;===============================================================
;===============================================================
;;AI펞Nݒconfig.txtɂ܂
;
;AIݒ
[Statedef 15000]
movetype=I
anim     = 20000
;--------------------------------------------------------
;AI̐ݒ
;-----------------------------------------------------
;ݒȂ̍ڂꍇMUGENftHgAĨR}h͂ɂsɂȂ܂B
;
;
[State 5900,AIAgLV]
type = varset
trigger1 = time = 0
var(49)= 4

; 	0:ݒȂ
;	1:KɃR{(ZAZA`֌WȂg)
; 	2:Ag_@(2Ag炢͂邩)
; 	3:ZZ`_@(oZ͓K)
; 	4:ZZ`_@(XL̑傫Zgm3菭)
; 	5:ZZ`_@(󒆃R{_)
;
;	PΗ͂͂قǂȂ̂45łȂ
;	܂R{Ȃ̂łȂキȂ܂B
;傫قǍsp^[ɂȂ肪łB
;	܂̂Ƃ4ȏłĂȂł
;	
;-----------------------------------------------------
[State 5900,AIUpx]
type = varadd
trigger1 = time = 0
var(49)= (4)		*10
;	̃JbR̒ύXĂB
; 0`5̊
;قAgȂAϋɓIɍU܂B
;

[State 5900,AIhpx]
type = varset
trigger1 = time = 0
var(47)= (5)		
;	̃JbR̒ύXĂB
; 0`5̊
;قK[hłȂA͂łB
;
;-----------------------------------------------------
[State 5900,AIhX]
type = varset
trigger1 = time = 0
var(42)= 3		
;	0:ݒȂ	(hpx͊֌WȂȂ܂)
;	1:ł߂	
;	2:sD(t|d܂)
;	3:Ɖ𔼁X


[State 5900,AI΋󔽉]
type = varset
trigger1 = time = 0
var(27)= 60		
;	0`100
; ΋Ƃė_gx
;
[State 5900,AIuXgLo[]
type = varadd
trigger1 = time = 0
var(49)= (5)		*100
;	̃JbR̒ύXĂB
;	uXgLo[(ĜĂƂ̔鉜`)gp
;      0:ݒȂ(MUGENCPUftHgBg)
;      1:SgȂ
;      2:ׂĂ̍ǓɎg
;      3:Zȏ̋ŽɎg
;      4:Zȏ̋ŽɎg
;      5:`ȏ̋ŽɎg
;
;-----------------------------------------------------
[State 5900,AIBCx]
type = varset
trigger1 = time = 0
var(34)= 55
;	𖞂Ƃ̃uXgLo[gp{x
;	0`100
;
;-----------------------------------------------------
[State 5900,AI鉜`px]
type = varset
trigger1 = time = 0
var(59)= 20
;	𖞂Ƃ̔鉜`(邾̃Q[WZ)gpx
;	0`100
;
;-----------------------------------------------------
[State 5900,AI鉜`]
type = varadd
trigger1 = time = 0
var(59)= (4)		*1000
;	̃JbR̒ύXĂB
;	鉜`(邾̃Q[WZ)gp
;      0:ݒȂ(MUGENCPUftHgBg)
;      1:SgȂ
;      2:ׂĂ̍ǓɎg
;      3:Zȏ̋ŽɎg
;      4:Zȏ̋ŽɎg
;      5:`ȏ̋ŽɎg
;
;-----------------------------------------------------

;-----------------------------------------------------
[State 5900,AII[o[~bc1]
type = varset
trigger1 = time = 0
var(44)= 60
;	I[o[~bc
;	0`100
;      HPݒ萔l%ȉȂ甭܂
;-----------------------------------------------------
[State 5900,AII[o[~bc2]
type = varset
trigger1 = time = 0
var(43)= 0
;	I[o[~bc
;
;      0:炢Ԃ̂Ƃ͎gȂ
;      1:炢Ԃłg(炢(Xe[g))
; 
;-----------------------------------------------------


[State 5900,OVL̃T_[\[h]
type = varset
trigger1 = time = 0
var(39)= 4

;	I[o[~bc̔鉜`́AAI͉`̃LZ
;	ł͂ȂA߂ÂŔ܂B
;
;	MUGENftHg͂ȂĝŎg킹ȂƂ3`4炢ɂĂB
;	0:ݒȂ
;	1:SgȂ
;	2:g
;	3:c莞ԔȉŎg
;	4:c莞1/4ȉŎg

;-----------------------------------------------------
[State 5900,Q[Wgp܂ڂJ̎gp]
type = varset
trigger1 = time = 0
var(22)= 20
;	0`100

;-----------------------------------------------------
[State 5900,fXeBj[gp]
type = varset
trigger1 = time = 0
var(21)= 100
;	0`100

;---------------------------------------
[State 5900,uEgpx]
type = varset
trigger1 = time = 0
var(33)= 10
;	(0`100)
;uEgp\ȂƂɔxłB
;-----------------------------------------------------
[State 5900,_Eǌx]
type = varset
trigger1 = time = 0
var(56)= 60
;_EĂGɌĎ҂̖ڊo߂gǂ
;	0`100
;-----------------------------------------------------
[State 5900,fBXgp]
type = varset
trigger1 = time = 0
var(21)= (1)			*1000	+var(21)
;DCX^Ƃ͍g@Ȃǂ̋Z͎gp܂B
;-----------------------------------------------------

[State 5900,}[{[J[gp]
type = varset
trigger1 = time = 0
var(15)= 5
;񕜋Zgpm
;	0`100

;-----------------------------------------------------
[State 5900,NeBJK[hgpx]
type = varset
trigger1 = time = 0
var(45)= 20
;NeBJK[hx
;mł͂Ȃł
;	0`100
;===============================================================
;===============================================================
;===============================================================
;܂肢ȂĂł
;
;-----------------------------------------------------
[State 5900,܂ڂJ̎gpx]
type = varset
trigger1 = time = 0
var(22)= (100)   				 *1000+				var(22)
;	0`100

;-----------------------------------------------------
[State 5900,AIUX]
type = varset
trigger1 = time = 0
var(38)= 3
;		
;	0:ݒȂ
;	1:ߐڐ퓬	(GƗĂꍇ߂Â܂)
;	2:퓬	(GƗĂꍇU܂)
;	3:R퓬	(GƗĂꍇ߂Â̂ƉÛX炢)
;
;			̂Ƃ퓬͋߂ĂƂ낤Ƃ͂܂
;-----------------------------------------------------
;-----------------------------------------------------
[State 5900,AIt]
type = varset
trigger1 = time = 0
var(40)= 1
;	t|ɍULZďoǂ
;
;	0:oȂ
;	1:o
;-----------------------------------------------------
;-----------------------------------------------------
[State 5900,AIg]
type = varset
trigger1 = time = 0
var(41)= 2
;
;	g肷悤ȑ肾ƂƂȂقꍇ܂
;	Xe[gDĂꍇ(Ȃ)̎g͂ł܂
;
;	0:ݒȂ
;	1:gƂȂ	
;	2:gƂ
;-----------------------------------------------------
;
[State 5900,AIl^s]
type = varset
trigger1 = time = 0
var(32)= 0

