = StateNo = 5120
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X <= 100
Trigger1 = !(EnemyNear(var(52)),Ctrl)
Trigger2 = P2MoveType = A
Trigger3 = EnemyNear(var(52)),NumProj > 0

[State -3, ړNオ]
Type = ChangeState
value = 700
TriggerAll = Random < var(57)*100
TriggerAll = roundstate = 2
TriggerAll = StateNo = 5120
TriggerAll = P2Dist X < 0
TriggerAll = P2BodyDist X >= -100
Trigger1 = !(EnemyNear(var(52)),Ctrl)
Trigger2 = P2MoveType = A
Trigger3 = EnemyNear(var(52)),NumProj > 0

;----------------------------------------------------------------------------------------------------
; ჌x`h֌W
;----------------------------------------------------------------------------------------------------













;-----------------------------------------------------------------------------------------------
;ȑLɂāAsNĂȉVXe()
[State -2, YWȏC]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      ;ݎ
trigger1 = floor(Pos Y) = [-2,3] ;ʒu͂ɂĂ炷C
y = 0
[State -2, YWC]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < Var(22)  ;g[jOCtrl+IgƂɔz
trigger1 = stateno = [0,30]  ;܂߂
trigger1 = floor(Pos Y) < -2 ;ʒu傫Ăړ
y = 2
[State -2, YWC]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < Var(22)
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2 ;
y = -2
[State -2, YWC]               ;GATTꌾc
type = ChangeState                      ;̕ӂ̃VXe
triggerall = RoundState = 2             ;̍ɓڂĂ̂
triggerall = ctrl = 0                   ;ȂIWiȐݒłB
triggerall = alive = 1                  ;ȂA܂͏dgۂ͍폜Ă
triggerall = !Lose
trigger1 = Pos Y < -1800 ;󍂂΂Ă܂Ă̐𗧂Ēė
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480   ;n[ɖ߂Ă܂ĂオĂ
trigger2 = GameTime % 10 = 0
value = 40
;-----------------------------------------------------------------------------------------------




; O炠[StateDef -3]

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[State -3, Increment]
type = VarAdd
trigger1 = 1
v = 4
value = 1

[State -3, Turn Over]
type = VarSet
trigger1 = var(4) > 4000
v = 4
value = 0

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 2, 5

; Gethit sounds
[State -3, 1]
type = VarRandom
trigger1 = StateNo = 5000
trigger1 = time = 1
v = 0

; Ouch sound 1
[State -3, Owie 1]
type = PlaySnd
triggerall = alive
triggerall = time = 1
triggerall = var(0) < 500
trigger1 = stateno = 5001 || stateno = 5011
trigger1 = (anim % 10) != 0
trigger2 = stateno = 5040 || stateno = 5050
;trigger2 = random < 500
trigger3 = stateno = 5070
value = 3, 2

; Clear Var 3
[State -3, Clear Var3]
type = VarSet
trigger1 = Stateno = 0
trigger2 = StateNo = 52
trigger3 = StateNo = 5100
v = 3
value = 0

; Get ID of nearest enemy
[State -3, Get ID]
type = VarSet
trigger1 = 1
v = 21
value = EnemyNear, ID
ignorehitpause = 1

[State -3, Randomize]
type = VarRandom
triggerall = var(20) = 1
trigger1 = var(22) = 0
trigger1 = MoveContact
v = 22
range = 1, 1000
ignorehitpause = 1

[State -3, Clear]
type = VarSet
triggerall = var(20) = 1
triggerall = var(22) > 0
trigger1 = MoveType != A
trigger2 = MoveContact = 0 
v = 22
value = 0
ignorehitpause = 1

[State -3, Kill AI when fight is over]
type = VarSet
triggerall = var(20) > 0
trigger1 = Win
v = 20
value = 0

[State -3, Record AI being Active]
type = VarSet
trigger1 = var(20)
trigger1 = !var(59)
v = 59
value = 1
