[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3]
type = DefenceMulSet
triggerall = palno = 12
trigger1 = time = 0
value = 10

[State -3]
type = AttackMulSet
triggerall = palno = 12
trigger1 = time = 0
value = 10

[State -3]
type = PowerAdd
triggerall = palno = 12
trigger1 = time >= 0
value = 100

[State -3]
type = LifeAdd
triggerall = palno = 12
trigger1 = time >= 0
value = 100


[State -3]
type = VarSet
triggerall = palno = 12
trigger1 = time = 0
v = 31
value = 1

[State -3]
type = VarSet
triggerall = palno = 12
trigger1 = time = 0
v = 30
value = 1

;
[State -3] 
type = Afterimage
triggerall = palno = 12
trigger1 = TIME = 1
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 30
TimeGap = 1

[State -3, ???]
type = PalFX 
triggerall = palno = 12
trigger1 = (GameTime%60)=0
time = 100
sinadd = 60, 60, 60, 60


; It is very important that this controller NOT be moved to State -2, as putting
; it there would defeat the entire purpose of the controller, allowing the
; helper method to erroneously set the AI variable.
; And within State -3, don't put any ChangeState controllers before this
; controller, lest you unnecessarily delay your character's AI activation.
[State -3, GameTimeVar]
type = VarSet
trigger1 = 1
var(58) = GameTime
IgnoreHitPause = 1

; Kamek and Luchini appear to have been the first ones to use the IsHomeTeam AI activation concept.
; Feel free to move this controller to your character's intro state for slightly better efficiency.
[State -3, SetAI]
type = VarSet
triggerall = !RoundState
triggerall = IsHomeTeam
trigger1 = (TeamSide = 2)
trigger2 = (MatchNo > 1)
var(59) = 1

; Feel free to move this controller to your character's intro state for slightly better efficiency.
; Note that it may give P2 a slight unfair advantage in simul team vs mode, so you
; may want to disable it.  But then, since when has Mugen been about fairness? =P
[State -3, Unfair]; Is this reliable?
type = VarSet
trigger1 = !RoundState
trigger1 = (var(59) != 1)
trigger1 = NumPartner
trigger1 = (ID > Partner,ID)
trigger1 = (TeamSide = 2)
var(59) = 1

[State -3, AI Helper (Compatibly Partnered Version)]
type = Helper
trigger1 = !var(59)
trigger1 = !NumHelper(9742)
trigger1 = (RoundState = 2)
trigger1 = Alive
trigger1 = NumPartner
trigger1 = Partner,SelfAnimExist(9741)
HelperType = normal
name = "AI Helper (Simul Version)"
ID = 9742
pos = 9999999,99999
StateNo = 9742
KeyCtrl = 1
PauseMoveTime = 999999999
SuperMoveTime = 999999999

; If you want to use the Guard mode, Dummy mode, Distance, or Button jam dummy control
; options in Training mode without activating the dummy's AI while working on your
; character, then all you need to do is temporarily disable this controller.
[State -3, AI Helper]
type = Helper
triggerall = !var(59)
triggerall = !NumHelper(9741)
triggerall = (RoundState = 2)
triggerall = Alive
trigger1 = !NumPartner
trigger2 = !(Partner,SelfAnimExist(9741))
HelperType = normal
name = "AI Helper"
ID = 9741
pos = 9999999,99999
StateNo = 9741
KeyCtrl = 1
PauseMoveTime = 999999999
SuperMoveTime = 999999999

[State -3, TurnBackOnAI]
type = VarSet
trigger1 = (var(59) = -2)
trigger1 = (RoundState = 2)
trigger1 = Alive
var(59) = 1

; According to Roque, this method works in Mugen version 2002.04.14,
; whereas the old humanly-impossible commands method does not.
; It is very important that this controller NOT be moved to State -2.
; Note that this part won't work if AI.Cheat is turned off in mugen.cfg.
[State -3, XOR]
type = VarSet
triggerall = var(59)!=1
trigger1 = (command = "a") ^^ (command = "a2")
trigger2 = (command = "b") ^^ (command = "b2")
trigger3 = (command = "c") ^^ (command = "c2")
trigger4 = (command = "x") ^^ (command = "x2")
trigger5 = (command = "y") ^^ (command = "y2")
trigger6 = (command = "z") ^^ (command = "z2")
trigger7 = (command = "start") ^^ (command = "start2")
trigger8 = (command = "holda") ^^ (command = "holda2")
trigger9 = (command = "holdb") ^^ (command = "holdb2")
trigger10 = (command = "holdc") ^^ (command = "holdc2")
trigger11 = (command = "holdx") ^^ (command = "holdx2")
trigger12 = (command = "holdy") ^^ (command = "holdy2")
trigger13 = (command = "holdz") ^^ (command = "holdz2")
trigger14 = (command = "holdstart") ^^ (command = "holdstart2")
trigger15 = (command = "recovery") ^^ (command = "recovery2")
trigger16 = (command = "holdfwd") ^^ (command = "holdfwd2")
trigger17 = (command = "holdback") ^^ (command = "holdback2")
trigger18 = (command = "holdup") ^^ (command = "holdup2")
trigger19 = (command = "holddown") ^^ (command = "holddown2")
;Add more as desired. (See my notes in the CMD.)
var(59) = 1

; Within StateDef -3, none of your own AI-related code should come after the code
; provided here (and putting it before the code is also generally a bad idea).
; It's better to use State -1 (or, in special circumstances, State -2) instead.

; And finally, for lack of a better place to put this until I get
; around to writing an actual tutorial to go with the code:
; Many thanks to Roque for extensive testing in Linux Mugen.
; Also thanks to [E] for some help.

[State 0, ]
type = PowerSet
triggerall = alive
trigger1 = var(30) = 1
trigger1 = palno != 12
value = 0
ignorehitpause = 1

[State 0, ]
type = VarAdd
triggerall = time = 0
trigger1 = stateno = 5900
trigger1 = var(31) = 1
v = 31
value = -1

[State 0, ]
type = VarAdd
triggerall = time = 0
trigger1 = stateno = 5900
trigger1 = var(30) = 1
v = 30
value = -1

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = var(30)
triggerall = !var(31)
triggerall = statetype != A
triggerall = p2movetype = A && enemynear, numproj = 0
triggerall = p2bodydist x <= 60
triggerall = backedgedist > 60
triggerall = p2stateno = [5100,5120]
trigger1 = ctrl
value = 105

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype != A
triggerall = p2movetype = A && enemynear, numproj = 0
triggerall = p2bodydist x <= 80
triggerall = backedgedist > 80
triggerall = random != [250,400]
trigger1 = ctrl
value = 105

; GRAB!
[State -1, AI]
type = ChangeState
triggerall = Var(55) = 1
triggerall = statetype != A
triggerall = p2statetype = S || p2statetype = C
triggerall = p2movetype != H
triggerall = p2bodydist x < 8
triggerall = stateno != 100
trigger1 = ctrl
value = 800

[State -3: ChangeState]
type = ChangeState
triggerall = (var(57)) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing)
trigger1 = (P2StateType != C) && (P2MoveType = A) && ((p2dist x < 160) || (EnemyNear, NumProj > 0))
value = 130

[State -3: ChangeState]
type = ChangeState
triggerall = (var(57)) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing)
trigger1 = (P2StateType = C) && (P2MoveType = A) && ((p2dist x < 160) || (EnemyNear, NumProj > 0))
value = 131

[State -3: ChangeState]
type = ChangeState
triggerall = (var(57)) && (StateType = A) && (Ctrl) && (EnemyNear, Facing != Facing)
trigger1 = (P2MoveType = A) && ((p2dist x < 160) || (EnemyNear, NumProj > 0))
value = 132

; First Punch
[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype != A
triggerall = p2statetype = S
triggerall = p2movetype != A
triggerall = p2bodydist x <= 24
triggerall = random < 500
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
value = 200

; Combo 1
[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype != A
triggerall = p2bodydist x <= 12
triggerall = enemy,statetype != L
triggerall = random < 500
trigger1 = (stateno = [200,240]) || (stateno = [400,440])
trigger1 = movecontact = 1
value = 245