;	0:OFF
;	1:I[o[~bcɃA[}[ĂƂ܂ڂ߂܂
;	2:r[]
;	ONɂȂقłB
;-----------------------------------------------------
;-----------------------------------------------------
[State 5900,AI^[Qbg]
type = varset
trigger1 = time = 0
var(48)= (0)
;S܂ǂ߂Ă܂B

;	̃JbR̒ύXĂB
;	肪^bOɃ^[QbgɂG̏ݒ肵܂B
;	12(炪1)̏ꍇɌʂݒ܂B
;	
;	0:Oɂ܂
;	1:G_@(瑤^bÔݗL)
;	2:ႤG_@(瑤^bÔݗL)
;	3:[_[_
;	4:p[gi[_
;	5:̗͂G_
;	6:̗͂ႢG_
;	SƋ@\Ă邩mFĂȂłB
;
;AIݒ肱܂




















;===============================================================
;===============================================================
;===============================================================
[State 5900,ݒ]
type = varadd
trigger1 = numenemy
trigger1 = time = 0
trigger2 = var(20)
var(20)=1
ignorehitpause=1

[State 5900,ݒ]
type = changestate
;triggerall = numenemy
;triggerall = var(20)
trigger1 = roundstate=2
trigger2 = var(20)>60
value = 15001
ignorehitpause=1

;ȉAILq
;var(13)nĂLZ
;var(14)ꎞgp
;var(15)J[gp
;var(16)G̐
;var(17)G̃XLf
;var(18)wƂĂ
;var(19)U肠
;var(20)AIN
;var(21)fXeBj[@fBX
;var(22)Q[W܂ڂ
;var(23)Q[W
;var(24)Q[WĎ
;var(25)X^[{[
;var(26)eXgp
;var(27)΋󔽉
;var(28)oZ
;var(29)Α҂
;var(30) 󒆃R{ON
;var(31) p[gi[ID
;var(32) 
;var(33) u
;var(34) 鉜`
;var(35) ԍ
;var(36) _
;var(37) G
;var(38) UX
;var(39) OVL鉜`
;var(40) t
;var(41) hX
;var(42) hX
;var(43) I[o[~bc
;var(44) I[o[~bc2
;var(45) ubLOON
;var(46) hpϐ
;var(47) hpx
;var(48)^[Qbgݒ
;var(49) ULV,鉜`gpݒ
;var(50) _
;var(51)Upx
;var(52)ꎞgp
;var(54)^[QbgID
;var(55)߂GID
;var(56) _Eǌ
;var(57) 
;var(58) _EU
;var(59) 鉜`gppx
;var(6) ꎞp
;AIݒ
[Statedef 15001]
anim     = 20000

[State -3]
type = VarSet
triggerall = time = 0
triggerall = var(21)>=1000
trigger1 = enemy(0),name="dc_stan"
trigger2 = numenemy>=2
trigger2 = enemy(1),name="dc_stan"
trigger3 = root,numpartner
trigger3 = playerID(root,var(31)),name="dc_stan"
trigger4 = root,fvar(31)>20
var(21) = var(21)%1000+2000
;-----------------------------------------------------
[State 5900]
type = varset
trigger1 = time = 0
var(58)= 100

[State 5900]
type = changeanim
trigger1 = anim!=20000
value = 20000
;-----------------------------------------------------
;
[State -3, p[gi[ID]
type = VarSet
trigger1 = time = 0
var(31) = root,var(31)

[State -3, eXgp]
type = VarSet
trigger1 = time = 0
var(26) = 0
;0 S
;1 hn̂
;2 Aĝ
;3 hƘAĝ
;---------------------
[State 5900]
type =Varset
trigger1 = time = 0
var(51) = (var(49)/10)%10

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(51)>5
var(51) = 5

[State 5900]
type =Varset
trigger1 = time = 0
var(51) = 1000*var(51)

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(51)= 0
var(51) = 38

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(51)= 1000
var(51) = 25

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(51)= 2000
var(51) = 13

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(51)= 3000
var(51) = 8

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(51)= 4000
var(51) = 4

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(51)= 5000
var(51) = 2

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(51)= 6000
var(51) = 1
;------------------------
[State 5900]
type =Varset
trigger1 = time = 0
var(47) = (var(47)%10)

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(47)>5
var(47) = 6

[State 5900]
type =Varset
trigger1 = time = 0
var(47) = var(47)*100

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(47)= 0
var(47) = 20

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(47)= 100
var(47) = 16

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(47)= 200
var(47) = 8

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(47)= 300
var(47) = 6

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(47)= 400
var(47) = 4

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(47)= 500
var(47) = 2

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(47)= 600
var(47) = 1

[State 5900]
type =Varset
trigger1 = time = 0
var(35)= 42

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(49)%10 = 5
var(35)= 60

[State 5900]
type =Varset
trigger1 = time = 0
var(46)= random

[State 5900]
type =Varset
trigger1 = time = 0
trigger1 = var(34)<0
var(34)= 200


[State 5900]
type = Varadd
trigger1 = time = 0
trigger1 = root,var(46)%100>=11
var(23) = 100

[State 5900,ݒ]
type = assertspecial
trigger1 = 1
flag = noautoturn
ignorehitpause=1

[State 5900,ݒ]
type = turn
trigger1 = facing=-1
ignorehitpause=1

[State 5900]
type = explod
trigger1 = time = 0
anim = 6008
id = 6008
sprpriority = 99
postype = p1
ontop=1
bindtime = -1
removetime = 150
ignorehitpause = 1
persistent = 0

;====================================--
[State 5900]
type =changestate
trigger1 = time = 0
trigger1 = numenemy
value = 15002
;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
;AILq
;parentvarsetvarsetԈႦȂ悤
;root̂͂
[Statedef 15002]
anim     = 20000

[State 5900,ݒ]
type = assertspecial
trigger1 = 1
flag = noautoturn
ignorehitpause=1

[State 5900]
type = bindtoparent
trigger1 = numexplod(6008)
pos = 0,0

[State 5900]
type = bindtoparent
trigger1 = numexplod(6008)=0
pos = 0,-500

[State -3, AI]
type = Varadd
trigger1 = roundstate=2
trigger1 = root,power-var(24)>=750
var(23) = 1

[State -3, AI]
type = VarSet
trigger1 = 1
var(24) = root,power

[State -3, AI]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1000, 2]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 15002
ignorehitpause = 1

[State -3, AI]
type = VarSet
trigger1 = 1
var(50) = random

[State -3, AI]
type = VarSet
trigger1 = 1
var(36) = random

[State -3, AI]
type = VarSet
trigger1 = 1
var(52) = 0

[State -3, AI]
type = VarSet
trigger1 = 1
var(57) = 0

[State 5900]
type =Varadd
trigger1 = 1
var(46) = 1

[State 5900]
type =null;Varadd
trigger1 = root,time = 1
var(46) = (var(46)%var(47))/2

[State -3, AI]
type = VarSet
trigger1 = root,stateno = 1117
trigger1 = root,var(34)=2
;trigger1 = random<500
var(30) = 1

[State -3, AI]
type = VarSet
trigger1 = root,p2movetype = A
trigger2 = (playerID(root,var(43)),ctrl)
trigger3 = root,stateno = 1108
trigger4 = root,stateno = 1101
var(30) = 0

;===========================================================================
;߂G̃vC[ID
[State -3, ʊO\łg]
type = VarSet
trigger1 = 1
var(54) = 0

[State -3, AI]
type = VarSet
triggerall = numenemy>=2
triggerall = enemy(1),alive
trigger1 = !(enemy(0),alive)
trigger2 = enemy(1),ID=root,var(43)
var(54) = 1

;̗͂̍AႢG
[State -3, AI]
type = VarSet
triggerall = numenemy>=2
triggerall = enemy(1),alive
trigger1 = var(48)=4
trigger2 = var(48)=5
trigger2 = enemy(1),lifemax*enemy(1),const(data.defence)>enemy(0),lifemax*enemy(0),const(data.defence)
trigger3 = var(48)=6
trigger3 = enemy(1),lifemax*enemy(1),const(data.defence)<enemy(0),lifemax*enemy(0),const(data.defence)
var(54) = 1
;GAႤG
[State -3, AI]
type = VarSet
triggerall = numenemy>=2
triggerall = root,numpartner>=1
triggerall = enemy(1),alive
trigger1 = var(48)=1
trigger1 = abs(enemy(1),pos x-playerID(var(31)),pos x)<abs(enemy(0),pos x-playerID(var(31)),pos x)
trigger2 = var(48)=2
trigger2 = abs(enemy(1),pos x-playerID(var(31)),pos x)>abs(enemy(0),pos x-playerID(var(31)),pos x)
var(54) = 1
;---------------------------------------------------------------------------
[State -3, w]
type = VarSet
trigger1 = numenemy
var(16)=enemy(0),alive

[State -3, w]
type = VarSet
trigger1 = numenemy >=2
var(16) = enemy(0),alive+enemy(1),alive

[State -3, AI]
type = VarSet
triggerall = numenemy>=1
trigger1 = (playerID(root,var(43)),HitDefAttr=SCA,AA,AP)
var(19)=0

[State -3, AI]
type = Varadd
triggerall = numenemy>=1
trigger1 = !(playerID(root,var(43)),HitDefAttr=SCA,AA,AP)
var(19)=1
[State -3, w]
type = VarSet
trigger1 = 1
var(18)=0

[State -3, w]
type = VarSet
triggerall = root,facing= playerID(root,var(43)),facing
;triggerall = root,statetype!=A
;triggerall = root,p2statetype!=A
triggerall = root,facing=1 && root,pos x-playerID(root,var(43)),pos x<0 || root,facing=-1 && root,pos x-playerID(root,var(43)),pos x>0
trigger1 =numenemy = 1
trigger2 = numenemy>=2
trigger2 = !enemy(0),alive || !enemy(1),alive
var(18)=1
ignorehitpause = 1

[State -3, w]
type = VarSet
triggerall = root,facing= playerID(root,var(43)),facing
triggerall = root,facing=1 && root,pos x-playerID(root,var(43)),pos x>0 || root,facing=-1 && root,pos x-playerID(root,var(43)),pos x<0
trigger1 =numenemy = 1
trigger2 = numenemy>=2
trigger2 = !enemy(0),alive || !enemy(1),alive
var(18)=2
ignorehitpause = 1
[State -3, w]
type = VarSet
trigger1 = 1
var(17)=0

[State -3, ]
type = VarSet
triggerall = root,p2bodydist x>0
trigger1 = root,p2movetype=A
trigger1 = var(19)>=20 || playerID(root,var(43)),time>=30 && playerID(root,var(43)),animtime>=-12
trigger2 = root,p2movetype=A
trigger2 = var(18)=1
trigger2 = root,p2stateno<2000
;trigger3 = root,p2movetype=H
;trigger3 = root,p2statetype!=L
trigger3 = root,p2movetype=I
var(17)=1

[State -3, ʂ̏]
type = VarSet
triggerall = roundstate = 2
triggerall = var(38)>=1
triggerall = root,alive
triggerall = root,p2movetype != A || (root,var(35)>=2)
triggerall = root,var(42)	;LZ\ɂȂẴt[	
triggerall = root,var(42)<35
triggerall = var(18)<2
triggerall = (root,p2bodydist x =[-5, 70] )|| (root,stateno = 1117 && root,var(34)<30 && root,p2bodydist x>=-5)
triggerall = !(root,stateno = 1130 && var(40) = 0)
triggerall = !(var(26) = 1)
trigger1 = root,var(42)%var(51) = 1
var(52) = 1
;root,var(6)ZԍAsԍ
[State -3, ʂ̏]
type = VarSet
triggerall = roundstate = 2
trigger1 = root,p2bodydist x -playerID(root,var(43)),vel x-root,vel x<40
var(57) = 1

;ʏU̍sn
[State -3, AIK]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=1
triggerall = root,statetype != A
trigger1 = root,var(8)= [1,5]
var(6) = ifelse(var(50)<333,random % 5+1,ifelse(var(50)<666,random%5+11,random%4+21))

;ʏU̍s
[State -3, AIK]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=1
triggerall = root,statetype = A
trigger1 = root,var(8)= [1,5]
var(6) = ifelse(var(50)<333,random % 4+2,ifelse(var(50)<666,random%4+11,random%2+23))
;---------------------------------------------------------------------------
;Z̍sn
[State -3, AIK]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=1
triggerall = root,statetype != A
trigger1 = root,var(8)= [10,99]
var(6) =ifelse(var(50)<500,random%5+11,random%4+21)