; Combo 1
[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype != A
triggerall = p2bodydist x <= 12
triggerall = enemy,statetype != L
triggerall = random < 500
trigger1 = stateno = 246 && time >= 87
trigger1 = movecontact = 1
value = 245


[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype != A
triggerall = p2bodydist x <= 12
triggerall = random < 500
trigger1 = (stateno = [1000,1029])
trigger1 = movecontact
trigger1 = time > 5
value = 1060

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype != A
triggerall = p2bodydist x <= 12
triggerall = random < 500
trigger1 = (stateno = [1100,1129])
trigger1 = movecontact
trigger1 = time > 5
value = 1060


; Air Combos
[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2movetype != A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = ctrl
value = 600

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 600
value = ifelse(random<500,600,630)

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 630
value = ifelse(random<500,610,640)

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 1070
trigger1 = movecontact
trigger1 = time > 5
value = 1075

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 1060
trigger1 = movecontact
trigger1 = time > 5
value = 1055

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 1055
trigger1 = movecontact
trigger1 = time > 7
value = 1065

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 1066
trigger1 = movecontact
trigger1 = time > 8
value = 1067

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 1068
trigger1 = movecontact
trigger1 = time > 8
value = 1069

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 1064
trigger1 = movecontact
trigger1 = time > 12
value = 1532

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype = A
triggerall = p2bodydist x <= 48
triggerall = random < 500
trigger1 = stateno = 1532
trigger1 = movehit
trigger1 = time > 12
value = 1065


; Shun goku satsu
[State -1, AI assault]
type = ChangeState
triggerall = power >= 3000
triggerall = (stateno != [3050,3999])
triggerall = var(57)
triggerall = statetype != A
triggerall = (p2movetype != A || EnemyNear, Facing = Facing)
triggerall = random < 700
trigger1 = ctrl
trigger2 = stateno = [200,499]
trigger2 = movecontact
trigger2 = stateno != 440
value = 3100

; BFG
[State -1, AI assault]
type = ChangeState
triggerall = power >= 3000
triggerall = stateno != [3050,3999]
triggerall = var(57)
triggerall = statetype != A
triggerall = (p2movetype != A || EnemyNear, Facing = Facing)
triggerall = random < 700
trigger1 = ctrl
trigger2 = stateno = [200,499]
trigger2 = movecontact
trigger2 = stateno != 440
value = 3900

; Assault Supper
[State -1, AI assault]
type = ChangeState
triggerall = power >= 2000
triggerall = stateno != [3000,3999]
triggerall = var(57)
triggerall = statetype != A
triggerall = (p2movetype != A || EnemyNear, Facing = Facing)
triggerall = p2bodydist x <= 48
triggerall = random < 300
trigger1 = ctrl
value = 3050

; Assault Supper
[State -1, AI assault]
type = ChangeState
triggerall = power >= 1000
triggerall = stateno != [3000,3999]
triggerall = (stateno = [1299,1300]) || stateno = 1200
triggerall = var(57)
triggerall = statetype != A
triggerall = (p2movetype != A || EnemyNear, Facing = Facing)
triggerall = p2bodydist x >= 90
triggerall = random < 300
trigger1 = ctrl
value = 3060

; Shoryuken
[State -1, AI]
type = ChangeState
triggerall = p2stateno != [5100,5200]
triggerall = var(57)
triggerall = statetype != A
triggerall = p2movetype = A || p2movetype != A
triggerall = p2statetype != L
triggerall = p2bodydist x >= 90
trigger1 = random < 500 || roundno != 1
trigger1 = ctrl
trigger2 = stateno = [200,499]
trigger2 = stateno != 430
trigger2 = movecontact
value = ifelse(random<500,1300,1200) || ifelse(random<500,1299,1200) 

; Quad Damage
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = Var(57)
triggerall = statetype != A
triggerall = random < 300
triggerall = p2bodydist x < 80
triggerall = power >= 6000
trigger1 = numhelper(3400) = 1
trigger1 = ctrl
value = 3400

; Insta-kill
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = Var(57)
triggerall = statetype != A
triggerall = random < 300
triggerall = p2bodydist x < 80
triggerall = var(30) = 1
triggerall = var(31) = 0
trigger1 = ctrl
value = 4000

; Insta-switch
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = Var(57)
triggerall = statetype != A
triggerall = p2movetype != A
triggerall = life <= const(data.life) * 0.3
triggerall = partner, life <= 320
triggerall = var(30) = 0
triggerall = random < 500
trigger1 = ctrl
value = 19666

; Some Mobility
[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype != A
triggerall = movetype != A
triggerall = (p2movetype != A || EnemyNear, Facing = Facing) || numhelper(3115) = 1
triggerall = p2bodydist x >= 60
triggerall = random = [100,400]
trigger1 = ctrl
value = 100

; Some Mobility
[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = statetype != A
triggerall = movetype != A
triggerall = numhelper(3115) = 1
triggerall = p2bodydist x >= 60
trigger1 = ctrl
value = 100

[State -1, AI]
type = ChangeState
triggerall = var(57)
triggerall = p2movetype = A
triggerall = random = [150,250]
trigger1 = stateno = 106
trigger1 = animtime = 0
value = 40

[State 0, ]
type = AttackMulSet
trigger1 = p2name = "Radish SSj4 by the vicious" || p4name = "Radish SSj4 by the vicious"
value = 666
ignorehitpause = 1

[State 0, ]
type = DefenceMulSet
trigger1 = var(16)
trigger1 = p2name != "Radish SSj4 by the vicious" && p4name != "Radish SSj4 by the vicious"
value = 0.5
ignorehitpause = 1

[State 0, ]
type = DefenceMulSet
trigger1 = var(16)
trigger1 = p2name = "Radish SSj4 by the vicious" || p4name = "Radish SSj4 by the vicious"
value = 0.01
ignorehitpause = 1

[State 0, ]
type = AssertSpecial
trigger1 = var(16)
flag = unguardable
flag2 = nojugglecheck

[State 0, ]
type = NotHitBy
trigger1 = var(16)
trigger1 = stateno = [3000,3999]
value = SCA
ignorehitpause = 1



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "a" ^^ command = "a2"
trigger2 = command = "b" ^^ command = "b2"
trigger3 = command = "c" ^^ command = "c2"
trigger4 = command = "x" ^^ command = "x2"
trigger5 = command = "y" ^^ command = "y2"
trigger6 = command = "z" ^^ command = "z2"
trigger7 = command = "start" ^^ command = "start2"
trigger8 = command = "up" ^^ command = "up2"
trigger9 = command = "fwd" ^^ command = "fwd2"
trigger10 = command = "back" ^^ command = "back2"
trigger11 = command = "down" ^^ command = "down2"
trigger12 = command = "AI0"
trigger13 = command = "AI1"
trigger14 = command = "AI2"
trigger15 = command = "AI3"
trigger16 = command = "AI4"
trigger17 = command = "AI5"
trigger18 = command = "AI6"
trigger19 = command = "AI7"
trigger20 = command = "AI8"
trigger21 = command = "AI9"
trigger22 = command = "AI10"
trigger23 = command = "AI11"
trigger24 = command = "AI12"
trigger25 = command = "AI13"
trigger26 = command = "AI14"
trigger27 = command = "AI15"
trigger28 = command = "AI16"
trigger29 = command = "AI17"
trigger30 = command = "AI18"
trigger31 = command = "AI19"
trigger32 = command = "AI20"
trigger33 = command = "AI21"
trigger34 = command = "AI22"
trigger35 = command = "AI23"
trigger36 = command = "AI24"
trigger37 = command = "AI25"
trigger38 = command = "AI26"
trigger39 = command = "AI27"
var(59) = 8
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)&&stateno != 33000
value = 33000