;Z̍s
[State -3, AIK]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=1
triggerall = root,statetype = A
trigger1 = root,var(8)= [10,99]
var(6) =ifelse(var(50)<500,random%4+11,random%2+23)
;===========================================================================
;Z̍sn
[State -3, AIK]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= [1,3]
triggerall = root,statetype != A
trigger1 = root,var(8)= [100,999]
var(6) =random%4+21

;Z̍s
[State -3, AIK]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= [1,5]
triggerall = root,statetype = A
trigger1 = root,var(8)= [100,999]
var(6) = random%2+23

;Z̍s
[State -3, AIK]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= [1,5]
triggerall = root,statetype = A
triggerall = root,p2statetype =A
triggerall = root,p2bodydist y <0
triggerall = root,p2movetype = H
triggerall = var(57)
triggerall =!( root,p2stateno = [120,155])
triggerall = random<160
;triggerall = var(18)<2
trigger1 = root,var(8)= [100,999]
var(6) = 27

;Z̍s
[State -3, AIK]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= [1,5]
triggerall = root,statetype = A
triggerall = root,numhelper(1255)=0 &&var(21)<2000
triggerall = random<333
;triggerall = var(18)<2
trigger1 = root,var(8)= [100,999]
var(6) = 26
;===========================================================================
;ʏU̍sn
[State -3, AIK2]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=2
triggerall = root,statetype != A
trigger1 = root,var(8)= [1,5]
var(6) = ifelse(var(50)<500,random % 5+1,random % 5+11 )
;ʏU̍s
[State -3, AIK2]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=2
triggerall = root,statetype = A
trigger1 = root,var(8)= [1,5]
var(6) = ifelse(var(50)<500,random % 4+2,random % 4+11 )
;---------------------------------------------------------------------------
;Z̍sn
[State -3, AIK2]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=2
triggerall = root,statetype != A
trigger1 = root,var(8)= [10,99]
var(6) = ifelse(var(50)<500,random%4+21,random % 5+11 )
;Z̍s
[State -3, AIK2]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=2
triggerall = root,statetype = A
trigger1 = root,var(8)= [10,99]
var(6) = ifelse(var(50)<500,random%2+23,random % 4+11 )

;===========================================================================
;ʏU̍sn
[State -3, AIK3]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= 3
triggerall = root,statetype != A
trigger1 = root,var(8)= [1,5]
var(6) = random % 5+1
;ʏU̍s
[State -3, AIK3]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= [3,5]
triggerall = root,statetype = A
trigger1 = root,var(8)= [1,5]
var(6) = random % 4+2
;---------------------------------------------------------------------------
;Z̍sn
[State -3, AIK3]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= [3,4]
triggerall = root,statetype != A
trigger1 = root,var(8)= [10,99]
var(6) = random % 5+11 
;Z̍s
[State -3, AIK3]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= [3,5]
triggerall = root,statetype = A
trigger1 = root,var(8)= [10,99]
var(6) = 11+random % 4
;---------------------------------------------------------------------------
;===========================================================================
;ʏU̍sn
[State -3, AIK41]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= 4
triggerall = root,statetype != A
trigger1 = root,var(8)= [1,5]
var(6) = ifelse(var(57) ,random % 4+4,random % 2+4)

[State -3, AIK42]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
triggerall = root,p2Movetype = H && root,p2stateno = [5000,5200]
trigger1 = root,var(8)= [1,5]
var(6) = (var(50)<500)*4+(var(50)>=500)*(5+(var(57)*random%2))



;ʏU̍s
[State -3, AIK43]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10 >=4
triggerall = root,statetype = A
trigger1 = root,var(8)= [1,5]
var(6) = ifelse(var(57)&&root,p2bodydist y <0 ,random % 4+3,random % 3+3)



;Z̍sn
[State -3, AIK44]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
trigger1 = root,var(8)= [10,99]
var(6) = random % (3)+13 

;q
[State -3, AIK45]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
triggerall = root,p2statetype != A
triggerall =root,p2bodydist x>0
trigger1 = var(58)*10>random
trigger1 = root,p2stateno = [120,155]
trigger1 = root,var(8)= [10,99]
var(6) = random % (4)+13 

;Z̍s
[State -3, AIK46]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10= [3,5]
triggerall = root,statetype = A
trigger1 = root,var(8)= [10,99]
var(6) = ifelse(var(50)<250,11,random%3+13)

[State -3, AIK46]
type = parentVarSet
trigger1 = root,statetype = A
trigger1 = root,var(8)= [10,99]
trigger1 = root,var(6)%100 = 15
trigger1 = root,p2movetype = H
trigger1 = root,stateno = 1007 || root,stateno = 1017
trigger1 = var(13):=1
trigger2 = var(13)=1
var(6) = 15


[State -3]
type = varset
trigger1 = 0;root,stateno = 1120
trigger2 = root,movetype = H
trigger3 = root,stateno >=1100
var(13)=0

;q
[State -3, AIK47]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype = A
triggerall = (root,p2statetype = A)
trigger1 = var(58)*5>random
trigger1 = root,p2bodydist y <-30
trigger1 = root,p2stateno = [120,155]
trigger1 = root,var(8)= [10,99]
var(6) = (random %2)*2+14 

;Z̍sn
[State -3, AIK48]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
trigger1 = root,var(8)= [100,999]
var(6) = 22 + (random<555)*(3+random%ifelse(root,numhelper(1225)=0 && var(21)<2000, 2,1))

;Z̍sn2
[State -3, AIK48]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
triggerall = root,statetype != L
triggerall = root,p2Movetype = H && !(root,p2stateno = [120,155])
triggerall =var(57)
triggerall = random<250
trigger1 = root,var(8)= [100,999]
var(6) = 27+random%2

;--------------------------
;ʏU̍sn
[State -3, AIK5]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=5
triggerall = root,statetype != A
trigger1 = root,var(8)= [1,5]
var(6) = 4

[State -3, AIK5]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=5
triggerall = root,statetype = A
trigger1 = root,var(8)= [10,99]
var(6) = 11

[State -3, AIK5]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10=5
triggerall = root,statetype = A
trigger1 = root,var(8)= [100,999]
var(6) = 23

;K[hĂ
[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
triggerall = root,p2statetype != A
triggerall = root,p2stateno = [120,155]
triggerall = random<var(58)*5
trigger1 = root,var(8)= [10,99]
var(6) = 16

;K[hĂ
[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
triggerall = root,p2statetype != A
triggerall = root,p2stateno = [120,155]
triggerall = random<var(58)*5
trigger1 = root,var(8)= [100,999]
var(6) = 25


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

;g@oȂ̂ɏoƂĂ瑼̋Z
[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,var(8)= [100,999]
triggerall = root,var(6)%100=26
trigger1 = root,numhelper(1255)>0
trigger2 = var(37)<0
trigger2 = root,p2bodydist y>80
var(6) = 23+random%2

;n܂ڂق̋ZɕύX
[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
trigger1 = root,var(6)%100= 11
var(6) = random%(4+random<=var(58)*10)+12

[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
trigger1 = root,var(6)%100= 11
var(6) = random%(4+random<=var(58)*10)+12


;_̂Ƃ͋󒆂܂ڂƃANAX}Cg͏oȂ
[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype = A
triggerall = root,anim = 1040
trigger1 = root,var(6)%100= 11
;trigger1 = root,var(42)<15
;trigger2 = playerID(root,var(43)),pos y >-50
var(6) = random%(4+(random<=var(58)*10))+12



;C{[ƂȂƂ͖PVɂ
[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype = A
triggerall= root,var(6)%100= 23
triggerall = root,var(42)%var(51) = 1
trigger1 = root,stateno != 1117
trigger2 = root,var(34) >=50
var(6) = 24

[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
triggerall= root,var(6)= 23
trigger1 = var(37)<=50
var(6) = 22 + (random<555)*(3+random%ifelse(root,numhelper(1225)=0 && var(21)<2000, 2,1))

;󒆂܂ڂ̌ゾ烌C{[A[`ɂ(ȊOȂ)
[State -3, AIK4]
type = parentVarSet
triggerall = roundstate = 2
triggerall = var(38)>=1
triggerall = root,p2movetype != A || (root,var(35)>=2)
triggerall = root,var(42)>=0	;LZ\ɂȂẴt[	
triggerall = root,var(42)<35
triggerall = var(49)%10>= 4
triggerall = root,statetype = A
trigger1 = root,p2bodydist y<=0
trigger1 = root,var(42)%var(51) = 1
trigger1 = root,stateno = 1117
;trigger1 = root,var(6)<100
trigger1 = root,var(6)%100!=23
var(6) = 23

;󒆃ANAX}Cg܂ڂXgCho
[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype = A  || root,var(16)=1
triggerall = root,var(8)= [100,999]
trigger1 = root,stateno =1101 || root,stateno =1103
var(6) = 21

;n㎂qȂ玂ᔚwo
[State -3, AIK4]
type = parentVarSet
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
triggerall = root,var(8)= [100,999]
triggerall = playerID(root,var(43)),movetype =H
triggerall = playerID(root,var(43)),gethitvar(guarded)=0
trigger1 = root,stateno =1124
var(6) = 25


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

[State -3, Ag]
type = parentvarSet
triggerall = roundstate = 2
triggerall = root,var(38)>=1
triggerall = root,var(42)
triggerall = root,var(42)<35
triggerall = !(root,stateno = 1130 && var(40) = 0)
triggerall = random<400
trigger1 = root,var(42)%var(51) = 1
trigger1 = root,var(8)=[1,99]
trigger1 = root,p2bodydist x>=120
var(6) = 23

[State -3, tAg]
type = parentvarSet
triggerall = roundstate = 2
triggerall = var(52) =1
triggerall = var(49)%10>= 4
triggerall = (root,stateno = 1130 && var(40) = 1)
triggerall = !(playerID(root,var(43)),ishelper)
trigger1 = root,var(8)=[1,99]
trigger1 = root,p2bodydist x<60
trigger1 = playerID(root,var(43)),facing = root,facing
var(6) = (var(50)<400)*40+(var(50)>=400)*(4)

[State -3, u]
type = parentVarSet
triggerall = roundstate = 2
triggerall = var(56)
triggerall = var(38)>=1
triggerall = var(46)%var(51) = 1
triggerall = root,p2bodydist x<50
trigger1 = root,stateno = 3501
trigger1 = root,anim = 2502
trigger1 = root,animelemtime(1)>=45
var(6) = 1
;--------------------



;U
[State -3, AIK4]
type = parentVarSet
triggerall = var(49)%10>= 4
triggerall = root,statetype != A
trigger1 = root,var(6)%100 = 11
var(6) = 0

[State -3, AIK4]
type = parentVarSet
triggerall = var(49)%10>= 4
triggerall = root,statetype =A
trigger1 = root,var(6)%100 = 4
var(6) = 0

[State -3, AIK4]
type = parentVarSet
triggerall = var(49)%10>= 4
triggerall = root,statetype =A
trigger1 = root,var(6)%100 = 11
trigger1 = root,movecontact >50
var(6) = 0
;===========================================================================
[State -3, ʂ̏ߋ]
type = VarSet
triggerall = roundstate = 2
trigger1 = var(38)>=1
var(37) = abs(ceil(enemy(var(54)),pos x- root,pos x))-(const(size.ground.front)+enemy(var(54)),const(size.ground.front))

[State -3, ʂ̏ߋ]
type = VarSet
triggerall = roundstate = 2
triggerall = root,p2bodydist x>=-5
triggerall = root,ctrl
triggerall = root,alive
triggerall = (var(26) = 0) || (var(26) = 4)
triggerall = var(38)>=1
triggerall = var(52)!=1 || p2movetype = I
;triggerall = var(8)=0
triggerall = root,var(42)<1
trigger1 = var(46)%(var(51)*3)=0
var(52) = 3

[State -3, ʂ̏ߋ]
type = parentVarSet
trigger1 = var(52) = 3
var(6)=0

[State -3, ʂ̏ߋ]
type = parentVarSet
trigger1 = var(52) = 3
var(7)=0



[State -3, ʂ̏ߋ]
type = VarSet
trigger1 = 1
var(8)=0



[State -3, ߋn]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,p2statetype != A
triggerall = var(49)%10>= 2
triggerall = var(37) < 50
triggerall = root,statetype !=A
trigger1 = (root,var(35)>=2)
trigger2 = root,p2movetype != A
trigger3 = var(19)>=20 && playerID(root,var(43)),NumProj = 0 &&  playerID(root,var(43)),numhelper>root,var(24)
trigger4 = var(17)=1
var(6) = (var(50)<111)*40+(var(50)=[111,888])*ifelse(random<600,4,5)+(var(50)>888)*(13)