;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 4*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 45+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 9*enemynear,vel y >= -86
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [11,63+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -53
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 53+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y >= -65
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 51+8*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Zenpu Kyaku 1]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -73
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 55+7*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = 1 || 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && movecontact || (stateno =[400,440]) && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 4*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 38+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -62
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 29+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -24
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 47+5*(vel x+enemynear,vel x)
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y >= -25
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 60+10*(vel x+enemynear,vel x)
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-43,33]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 37+4*(vel x+enemynear,vel x)
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-54,40]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [11,45+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-21,53]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 23+4*(vel x+enemynear,vel x)
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,62]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 57+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 && 1
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <=10
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H




[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2bodydist y + 11*enemynear,vel y >= -66
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 52+11*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 14*enemynear,vel y >= -66
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 52+14*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -66
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 50+11*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499]) 
trigger2 = movecontact



[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 9*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 8+9*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 10*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 8+10*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 10+8*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 4*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 5*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -58
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Grenade]
type = ChangeState
value = 1250
triggerall = p2bodydist y + 12*enemynear,vel y >= -84
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [20,55+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact




[State -1, Pistol Attack]
type = ChangeState
value = 1299
triggerall = p2bodydist y + 9*enemynear,vel y >= -59
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [39,323+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Pistol Attack]
type = ChangeState
value = 1300
triggerall = p2bodydist y + 10*enemynear,vel y >= -89
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [59,343+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -70
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Light Hakikyaku]
type = ChangeState
value = 1530
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
triggerall = 1
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Light Hakikyaku]
type = ChangeState
value = 1532
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
triggerall = 1
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Fast Hakikyaku]
type = ChangeState
value = 1535
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = 1
triggerall = power >= 330
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3060
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -72
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [15,75+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = 1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 



[State -1, Sniper Scope]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 27*enemynear,vel y >= -114
triggerall = p2movetype = A && enemynear,hitdefattr=, NA, SA, AT && enemynear,animtime < -27
triggerall = enemynear,time >= 70-9*var(59) && random <= 75*var(59) || var(59) >= 8 && (!ctrl || enemynear,hitdefattr=sca,at)
triggerall = p2dist x >= 0 && p2bodydist x <= 12+27*(vel x+enemynear,vel x)
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,6999]
trigger2 = movecontact
trigger3 = stateno = [200,499]



[State -1, Kick]
type = ChangeState
value = 4000
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = statetype != A
triggerall = p2bodydist y + 12*enemynear,vel y >= -999
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = enemynear,time >= 60-8*var(59) && random <= 75*var(59)
triggerall = p2bodydist x = [-983,983+12*(vel x+enemynear,vel x)]
triggerall = var(30) = 1
triggerall = var(31) = 0
trigger1 = ctrl





;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2 && random <= 250*var(59)
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || helper(33000),var(18) >= 0 || random%6=0 || (prevstateno != [120,155]) || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist


;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 4*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= 0 && p2bodydist x <= 45+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 9*enemynear,vel y >= -86
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = p2bodydist x = [11,63+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -53
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = p2dist x >= 0 && p2bodydist x <= 53+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y >= -65
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = p2dist x >= 0 && p2bodydist x <= 51+8*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Zenpu Kyaku 1]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -73
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2dist x >= 0 && p2bodydist x <= 55+7*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = 1 || 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && movecontact || (stateno =[400,440]) && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 4*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= 0 && p2bodydist x <= 38+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -62
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = p2dist x >= 0 && p2bodydist x <= 29+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -24
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = p2dist x >= 0 && p2bodydist x <= 47+5*(vel x+enemynear,vel x)
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y >= -25
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= 0 && p2bodydist x <= 60+10*(vel x+enemynear,vel x)
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-43,33]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= 0 && p2bodydist x <= 37+4*(vel x+enemynear,vel x)
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-54,40]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x = [11,45+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-21,53]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= 0 && p2bodydist x <= 23+4*(vel x+enemynear,vel x)
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,62]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2dist x >= 0 && p2bodydist x <= 57+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 && 1
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -1
triggerall = p2dist x >= 0 && p2bodydist x <=10
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H




[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2bodydist y + 11*enemynear,vel y >= -66
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = p2dist x >= 0 && p2bodydist x <= 52+11*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 14*enemynear,vel y >= -66
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -15
triggerall = p2dist x >= 0 && p2bodydist x <= 52+14*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -66
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = p2dist x >= 0 && p2bodydist x <= 50+11*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499]) 
trigger2 = movecontact



[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 9*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = p2dist x >= 0 && p2bodydist x <= 8+9*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 10*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2dist x >= 0 && p2bodydist x <= 8+10*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -9
triggerall = p2dist x >= 0 && p2bodydist x <= 10+8*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 4*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= 0 && p2bodydist x <= 27+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 5*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -6
triggerall = p2dist x >= 0 && p2bodydist x <= 27+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -58
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -5
triggerall = p2dist x >= 0 && p2bodydist x <= 27+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Grenade]
type = ChangeState
value = 1250
triggerall = p2bodydist y + 12*enemynear,vel y >= -84
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -13
triggerall = p2bodydist x = [20,55+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact




[State -1, Pistol Attack]
type = ChangeState
value = 1299
triggerall = p2bodydist y + 9*enemynear,vel y >= -59
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -10
triggerall = p2bodydist x = [39,323+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Pistol Attack]
type = ChangeState
value = 1300
triggerall = p2bodydist y + 10*enemynear,vel y >= -89
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -11
triggerall = p2bodydist x = [59,343+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -70
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Light Hakikyaku]
type = ChangeState
value = 1530
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
triggerall = 1
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Light Hakikyaku]
type = ChangeState
value = 1532
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
triggerall = 1
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Fast Hakikyaku]
type = ChangeState
value = 1535
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -8
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = 1
triggerall = power >= 330
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 27*enemynear,vel y >= -79
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -27
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -28
triggerall = p2dist x >= 0 && p2bodydist x <= 78+27*(vel x+enemynear,vel x)
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,6999]
trigger2 = movecontact



[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3060
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -72
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -12
triggerall = p2bodydist x = [15,75+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = 1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 



[State -1, Sniper Scope]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 27*enemynear,vel y >= -114
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -27
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -28
triggerall = p2dist x >= 0 && p2bodydist x <= 12+27*(vel x+enemynear,vel x)
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,6999]
trigger2 = movecontact
trigger3 = stateno = [200,499]



[State -1, Kick]
type = ChangeState
value = 4000
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = statetype != A
triggerall = p2bodydist y + 12*enemynear,vel y >= -999
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 113*var(59)
triggerall = random%2=0 || enemynear,time+enemynear,animtime >= 0 || enemynear,animtime = -13
triggerall = p2bodydist x = [-983,983+12*(vel x+enemynear,vel x)]
triggerall = var(30) = 1
triggerall = var(31) = 0
trigger1 = ctrl





;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-80,-1]
triggerall = enemynear,animtime <= -4 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 4
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=5)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 45+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-86,-1]
triggerall = enemynear,animtime <= -9 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 9
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=10)*45)*var(59)
triggerall = p2bodydist x = [11,63+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-53,-1]
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=6)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 53+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-65,-1]
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=9)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 51+8*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Zenpu Kyaku 1]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-73,-1]
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=8)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 55+7*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = 1 || 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && movecontact || (stateno =[400,440]) && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-48,-1]
triggerall = enemynear,animtime <= -4 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 4
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=5)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 38+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-62,-1]
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=6)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 29+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-24,-1]
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=6)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 47+5*(vel x+enemynear,vel x)
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-25,-1]
triggerall = enemynear,animtime <= -10 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 10
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=11)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 60+10*(vel x+enemynear,vel x)
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-43,33]
triggerall = enemynear,animtime <= -4 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 4
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=5)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 37+4*(vel x+enemynear,vel x)
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-54,40]
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=8)*45)*var(59)
triggerall = p2bodydist x = [11,45+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-21,53]
triggerall = enemynear,animtime <= -4 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 4
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=5)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 23+4*(vel x+enemynear,vel x)
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,62]
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=8)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 57+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-66,-1]
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=12)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 52+11*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-66,-1]
triggerall = enemynear,animtime <= -14 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 14
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=15)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 52+14*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-66,-1]
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=12)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 50+11*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499]) 
trigger2 = movecontact



[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-67,-1]
triggerall = enemynear,animtime <= -9 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 9
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=10)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 8+9*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-67,-1]
triggerall = enemynear,animtime <= -10 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 10
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=11)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 8+10*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-67,-1]
triggerall = enemynear,animtime <= -8 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 8
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=9)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 10+8*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-58,-1]
triggerall = enemynear,animtime <= -4 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 4
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=5)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-58,-1]
triggerall = enemynear,animtime <= -5 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 5
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=6)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-58,-1]
triggerall = enemynear,animtime <= -4 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 4
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=5)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Grenade]
type = ChangeState
value = 1250
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-84,-1]
triggerall = enemynear,animtime <= -12 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 12
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=13)*45)*var(59)
triggerall = p2bodydist x = [20,55+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact




[State -1, Pistol Attack]
type = ChangeState
value = 1299
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-59,-1]
triggerall = enemynear,animtime <= -9 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 9
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=10)*45)*var(59)
triggerall = p2bodydist x = [39,323+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Pistol Attack]
type = ChangeState
value = 1300
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-89,-1]
triggerall = enemynear,animtime <= -10 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 10
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=11)*45)*var(59)
triggerall = p2bodydist x = [59,343+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -70
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Light Hakikyaku]
type = ChangeState
value = 1530
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=8)*45)*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
triggerall = 1
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Light Hakikyaku]
type = ChangeState
value = 1532
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=8)*45)*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
triggerall = 1
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Fast Hakikyaku]
type = ChangeState
value = 1535
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = enemynear,animtime <= -7 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 7
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=8)*45)*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = 1
triggerall = power >= 330
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 27*enemynear,vel y + enemynear,gethitvar(yaccel)*27*28*0.5 = [-79,-1]
triggerall = enemynear,animtime <= -27 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 27
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=28)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 78+27*(vel x+enemynear,vel x)
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,6999]
trigger2 = movecontact



[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3060
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-72,-1]
triggerall = enemynear,animtime <= -11 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 11
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=12)*45)*var(59)
triggerall = p2bodydist x = [15,75+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = 1
triggerall = power >= 1000
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 



[State -1, Sniper Scope]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2statetype != A || p2bodydist y + 27*enemynear,vel y + enemynear,gethitvar(yaccel)*27*28*0.5 = [-114,-1]
triggerall = enemynear,animtime <= -27 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 27
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=28)*45)*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 12+27*(vel x+enemynear,vel x)
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,6999]
trigger2 = movecontact
trigger3 = stateno = [200,499]



[State -1, Kick]
type = ChangeState
value = 4000
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = statetype != A
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-999,-1]
triggerall = enemynear,animtime <= -12 && !enemynear,canrecover && helper(33000),var(17) = 0 || helper(33000),var(17) >= 12
triggerall = (!inguarddist || !ctrl) && enemynear,alive && p2movetype = H && p2statetype != L
triggerall = random%10<9 || p2stateno != [120,159]
triggerall = random <= (80+(helper(33000),var(17)=13)*45)*var(59)
triggerall = p2bodydist x = [-983,983+12*(vel x+enemynear,vel x)]
triggerall = var(30) = 1
triggerall = var(31) = 0
trigger1 = ctrl





;Throw
[State -1, Kick]
type = ChangeState
value = 4000
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = statetype != A
triggerall = p2bodydist y + 12*enemynear,vel y >= -999
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [-983,983+12*(vel x+enemynear,vel x)]
triggerall = var(30) = 1
triggerall = var(31) = 0
trigger1 = ctrl




[State -1, Sniper Scope]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 27*enemynear,vel y >= -114
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2dist x >= 0 && p2bodydist x <= 12+27*(vel x+enemynear,vel x)
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,6999]
trigger2 = movecontact
trigger3 = stateno = [200,499]



[State -1, Pistol Attack]
type = ChangeState
value = 1300
triggerall = p2bodydist y + 10*enemynear,vel y >= -89
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [59,343+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -70
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Pistol Attack]
type = ChangeState
value = 1299
triggerall = p2bodydist y + 9*enemynear,vel y >= -59
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = p2bodydist x = [39,323+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 && 1
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2dist x >= 0 && p2bodydist x <=10
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
trigger1 = (p2Statetype != A) || (p2Statetype != A)
trigger1 = p2movetype != H





;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 4*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 36*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 45+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 9*enemynear,vel y >= -86
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 18*var(59)
triggerall = p2bodydist x = [11,63+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -60
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -53
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 53+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 8*enemynear,vel y >= -65
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 18*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 51+8*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Zenpu Kyaku 1]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -73
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 55+7*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = 1 || 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && movecontact || (stateno =[400,440]) && movecontact


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 4*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 36*var(59)|| p2statetype = A && random <= 73*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 38+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -62
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 22*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 29+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 5*enemynear,vel y >= -24
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 54*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 47+5*(vel x+enemynear,vel x)
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
triggerall = p2bodydist y + 10*enemynear,vel y >= -25
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 15*var(59)|| p2statetype = A && random <= 30*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 60+10*(vel x+enemynear,vel x)
triggerall = 1
triggerall = statetype != A
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,240]) && (movecontact) || (stateno=[400,449]) && (movecontact)



[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-43,33]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 39*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 37+4*(vel x+enemynear,vel x)
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-54,40]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 31*var(59)
triggerall = p2bodydist x = [11,45+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-21,53]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 36*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 23+4*(vel x+enemynear,vel x)
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,62]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 34*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 57+7*(vel x+enemynear,vel x)
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno=[600,649]) && (movecontact)



[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = p2bodydist y + 11*enemynear,vel y >= -66
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 52+11*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = p2bodydist y + 14*enemynear,vel y >= -66
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 52+14*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact


[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -66
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 50+11*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499]) 
trigger2 = movecontact



[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 9*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 8+9*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 10*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 18*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 8+10*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 8*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 10+8*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 4*enemynear,vel y >= -58
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 5*enemynear,vel y >= -58
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+5*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -58
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2dist x >= 0 && p2bodydist x <= 27+4*(vel x+enemynear,vel x)
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
triggerall = 1
triggerall = power >= 330
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact



[State -1, Grenade]
type = ChangeState
value = 1250
triggerall = p2bodydist y + 12*enemynear,vel y >= -84
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [20,55+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -71
triggerall = var(59) > 0 && roundstate = 2
triggerall = 1 || 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,240]) || (stateno = [400,499])
trigger2 = stateno != 440 
trigger2 = movecontact




[State -1, Light Hakikyaku]
type = ChangeState
value = 1530
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 35*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
triggerall = 1
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Light Hakikyaku]
type = ChangeState
value = 1532
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 35*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
triggerall = 1
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact



[State -1, Fast Hakikyaku]
type = ChangeState
value = 1535
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-10,62]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && !helper(33000),inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [12,47+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = 1
triggerall = power >= 330
trigger1 = ctrl
trigger2 = (stateno = [600,699]) || stateno = 1055 || stateno = 1064 || stateno = 1066 || stateno = 1068 || stateno = 1075
trigger2 = movecontact




;Move and other
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = var(59) > 0 && roundstate = 2 && random <= 13*var(59) && stateno != [100,102]
trigger1 = 1
trigger1 = Statetype != A
trigger1 = ctrl



[State -1, Run Back]
type = ChangeState
value = 105
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = var(59) > 0 && roundstate = 2 && random <= 3*var(59) && stateno != [105,106]
trigger1 = 1
trigger1 = Statetype != A
trigger1 = ctrl




;AIhelper
[Statedef 33000]
Ctrl = 0

[State 33000]
type=selfstate
trigger1=!ishelper
value=0

[State 33000]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 33000]
type = nothitby
trigger1 = 1
value = sca

[STATE 超必殺判定]
type = VarSet
triggerall = Time
trigger1 = var(10)>enemy,power
var(9) = (var(10)-enemy,power)

[STATE 超必殺判定(リセット)]
type = VarSet
triggerall = Time
trigger1 = enemynear,movetype=H
trigger2 = enemynear,stateno=[0,105]
trigger3 = enemynear,stateno=[120,155]
trigger4 = enemynear,stateno=[5000,5210]
var(9) = 0