[State -3, ߋn]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype != A
triggerall = var(49)%10>= 2
triggerall = var(37) < 50
triggerall = root,p2statetype =A
;triggerall = root,p2bodydist y =[-80,0]
trigger1 = var(17)=1
trigger2 = root,p2movetype=H && (root,p2stateno=912 || root,p2stateno=901 || root,p2stateno=913)
;trigger2 = (var(49)%10 = 4 )&& random <500 || (var(49)%10 >= 5 )
var(6) = (var(50)<600)*ifelse(random<600,4,5) + (var(50)>=600)*(random%3+13)

[State -3, ߋnubLO]
type = null;parentVarSet
triggerall = roundstate = 2
triggerall = root,p2bodydist x>0
triggerall = root,ctrl
triggerall = root,alive
;triggerall = (var(26) = 0) || (var(26) = 4)
triggerall = var(38)>=1
triggerall = var(46)%(var(51)*2)=0

triggerall = var(49)%10>= 2
triggerall = var(37) < 44
triggerall = root,statetype !=A
triggerall = root,prevstateno = 701 || root,stateno = 701
triggerall = (root,var(35)<=1)
trigger1 = root,p2movetype != A
trigger2 = var(19)>=20 && playerID(root,var(43)),NumProj = 0 &&  playerID(root,var(43)),numhelper>root,var(24)
trigger3 = var(17)=1
var(6) = (var(50)<111)*40+(var(50)=[111,777])*(random%2+4)+(var(50)>500)*(13)

[State -3, _Eǌ]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,fvar(5)>0.5 || root,var(46)%100=12
triggerall = root,p2statetype != A
triggerall = var(56)>0
triggerall = root,statetype !=A
triggerall = var(37) < 70
triggerall = root,p2statetype = L || playerID(root,var(43)),gethitvar(fallcount)>0
trigger1 = random<=var(56)*10
var(6) = 14


[State -3, ȏn]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype !=A
trigger1 = var(49)%10>= 4
trigger1 = root,var(6)= 0
trigger1 = var(37) >= 50
var(7) = (var(50)>=500)*(random%3+13)+(var(50)<500)*(random%2+4) 

[State -3, ȏn]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,p2statetype = A
triggerall= var(49)%10>= 4
triggerall = root,var(6)= 0
triggerall = var(37) >= 70
triggerall = root,statetype !=A
;triggerall = root,p2bodydist y =[-100,0]
trigger1 = var(17)=1
trigger2 = root,p2movetype=H && (root,p2stateno=912 || root,p2stateno=901 || root,p2stateno=913)
trigger2 = (var(49)%10 = 4 )&& random <500 || (var(49)%10 >= 5 )
var(7) = (var(50)>=500)*(random%3+13)+(var(50)<500)*(random%2+4) 

[State -3, ȏn]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype !=A
trigger1 = var(49)%10>=4
trigger1 = root,var(6)= 0
trigger1 = var(37) = [70,120]
var(7) = (var(50)>=500)*(random%3+13)+(var(50)<500)*(random%2+4) 





[State -3, ߋ]
type = parentVarSet
triggerall = var(52)=3
trigger1 = root,statetype = A
trigger1 = root,vel y>-2
;trigger1 = (root,var(35)>=2) ||root,p2movetype != A
trigger1 = var(37) < 70
var(6) = (var(50)<=222)*(3+2*(random%2))+(var(50)=[222,555])*(13+random%2)+(var(50)>555)*(14)

[State -3, ]
type = parentVarSet
triggerall = var(52)=3
trigger1 = root,statetype = A
trigger1 = root,p2statetype = A
trigger1 = root,vel y>1.2
trigger1 = (root,var(35)>=2) ||root,p2movetype != A
trigger1 = var(37) >100
var(6) = 23

[State -3, ߋ܂ڂ]
type = parentVarSet
triggerall = roundstate = 2
triggerall = var(38)>=1
triggerall = var(46)%(var(51))=1
triggerall = var(30)=1
;triggerall = root,statetype != A
trigger1 = root,movetype !=A
trigger1 = (root,var(35)>=2) ||root,p2movetype != A
trigger1 = var(49)%10=5
;trigger1 = var(37) < 70
var(6) = 46

[State -3, ߋ]
type = parentVarSet
triggerall = roundstate = 2
triggerall = var(38)>=1
triggerall = var(46)%(var(51))=1
triggerall = var(30)=1
triggerall = root,alive
trigger1 = root,statetype = A
trigger1 = root,p2bodydist y>=80
trigger1 = var(37) < 30
var(6) = 3

[State -3, ߋ]
type = parentVarSet
triggerall = roundstate = 2
triggerall = var(38)>=1
triggerall = var(46)%(var(51))=1
triggerall = var(30)=1
triggerall = root,alive
trigger1 = root,statetype = A
;trigger1 = root,vel y>0
;trigger1 = root,p2bodydist y>-40
trigger1 = var(37) < 70
var(6) = 14


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

[State -3, n]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype !=A
triggerall = var(37) >= 120
trigger1 = var(38) = 2 || (var(38)=3 && var(36)<500)
var(6) = ifelse((var(37)>150 && random<100 && numhelper(1261)=0),82,1+(random%2)*22)


[State -3, n]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype !=A
trigger1 = root,p2statetype = A && root,p2bodydist y>40
var(6) = 23
;------------------------------------------------

[State -3, ܂ڂ]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,alive
triggerall = root,statetype !=A
triggerall = var(37) >= 120
triggerall = var(38) = 2 || (var(38)=3 && var(36)<500)
triggerall = root,var(18)<15
triggerall = (var(22)/1000)*10>var(50)
trigger1 = root,p2statetype = L
;trigger2 = root,prevstateno=[3000,4000]
trigger2 = playerID(root,var(43)),anim =[5110,5150]
trigger3 = playerID(root,var(43)),anim =5015
trigger4 = playerID(root,var(43)),movetype != A
trigger4 = playerID(root,var(43)),vel x <=0 
var(6) = 41

[State -3, ܂ڂ]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype !=A
triggerall = var(37) >= 120
triggerall = var(38) = 2 || (var(38)=3 && var(36)<500)
triggerall = root,var(18)<15
triggerall = (var(22)/1000)*10>var(50)
trigger1 = root,p2StateType = L
trigger1 = root,p2StateNo = [5100,5119]
trigger1 = root,P2BodyDist X > 75
trigger2 =  playerID(root,var(43)),StateType = L
trigger2 =  playerID(root,var(43)),StateNo = [5120,5125]
trigger2 =  playerID(root,var(43)),AnimTime < -45
trigger3 = P2BodyDist X > 180
trigger3 = Random <= 200
trigger4 =  playerID(root,var(43)),StateNo = [5210,5215]
trigger4 =  playerID(root,var(43)),Vel X <= 0
trigger4 = root,P2BodyDist X > 100 + ( playerID(root,var(43)),Vel X)*5
trigger4 = root,P2BodyDist Y < -80 - ( playerID(root,var(43)),Vel Y)*5
var(6) = 41