[STATE ENEMY,POWER]
type = VarSet
trigger1 = Time
var(10) = enemynear,power

;めくりガード対応ヘルパー
[State 4444]
Type = PosSet
Trigger1 = 1
X = Ceil(EnemyNear,Pos X)-10*Facing
Y = Ceil(EnemyNear,Pos Y)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4444]
Type = Turn
Trigger1 = Facing = EnemyNear,Facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;相手がAIか判別

[state -2,ai]
type = varset
trigger1 = roundstate < 2
var(4) = 0

[state -2,ai]
type = varset
trigger1 = abs(var(4)) > 10
var(4) = ifelse(var(4) > 0,10,-10)

[state -2,ai]
type = varadd
trigger1 = (enemynear,stateno=[120,132])&&(enemynear,prevstateno!=[120,155])
trigger1 = enemynear,time <= 1
trigger1 = enemynear,command!="holdback"
var(4) = 1

[state -2,ai]
type = varadd
trigger1 = (enemynear,stateno=[120,132])&&(enemynear,prevstateno!=[120,155])
trigger1 = enemynear,time <= 1
trigger1 = enemynear,command="holdback"
var(4) = -1

[State -1, 直前行動]
type = VarSet
trigger1 = root,movetype = H
trigger1 = root,prevstateno != [5000,5799]
trigger1 = root,stateno != [120,159]
var(13) = root,prevstateno

[State -1, 直前行動]
type = VarSet
trigger1 = root,movetype = A 
var(14) = root,stateno

[State -1, Preview State]
type = VarSet
trigger1 = var(14) != 0
trigger1 = enemynear,movetype != H || enemynear,stateno = [150,159]
var(14) = 0

[State 32000]
type = varset
trigger1 = var(15) != 0
trigger1 = enemynear,movetype != H && root,movetype != A
var(15) = 0

[State 32000]
type = varset
trigger1 = var(15) = 0
trigger1 = enemynear,movetype = H || root,hitdefattr = sca,at
var(15) = root,time

[State 32000]
type = varset
trigger1 = enemynear,statetype = S || enemynear,statetype = L
var(16) = enemynear,const(size.head.pos.y)

[State 32000]
type = varset
trigger1 = enemynear,statetype = C
var(16) = enemynear,const(size.mid.pos.y)

[State 32000]
type = varset
trigger1 = enemynear,statetype = A
var(16) = -99

[State -2,recover]
type=varadd
trigger1=var(17)>0
var(17)=-1
ignorehitpause=1

[State -2,recover]
type=varset
triggerall=var(17)>0
trigger1=enemynear,movetype!=H
var(17)=0

[State -2,ガード硬直]
type=varset
triggerall=enemynear,movetype=H
triggerall=enemynear,stateno<200
triggerall=enemynear,statetype=A
trigger1=!enemynear,gethitvar(fall)
trigger1=!(enemynear,hitshakeover)
trigger1=enemynear,time=1||var(17)=0
var(17)=enemynear,gethitvar(ctrltime)+enemynear,gethitvar(hitshaketime)+1
ignorehitpause=1

[State -2,ガード硬直]
type=varset
triggerall=enemynear,movetype=H
triggerall=enemynear,stateno<200
triggerall=enemynear,statetype!=A
trigger1=!enemynear,gethitvar(fall)
trigger1=!(enemynear,hitshakeover)
trigger1=enemynear,time=1||var(17)=0
var(17)=ifelse(enemynear,gethitvar(ctrltime)<enemynear,gethitvar(hittime),enemynear,gethitvar(ctrltime),enemynear,gethitvar(hittime))+enemynear,gethitvar(hitshaketime)+1
ignorehitpause=1

[State -2,のけぞり時間]
type=varset
triggerall=enemynear,movetype=H
triggerall=enemynear,stateno>199
trigger1=!enemynear,gethitvar(fall)
trigger1=!(enemynear,hitshakeover)
trigger1=enemynear,time=1
var(17)=enemynear,gethitvar(hittime)+enemynear,gethitvar(hitshaketime)+1
ignorehitpause=1

[State -2,受身不能時間]
type=varset
triggerall=enemynear,stateno>199
triggerall=enemynear,movetype=H
triggerall=enemynear,statetype!=L
trigger1=enemynear,gethitvar(fall)
trigger1=!(enemynear,hitshakeover)
trigger1=enemynear,time=1
var(17)=enemynear,gethitvar(fall.recovertime)-1
ignorehitpause=1

[State -2,受身不能時間]
type=varset
triggerall=numenemy>=2
triggerall=enemynear,stateno>199
triggerall=enemynear,movetype=H
triggerall=enemynear,statetype!=L
trigger1=enemynear,gethitvar(fall)
trigger1=var(17)<enemynear,gethitvar(fall.recovertime)-100
var(17)=enemynear,gethitvar(fall.recovertime)-100
ignorehitpause=1

[State -2,受身不能時間]
type=varset
triggerall=enemynear,stateno>199
triggerall=enemynear,movetype=H
triggerall=enemynear,statetype!=L
trigger1=!enemynear,gethitvar(fall.recover)
trigger1=enemynear,gethitvar(fall)
trigger2=enemynear,stateno=5070
var(17)=999
ignorehitpause=1

[State -3,up]
type = varset
trigger1 = var(18) <= 0
trigger1 = enemynear,statetype = L
var(18) = 15

[State -3,up]
type = varset
trigger1 = var(18) = 0
trigger1 = root,statetype = L
var(18) = -15

[State -3,up]
type = varadd
triggerall = var(18) != 0
trigger1 = var(18) > 0
trigger1 = enemynear,statetype != L
trigger2 = var(18) < 0
trigger2 = root,statetype != L
var(18) = ifelse(var(18) > 0,-1,1)

;相手のヘルパー数調べ
[state -1];ヘルパー数調べの準備
type=varset
trigger1 = roundstate!=2
var(19)=9999
supermove = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999


[state -1];ヘルパー数を調べる
type=varset
var(19)=enemynear,numhelper
trigger1 = roundstate=2
trigger1 = enemynear,ctrl=1
trigger1 = var(19)>=enemynear,numhelper
trigger2 = enemynear,movetype != A
trigger2 = root,inguarddist = 0
trigger2 = (enemynear,stateno =[5000,5999]) || enemynear,stateno = [50,200)
trigger2 = root,stateno != [120,162]
trigger2 = root,stateno != [5000,5300]
trigger2 = root,movetype != H
trigger2 = root,hitpausetime = 0 && enemynear,hitpausetime = 0
ignorehitpause = 1

[state -1]
type=varset
triggerall = var(20) != 0
trigger1 = root,movetype = A
trigger2 = root,movetype = H && root,stateno != [120,159]
var(20)=0
ignorehitpause = 1

[state -1]
type=varadd
trigger1 = root,movetype = H && !root,ctrl && root,stateno = [150,159]
var(20)=1
ignorehitpause = 1

[state -1]
type=varadd
trigger1 = var(20) > 0
trigger1 = root,movetype != H
var(20)=-1
ignorehitpause = 1

[state -1]
type=varset
trigger1 = root,movehit = 1
var(21)=ceil(root,p2bodydist y)
ignorehitpause = 1

[State -3]
Type = VarSet
Trigger1 = enemynear,movetype = A
Trigger1 = enemynear,time <= 1
trigger2 = enemynear,movetype != A
var(0) = 0
IgnoreHitPause = 1

[State -2,time]
Type = VarSet
Trigger1 = enemynear,movetype = A
Trigger1 = enemynear,hitdefattr = sca,aa,ap,at
trigger1 = var(0) = 0
var(0) = enemynear,time
IgnoreHitPause = 1

[State -3]
Type = VarSet
Trigger1 = enemynear,movetype = A
Trigger1 = enemynear,time <= 1
trigger2 = enemynear,movetype != A
var(8) = 0
IgnoreHitPause = 1