[State -3, n]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype !=A
triggerall = var(37) >= 120
triggerall = root,var(6)=41
triggerall = random<400
trigger1 = var(38) = 2 || (var(38)=3 && var(36)<500)
var(6) = 1+(random%2)*22

[State -3, ]
type = parentVarSet
;triggerall = var(52)=8
trigger1 = root,statetype != A
trigger1 = root,p2statetype != A
trigger1 = var(46)%(var(51))=1
trigger1 = root,stateno = 10005
trigger1 = var(37) >120
trigger1 = var(1):=1
var(6) = 1+(random%2)*22



;--------------------------------
[State -3, ܂ڂق]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype !=A
triggerall = root,numenemy<=2
triggerall = root,var(49)%10>0
triggerall = var(16)<=1
triggerall = random<500
trigger1 = root,fvar(32)>0
trigger1 = playerID(root,var(43)),stateno=[20000,20090]
var(6) = 41

[State -3, ܂ڂQ[W]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,power>=1000
triggerall = root,var(6)=41
triggerall = root,var(18)<=15
trigger1 = (var(22)%1000)*10>=random
trigger1 = root,power>=2000
trigger2 = var(23)>3
trigger2 = (var(22)%1000)*20>=random
trigger3 = var(23)>=100
var(6) = 56

[State -3, J[]
type = parentVarSet
triggerall = var(52)=3
triggerall = root,statetype !=A
triggerall = var(37) >= 120
triggerall = root,life<2000
triggerall = var(38) = 2 || (var(38)=3 && var(36)<700)
triggerall = (var(15)%1000)*10>=random
triggerall = root,var(46)/100>0 
trigger1 = root,p2StateType = L
trigger1 = root,p2StateNo = [5100,5119]
trigger1 = root,P2BodyDist X > 75
trigger2 =  playerID(root,var(43)),StateType = L
trigger2 =  playerID(root,var(43)),StateNo = [5120,5125]
trigger2 =  playerID(root,var(43)),AnimTime < -45
trigger3 = P2BodyDist X > 180
trigger3 = Random <= 200
trigger4 =  playerID(root,var(43)),StateNo = [5210,5215]
trigger4 =  playerID(root,var(43)),Vel X <= 0
trigger4 = root,P2BodyDist X > 100 + ( playerID(root,var(43)),Vel X)*5
trigger4 = root,P2BodyDist Y < -80 - ( playerID(root,var(43)),Vel Y)*5
var(6) = 83

[State -3, ܂ڂ]
type = parentVarSet
triggerall = var(52)=3
trigger1 = root,var(6)=41
var(7) = 0

;---------------------------------
[State -3, ߋn]
type = parentVarSet
triggerall = roundstate = 2
triggerall = root,ctrl
triggerall = root,alive
triggerall = var(38)>=1
triggerall = var(46)%(var(51))=0
triggerall = root,statetype !=A
triggerall = root,p2statetype != A
triggerall = (var(49)/10)%10>= 5
triggerall = var(37) < 50
triggerall = (root,var(35)>=2) ||root,p2movetype != A
trigger1 = root,prevstateno = [120,159]
trigger2 = root,prevstateno = [5000,5200]
;trigger3 = root,prevstateno = [700,705]
var(6) = (var(50)<800)*4+(var(50)>=800)*(13)


;===========================================================================
;Α҂@
;ĂĔѓoĂƂ
[State -3, ҂]
type = Varadd
triggerall = abs(enemy(var(54)),pos x-root,pos x)>160
trigger1 =1; playerID(root,var(43)),hitdefattr=,NP,SP,HP
;trigger2 = (enemy(var(54)),numproj>0)
var(29) = 1

[State -3, ҂]
type = Varadd
triggerall = roundstate = 2
triggerall = var(29)>300
trigger1 = root,p2bodydist x<160
trigger2 = root,movetype = H
trigger2 = root,prevstateno = 1205
var(29) = -300
[State -3, ߋn]
type = parentVarSet
trigger1 = var(52) = 3
trigger1 = var(29)>300
trigger1 = statetype !=A
var(6)=23

[State -3, ߋn]
type = parentVarSet
trigger1 = var(52) = 3
trigger1 = (var(59)/1000)%10>=2
trigger1 = var(59)%1000*5>=random
trigger1 = var(29)>300
trigger1 = power>749
trigger1 = statetype !=A
var(6)=94
;===========================================================================
[State -3, r[]]
type = parentVarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,ctrl
trigger1 = var(32)=1
trigger1 = root,power>=750
trigger1 = root,p2bodydist x>60
trigger1 = root,abs(p2bodydist y)<20
var(6) = 94
;===========================================================================


[State -3, AI鉜`]
type = varset
trigger1 = 1
var(6)=0

[State -3, AI鉜`]
type = varset
trigger1 = 1
var(28)=0

[State -3, AI鉜`]
type = VarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,var(35)<=0 || root,var(46)%100=12
triggerall = root,var(42)
triggerall = root,var(42)<35
triggerall = root,var(42)%var(51) = 1
triggerall = root,var(42)<=var(51)+1
triggerall = root,statetype != A
triggerall = var(18)<=1
triggerall = root,p2statetype != L
triggerall =!( playerid(root,var(43)),anim= 5100)
triggerall =!( playerid(root,var(43)),anim= 5160)
triggerall =!( playerid(root,var(43)),anim= 5170)
triggerall = playerid(root,var(43)),gethitvar(fall)=0
triggerall = playerid(root,var(43)),gethitvar(guarded)=0
triggerall = !(playerid(root,var(43)),stateno=[120,155])
triggerall = !(playerid(root,var(43)),movetype = I)
triggerall = root,stateno != 1220
triggerall = var(59)/1000>=2
triggerall = (var(59)%1000<=100 && (var(59)%1000)*6>=random)
triggerall = var(57)=1
triggerall = root,p2bodydist x = [-5,40]
triggerall = root,anim!=5 || root,anim!=6
triggerall = root,p2bodydist y >-60 
triggerall = var(40)=1 || var(40)=0 && root,stateno != 1130
triggerall = root,movecontact<30 || root,var(34)<30
trigger1 = root,var(8)>=1
trigger1 = (var(59)/1000)%10 = 2
trigger2 = root,var(8)>=10
trigger2 = (var(59)/1000)%10  = 3
trigger3 = root,var(8)>=100
trigger3 = (var(59)/1000)%10 = 4
trigger4 = root,var(8)=1000
trigger4 = (var(59)/1000)%10  = 5
var(6) = 111