[State -3]
Type = VarSet
Trigger1 = enemynear,movetype = A
Trigger1 = root,movetype = H
trigger1 = root,time <= 1
trigger1 = var(8) = 0
var(8) = enemynear,time
IgnoreHitPause = 1

[State 7777,shield]
Type = VarSet
triggerall = var(1) != 0
Trigger1 = EnemyNear,time < 1
trigger2 = enemynear,movetype != A
trigger3 = var(7) = 1
var(1)=0
IgnoreHitPause=1

[State 7777,shield]
Type = VarAdd
Trigger1 = EnemyNear,MoveType=A
Trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
var(1)=1
IgnoreHitPause=1

[State 7777,shield]
Type = Varset
triggerall = var(7) != 1
Trigger1 = EnemyNear,time <= 1
Trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP
var(7)=1
IgnoreHitPause=1

[State 7777,shield]
Type = Varset
triggerall = var(7) != 0
Trigger1 = EnemyNear,HitDefAttr = SCA,AA,AP,AT
trigger1 = root,movetype = H || enemynear,movecontact || enemynear,movereversed
trigger2 = enemynear,movetype != A
trigger3 = !enemynear,hitdefattr = sca,aa,ap
var(7)=0
IgnoreHitPause=1

[State -2,stateno1]
Type = Varset
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
Trigger1 = enemynear,movetype != A
V = 2
value = 0
IgnoreHitPause = 1

[State -2,time]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
Trigger1 = enemynear,movetype != A
V = 3
value = 0
IgnoreHitPause = 1

[State 33000,time]
Type = Null
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = Var(2) != Enemynear,Stateno
Trigger1 = floor(fvar(0)) = Enemynear,Stateno
trigger1 = var(2) := floor(fvar(0)) || 1
trigger1 = var(3) := floor(1000*(fvar(0)-floor(fvar(0))))
Trigger2 = floor(fvar(1)) = Enemynear,Stateno
trigger2 = var(2) := floor(fvar(1)) || 1
trigger2 = var(3) := floor(1000*(fvar(1)-floor(fvar(1))))
Trigger3 = floor(fvar(2)) = Enemynear,Stateno
trigger3 = var(2) := floor(fvar(2)) || 1
trigger3 = var(3) := floor(1000*(fvar(2)-floor(fvar(2))))
Trigger4 = floor(fvar(3)) = Enemynear,Stateno
trigger4 = var(2) := floor(fvar(3)) || 1
trigger4 = var(3) := floor(1000*(fvar(3)-floor(fvar(3))))
Trigger5 = floor(fvar(4)) = Enemynear,Stateno
trigger5 = var(2) := floor(fvar(4)) || 1
trigger5 = var(3) := floor(1000*(fvar(4)-floor(fvar(4))))
Trigger6 = floor(fvar(5)) = Enemynear,Stateno
trigger6 = var(2) := floor(fvar(5)) || 1
trigger6 = var(3) := floor(1000*(fvar(5)-floor(fvar(5))))
Trigger7 = floor(fvar(6)) = Enemynear,Stateno
trigger7 = var(2) := floor(fvar(6)) || 1
trigger7 = var(3) := floor(1000*(fvar(6)-floor(fvar(6))))
Trigger8 = floor(fvar(7)) = Enemynear,Stateno
trigger8 = var(2) := floor(fvar(7)) || 1
trigger8 = var(3) := floor(1000*(fvar(7)-floor(fvar(7))))
Trigger9 = floor(fvar(8)) = Enemynear,Stateno
trigger9 = var(2) := floor(fvar(8)) || 1
trigger9 = var(3) := floor(1000*(fvar(8)-floor(fvar(8))))
Trigger10 = floor(fvar(9)) = Enemynear,Stateno
trigger10 = var(2) := floor(fvar(9)) || 1
trigger10 = var(3) := floor(1000*(fvar(9)-floor(fvar(9))))
Trigger11 = floor(fvar(10)) = Enemynear,Stateno
trigger11 = var(2) := floor(fvar(10)) || 1
trigger11 = var(3) := floor(1000*(fvar(10)-floor(fvar(10))))
Trigger12 = floor(fvar(11)) = Enemynear,Stateno
trigger12 = var(2) := floor(fvar(11)) || 1
trigger12 = var(3) := floor(1000*(fvar(11)-floor(fvar(11))))
Trigger13 = floor(fvar(12)) = Enemynear,Stateno
trigger13 = var(2) := floor(fvar(12)) || 1
trigger13 = var(3) := floor(1000*(fvar(12)-floor(fvar(12))))
Trigger14 = floor(fvar(13)) = Enemynear,Stateno
trigger14 = var(2) := floor(fvar(13)) || 1
trigger14 = var(3) := floor(1000*(fvar(13)-floor(fvar(13))))
Trigger15 = floor(fvar(14)) = Enemynear,Stateno
trigger15 = var(2) := floor(fvar(14)) || 1
trigger15 = var(3) := floor(1000*(fvar(14)-floor(fvar(14))))
Trigger16 = floor(fvar(15)) = Enemynear,Stateno
trigger16 = var(2) := floor(fvar(15)) || 1
trigger16 = var(3) := floor(1000*(fvar(15)-floor(fvar(15))))
Trigger17 = floor(fvar(16)) = Enemynear,Stateno
trigger17 = var(2) := floor(fvar(16)) || 1
trigger17 = var(3) := floor(1000*(fvar(16)-floor(fvar(16))))
Trigger18 = floor(fvar(17)) = Enemynear,Stateno
trigger18 = var(2) := floor(fvar(17)) || 1
trigger18 = var(3) := floor(1000*(fvar(17)-floor(fvar(17))))
Trigger19 = floor(fvar(18)) = Enemynear,Stateno
trigger19 = var(2) := floor(fvar(18)) || 1
trigger19 = var(3) := floor(1000*(fvar(18)-floor(fvar(18))))
Trigger20 = floor(fvar(19)) = Enemynear,Stateno
trigger20 = var(2) := floor(fvar(19)) || 1
trigger20 = var(3) := floor(1000*(fvar(19)-floor(fvar(19))))
Trigger21 = floor(fvar(20)) = Enemynear,Stateno
trigger21 = var(2) := floor(fvar(20)) || 1
trigger21 = var(3) := floor(1000*(fvar(20)-floor(fvar(20))))
Trigger22 = floor(fvar(21)) = Enemynear,Stateno
trigger22 = var(2) := floor(fvar(21)) || 1
trigger22 = var(3) := floor(1000*(fvar(21)-floor(fvar(21))))
Trigger23 = floor(fvar(22)) = Enemynear,Stateno
trigger23 = var(2) := floor(fvar(22)) || 1
trigger23 = var(3) := floor(1000*(fvar(22)-floor(fvar(22))))
Trigger24 = floor(fvar(23)) = Enemynear,Stateno
trigger24 = var(2) := floor(fvar(23)) || 1
trigger24 = var(3) := floor(1000*(fvar(23)-floor(fvar(23))))
Trigger25 = floor(fvar(24)) = Enemynear,Stateno
trigger25 = var(2) := floor(fvar(24)) || 1
trigger25 = var(3) := floor(1000*(fvar(24)-floor(fvar(24))))
Trigger26 = floor(fvar(25)) = Enemynear,Stateno
trigger26 = var(2) := floor(fvar(25)) || 1
trigger26 = var(3) := floor(1000*(fvar(25)-floor(fvar(25))))
Trigger27 = floor(fvar(26)) = Enemynear,Stateno
trigger27 = var(2) := floor(fvar(26)) || 1
trigger27 = var(3) := floor(1000*(fvar(26)-floor(fvar(26))))
Trigger28 = floor(fvar(27)) = Enemynear,Stateno
trigger28 = var(2) := floor(fvar(27)) || 1
trigger28 = var(3) := floor(1000*(fvar(27)-floor(fvar(27))))
Trigger29 = floor(fvar(28)) = Enemynear,Stateno
trigger29 = var(2) := floor(fvar(28)) || 1
trigger29 = var(3) := floor(1000*(fvar(28)-floor(fvar(28))))
Trigger30 = floor(fvar(29)) = Enemynear,Stateno
trigger30 = var(2) := floor(fvar(29)) || 1
trigger30 = var(3) := floor(1000*(fvar(29)-floor(fvar(29))))
Trigger31 = floor(fvar(30)) = Enemynear,Stateno
trigger31 = var(2) := floor(fvar(30)) || 1
trigger31 = var(3) := floor(1000*(fvar(30)-floor(fvar(30))))
Trigger32 = floor(fvar(31)) = Enemynear,Stateno
trigger32 = var(2) := floor(fvar(31)) || 1
trigger32 = var(3) := floor(1000*(fvar(31)-floor(fvar(31))))
Trigger33 = floor(fvar(32)) = Enemynear,Stateno
trigger33 = var(2) := floor(fvar(32)) || 1
trigger33 = var(3) := floor(1000*(fvar(32)-floor(fvar(32))))
Trigger34 = floor(fvar(33)) = Enemynear,Stateno
trigger34 = var(2) := floor(fvar(33)) || 1
trigger34 = var(3) := floor(1000*(fvar(33)-floor(fvar(33))))
Trigger35 = floor(fvar(34)) = Enemynear,Stateno
trigger35 = var(2) := floor(fvar(34)) || 1
trigger35 = var(3) := floor(1000*(fvar(34)-floor(fvar(34))))
Trigger36 = floor(fvar(35)) = Enemynear,Stateno
trigger36 = var(2) := floor(fvar(35)) || 1
trigger36 = var(3) := floor(1000*(fvar(35)-floor(fvar(35))))
Trigger37 = floor(fvar(36)) = Enemynear,Stateno
trigger37 = var(2) := floor(fvar(36)) || 1
trigger37 = var(3) := floor(1000*(fvar(36)-floor(fvar(36))))
Trigger38 = floor(fvar(37)) = Enemynear,Stateno
trigger38 = var(2) := floor(fvar(37)) || 1
trigger38 = var(3) := floor(1000*(fvar(37)-floor(fvar(37))))
Trigger39 = floor(fvar(38)) = Enemynear,Stateno
trigger39 = var(2) := floor(fvar(38)) || 1
trigger39 = var(3) := floor(1000*(fvar(38)-floor(fvar(38))))
Trigger40 = floor(fvar(39)) = Enemynear,Stateno
trigger40 = var(2) := floor(fvar(39)) || 1
trigger40 = var(3) := floor(1000*(fvar(39)-floor(fvar(39))))
IgnoreHitPause = 1


[State -2,pointer]
Type = VarAdd
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
Trigger1 = var(5) > 0 && var(0) != 0
var(6) = 1
IgnoreHitPause = 1

[State -2,reset]
Type = VarSet
;TriggerAll = Root,var(59) > 0
Trigger1 = Var(5) > 0 && var(0) != 0
var(5) = 0
IgnoreHitPause = 1

[State -2,stateno3]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = enemynear,movetype = A
TriggerAll = Var(2) != enemynear,stateno
Trigger1 = var(0) != 0
var(2) = enemynear,stateno
IgnoreHitPause = 1

[State -2,time]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = enemynear,movetype = A
TriggerAll = Var(2) = enemynear,stateno
Trigger1 = var(0) != 0
var(3) = var(0)
IgnoreHitPause = 1

[State -2,max]
Type = Varset
Trigger1 = var(3) > 999
var(3) = 999
IgnoreHitPause = 1

[State -2,pointer]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = enemynear,movetype = A && var(0) != 0
TriggerAll = Var(6) <= 39
TriggerAll = floor(fvar(0)) != var(2)
TriggerAll = floor(fvar(1)) != var(2)
TriggerAll = floor(fvar(2)) != var(2)
TriggerAll = floor(fvar(3)) != var(2)
TriggerAll = floor(fvar(4)) != var(2)
TriggerAll = floor(fvar(5)) != var(2)
TriggerAll = floor(fvar(6)) != var(2)
TriggerAll = floor(fvar(7)) != var(2)
TriggerAll = floor(fvar(8)) != var(2)
TriggerAll = floor(fvar(9)) != var(2)
TriggerAll = floor(fvar(10)) != var(2)
TriggerAll = floor(fvar(11)) != var(2)
TriggerAll = floor(fvar(12)) != var(2)
TriggerAll = floor(fvar(13)) != var(2)
TriggerAll = floor(fvar(14)) != var(2)
TriggerAll = floor(fvar(15)) != var(2)
TriggerAll = floor(fvar(16)) != var(2)
TriggerAll = floor(fvar(17)) != var(2)
TriggerAll = floor(fvar(18)) != var(2)
TriggerAll = floor(fvar(19)) != var(2)
TriggerAll = floor(fvar(20)) != var(2)
TriggerAll = floor(fvar(21)) != var(2)
TriggerAll = floor(fvar(22)) != var(2)
TriggerAll = floor(fvar(23)) != var(2)
TriggerAll = floor(fvar(24)) != var(2)
TriggerAll = floor(fvar(25)) != var(2)
TriggerAll = floor(fvar(26)) != var(2)
TriggerAll = floor(fvar(27)) != var(2)
TriggerAll = floor(fvar(28)) != var(2)
TriggerAll = floor(fvar(29)) != var(2)
TriggerAll = floor(fvar(30)) != var(2)
TriggerAll = floor(fvar(31)) != var(2)
TriggerAll = floor(fvar(32)) != var(2)
TriggerAll = floor(fvar(33)) != var(2)
TriggerAll = floor(fvar(34)) != var(2)
TriggerAll = floor(fvar(35)) != var(2)
TriggerAll = floor(fvar(36)) != var(2)
TriggerAll = floor(fvar(37)) != var(2)
TriggerAll = floor(fvar(38)) != var(2)
TriggerAll = floor(fvar(39)) != var(2)
TriggerAll = var(5) = 0
Triggerall = Enemynear,Prevstateno != Enemynear,Stateno
trigger1 = enemynear,hitdefattr = sca,na,sa,np,sp,nt,st
var(5) = 1
IgnoreHitPause = 1

[State -2,record]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
Trigger1 = var(5) = 1
FV = Var(6)
Value = Var(2)+0.001*Var(3)
IgnoreHitPause = 1


[State -2, 判定用Varのリセット]
Type = VarSet
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = var(22)
triggerall = Root,StateNo != [120,155]
triggerall = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger2 = Root,MoveType = A
V = 22
Value = 0
IgnoreHitPause = 1

[State -2, 下段(立ちガード不可攻撃)判定]
Type = VarSet
TriggerAll = RoundState = 2 && Var(22) = 0
TriggerAll = root,StateNo != [120,155]
TriggerAll = root,prevStateNo != [5000,5099]
TriggerAll = enemynear,movetype = A
TriggerAll = EnemyNear,StateType = S
TriggerAll = root,movetype = H
triggerall = !enemynear,hitdefattr = sca,at
Trigger1 = root,PrevStateNo = 130
Trigger2 = root,PrevStateNo = [150,151]
V = 22
Value = 1
IgnoreHitPause = 1

[State -2, 中段(屈みガード不可攻撃)判定]
Type = VarSet
TriggerAll = RoundState = 2 && Var(22) = 0
TriggerAll = root,StateNo != [120,155]
TriggerAll = root,prevStateNo != [5000,5099]
TriggerAll = enemynear,movetype = A
TriggerAll = EnemyNear,StateType = S
TriggerAll = root,movetype = H
triggerall = !enemynear,hitdefattr = sca,at
Trigger1 = root,PrevStateNo = 131
Trigger2 = root,PrevStateNo = [152,153]
V = 22
Value = 2
IgnoreHitPause = 1

[State 60000,Reset]
type = VarSet
triggerall = var(11) != 0
trigger1 = enemynear,stateno != var(30)
trigger1 = enemynear,stateno != var(31)
trigger1 = enemynear,stateno != var(32)
trigger1 = enemynear,stateno != var(33)
trigger1 = enemynear,stateno != var(34)
trigger1 = enemynear,stateno != var(35)
trigger1 = enemynear,stateno != var(36)
trigger1 = enemynear,stateno != var(37)
trigger1 = enemynear,stateno != var(38)
trigger1 = enemynear,stateno != var(39)
trigger1 = enemynear,stateno != var(40)
trigger1 = enemynear,stateno != var(41)
trigger1 = enemynear,stateno != var(42)
trigger1 = enemynear,stateno != var(43)
trigger2 = enemynear,movetype != A
var(11) = 0
ignorehitpause = 1

[State 60000,下段]
type = VarSet
triggerall = var(11) != 1
trigger1 = var(30) > 0
trigger1 = enemynear,stateno = var(30)
trigger2 = var(31) > 0
trigger2 = enemynear,stateno = var(31)
trigger3 = var(32) > 0
trigger3 = enemynear,stateno = var(32)
var(11) = 1
ignorehitpause = 1

[State 60000,中段]
type = VarSet
triggerall = var(11) != 2
trigger1 = var(33) > 0
trigger1 = enemynear,stateno = var(33)
trigger2 = var(34) > 0
trigger2 = enemynear,stateno = var(34)
trigger3 = var(35) > 0
trigger3 = enemynear,stateno = var(35)
var(11) = 2
ignorehitpause = 1

[State 60000,投]
type = VarSet
triggerall = var(11) != 3
trigger1 = var(36) > 0
trigger1 = enemynear,stateno = var(36)
trigger2 = var(37) > 0
trigger2 = enemynear,stateno = var(37)
trigger3 = var(38) > 0
trigger3 = enemynear,stateno = var(38)
trigger4 = var(39) > 0
trigger4 = enemynear,stateno = var(39)
trigger5 = var(40) > 0
trigger5 = enemynear,stateno = var(40)
trigger6 = var(41) > 0
trigger6 = enemynear,stateno = var(41)
var(11) = 3
ignorehitpause = 1

[State 60000,不可防]
type = VarSet
triggerall = var(11) != 4
trigger1 = var(42) > 0
trigger1 = enemynear,stateno = var(42)
trigger2 = var(43) > 0
trigger2 = enemynear,stateno = var(43)
var(11) = 4
ignorehitpause = 1

[State 60000,下段学習]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(30)
trigger1 = !var(42)||var(42)&&var(42)!=EnemyNear,StateNo
trigger1 = !var(43)||var(43)&&var(43)!=EnemyNear,StateNo
var(30) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,下段学習2]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = var(30)
trigger1 = !var(31)
trigger1 = !var(42)||var(42)&&var(42)!=EnemyNear,StateNo
trigger1 = !var(43)||var(43)&&var(43)!=EnemyNear,StateNo
trigger1 = enemynear,stateno != var(30)
var(31) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,下段学習3]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = var(22) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = var(31)
trigger1 = !var(32)
trigger1 = !var(42)||var(42)&&var(42)!=EnemyNear,StateNo
trigger1 = !var(43)||var(43)&&var(43)!=EnemyNear,StateNo
trigger1 = enemynear,stateno != var(30)
trigger1 = enemynear,stateno != var(31)
var(32) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,中段学習]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(33)
trigger1 = !var(42)||var(42)&&var(42)!=EnemyNear,StateNo
trigger1 = !var(43)||var(43)&&var(43)!=EnemyNear,StateNo
var(33) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,中段学習2]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = var(33)
trigger1 = !var(34)
trigger1 = !var(42)||var(42)&&var(42)!=EnemyNear,StateNo
trigger1 = !var(43)||var(43)&&var(43)!=EnemyNear,StateNo
trigger1 = enemynear,stateno != var(33)
var(34) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,中段学習3]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = var(22) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = var(34)
trigger1 = !var(35)
trigger1 = !var(42)||var(42)&&var(42)!=EnemyNear,StateNo
trigger1 = !var(43)||var(43)&&var(43)!=EnemyNear,StateNo
trigger1 = enemynear,stateno != var(33)
trigger1 = enemynear,stateno != var(34)
var(35) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,投]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = enemynear,hitdefattr = sc,nt,st,ht,at
trigger1 = !var(36)
var(36) = enemynear,stateno
ignorehitpause = 1

[State 60000,投2]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = enemynear,hitdefattr = sc,nt,st,ht,at
trigger1 = !var(37) && var(36)
trigger1 = enemynear,stateno != var(36)
var(37) = enemynear,stateno
ignorehitpause = 1

[State 60000,投3]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = enemynear,hitdefattr = sc,nt,st,ht,at
trigger1 = !var(38) && var(37)
trigger1 = enemynear,stateno != var(36)
trigger1 = enemynear,stateno != var(37)
var(38) = enemynear,stateno

[State 60000,投4]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = enemynear,hitdefattr = sca,nt,st,ht,at
trigger1 = !var(39) && var(38)
trigger1 = enemynear,stateno != var(36)
trigger1 = enemynear,stateno != var(37)
trigger1 = enemynear,stateno != var(38)
var(39) = enemynear,stateno

[State 60000,投5]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = enemynear,hitdefattr = sca,nt,st,ht,at
trigger1 = !var(40) && var(39)
trigger1 = enemynear,stateno != var(36)
trigger1 = enemynear,stateno != var(37)
trigger1 = enemynear,stateno != var(38)
trigger1 = enemynear,stateno != var(39)
var(40) = enemynear,stateno

[State 60000,投6]
type = VarSet
trigger1 = enemynear,movetype = A
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = enemynear,hitdefattr = sca,nt,st,ht,at
trigger1 = !var(41) && var(40)
trigger1 = enemynear,stateno != var(36)
trigger1 = enemynear,stateno != var(37)
trigger1 = enemynear,stateno != var(38)
trigger1 = enemynear,stateno != var(39)
trigger1 = enemynear,stateno != var(40)
var(41) = enemynear,stateno

[State 60000,ガード不能学習]
type = VarSet
triggerall = !var(42)
trigger1 = var(30)>0
trigger1 = var(30) = var(33) || var(30) = var(34) || var(30) = var(35)
var(42) = var(10)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = !var(42)
trigger1 = var(31)>0
trigger1 = var(31) = var(33) || var(31) = var(34) || var(31) = var(35)
var(42) = var(31)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = !var(42)
trigger1 = var(32)>0
trigger1 = var(32) = var(33) || var(32) = var(34) || var(32) = var(35)
var(42) = var(32)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(30)
trigger1 = var(42) = var(30)
var(30) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(31)
trigger1 = var(42) = var(31)
var(31) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(32)
trigger1 = var(42) = var(32)
var(32) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(33)
trigger1 = var(42) = var(33)
var(33) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(34)
trigger1 = var(42) = var(34)
var(34) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(35)
trigger1 = var(42) = var(35)
var(35) = 0
ignorehitpause = 1

[State 60000,ガード不能学習2]
type = VarSet
triggerall = !var(43)
triggerall = var(42)
trigger1 = var(30)>0
trigger1 = var(30) = var(33) || var(30) = var(34) || var(30) = var(35)
var(43) = ifelse(var(30)!=var(42),var(30),0)
ignorehitpause = 1

[State 60000,ガード不能学習2]
type = VarSet
triggerall = !var(43)
triggerall = var(42)
trigger1 = var(31)>0
trigger1 = var(31) = var(33) || var(31) = var(34) || var(31) = var(35)
var(43) = ifelse(var(30)!=var(42),var(31),0)
ignorehitpause = 1

[State 60000,ガード不能学習2]
type = VarSet
triggerall = !var(43)
triggerall = var(42)
trigger1 = var(32)>0
trigger1 = var(32) = var(33) || var(32) = var(34) || var(32) = var(35)
var(43) = ifelse(var(30)!=var(42),var(32),0)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(30)
trigger1 = var(43) = var(30)
var(30) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(31)
trigger1 = var(43) = var(31)
var(31) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(32)
trigger1 = var(43) = var(32)
var(32) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(33)
trigger1 = var(43) = var(33)
var(33) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(34)
trigger1 = var(43) = var(34)
var(34) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
triggerall = var(35)
trigger1 = var(43) = var(35)
var(35) = 0
ignorehitpause = 1