[State -3, AI鉜`]
type = varset
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,var(35)<=0 || root,var(46)%100=12
triggerall = root,var(42)
triggerall = root,var(42)<35
triggerall = root,var(42)%var(51) = 1
triggerall = root,var(42)<=var(51)+1
triggerall = root,statetype != A
triggerall = root,p2statetype != L
triggerall = var(59)/1000>=2
triggerall = (var(59)%1000<=100 && (var(59)%1000)>=random)
triggerall = root,p2bodydist y >-20
triggerall = root,p2bodydist y <20
triggerall = root,power>749
triggerall =root, p2bodydist x>70
triggerall = root,var(8)<2000; || root,ctrl
trigger1 = root,var(8)>=1
trigger1 = (var(59)/1000)%10 = 2
trigger2 = root,var(8)>=10
trigger2 = (var(59)/1000)%10  = 3
trigger3 = root,var(8)>=100
trigger3 = (var(59)/1000)%10 = 4
trigger4 = root,var(8)=1000
trigger4 = (var(59)/1000)%10  = 5
trigger5 = root,ctrl
var(28)=94

[State -3, AI鉜`]
type = varset
triggerall = roundstate = 2
triggerall = root,statetype = A
triggerall = root,p2bodydist y >-20
triggerall = root,p2bodydist y <20
trigger1 = var(6)=111
trigger1 = random<10*(var(59)%1000)
trigger1 = root,power >999
var(28)=32+random%2

[State -3, AI鉜`]
type = varset
triggerall = roundstate = 2
triggerall = root,statetype != A
triggerall = root,stateno = 1130 && root,p2movetype =A && root,p2stateno<3000 || root,stateno != 1130
trigger1 = var(6)=111
trigger1 = random<10*(var(59)%1000)
trigger1 = root,power>1000
var(28)=32

[State -3, AI鉜`]
type = varset
triggerall = roundstate = 2
triggerall = root,statetype != A
triggerall = root,stateno = 1130 && root,p2movetype =A && root,p2stateno<3000 || root,stateno != 1130
trigger1 = var(6)=111
trigger1 = random<10*(var(59)%1000)
trigger1 = root,power>1500
var(28)=32+random%2

[State -3, AI鉜`]
type = varset
triggerall = roundstate = 2
triggerall = root,statetype != A
triggerall = root,stateno = 1130 && root,p2movetype =A && root,p2stateno<3000 || root,stateno != 1130
trigger1 = var(6)=111
trigger1 = random<10*(var(59)%1000)
trigger1 = root,power>2000
trigger1 = random%3=0
trigger1 = root,p2bodydist y<-20
var(28)=31

[State -3, AI鉜`]
type = varset
triggerall = roundstate = 2
triggerall = root,stateno = 1130 && root,p2movetype !=A && root,p2stateno<3000 || root,stateno != 1130
triggerall = root,statetype != A
triggerall = root,p2statetype !=A
triggerall = root,p2bodydist x<180
trigger1 = var(6)=111
trigger1 = random<10*(var(33))
trigger1 = root,power>2999
var(28)=31

[State -3, AI鉜`]
type = parentvarset
trigger1 = var(28) = [1,99]
var(6)=var(28)

[State -3, 鉜`]
type = parentVarSet
triggerall = roundstate = 2
triggerall = var(46)%(var(51))=1
triggerall = var(59)/1000>=2
triggerall = random<5*(var(33))
triggerall = root,alive
triggerall = root,ctrl; || var(23)>100 && root,var(8)=[1,1000]
triggerall = root,statetype != A
triggerall = root,p2statetype !=A
triggerall = var(23)>=3
trigger1 = root,var(35)<=0
trigger1 = root,p2bodydist x<120
trigger1 = root,p2bodydist x>=0
trigger1 = root,power>=3000
trigger2 = 100*root,life/root,lifemax<=40
trigger2 = root,var(35)>=1
var(6) = 91

[State -3, 鉜`]
type = parentVarSet
triggerall = roundstate = 2
triggerall = var(46)%(var(51))=1
triggerall = random<2*(var(59))
triggerall = root,alive
triggerall = root,statetype != A
;triggerall = root,p2statetype !=A
triggerall = root,p2statetype !=L
triggerall = !(root,p2stateno =[120,155])
triggerall = var(18)<=1
triggerall = var(23)>=2
triggerall = (var(59)%1000<=100 && (var(59)%1000)>=random)
;trigger1 = root,var(35)<=0
triggerall = root,p2bodydist x<40
triggerall = root,p2bodydist x>=0
triggerall = root,power>=2000
triggerall = var(59)/1000>=2
trigger1 = root,var(8)>=1
trigger1 = (var(59)/1000)%10 = 2
trigger2 = root,var(8)>=10
trigger2 = (var(59)/1000)%10  = 3
trigger3 = root,var(8)>=100
trigger3 = (var(59)/1000)%10 = 4
trigger4 = root,var(8)=1000
trigger4 = (var(59)/1000)%10  = 5
trigger5 = root,ctrl
var(6) = 31+random%3
;===========================================================================
[State -3, AIBC]
type = VarSet
trigger1 = 1
var(14)=1

[State -3, AIBC]
type = VarSet
trigger1 = playerID(root,var(43)),life<300 && root,life<500
trigger2 = var(29)>300
trigger3 = root,stateno=1230 && root,p2bodydist x< 80
var(14)=2

[State -3, AIBC]
type = parentVarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,var(35)<=0 || root,var(46)%100=12
triggerall = root,var(42)
triggerall = root,var(42)<35
triggerall = root,var(42)%var(51) = 1
triggerall = root,var(42)<=var(51)+1
triggerall = root,statetype != A || root,var(46)%100>=7
triggerall = root,power>999
triggerall = (var(34)<=100 && var(34)*10*var(14)>=random) || (var(34)=200 && random<300+((var(49)/10)%10 )*100)
;random<300+((var(49)/10)%10 )*100
;triggerall = enemy(var(54)),movetype = H
;triggerall = !(enemy(var(54)),root,stateno = [120,155])
trigger1 = root,var(8)>=1
trigger1 = (var(49)/100)%10 = 2
trigger2 = root,var(8)>=10
trigger2 = (var(49)/100)%10  = 3
trigger3 = root,var(8)>=100
trigger3 = (var(49)/100)%10 = 4
trigger4 = root,var(8)=1000
trigger4 = (var(49)/100)%10  = 5
var(6) = 90

[State -3, AIBC]
type = parentVarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,var(35)<=0 || root,var(46)%100=12
triggerall = root,statetype != A
triggerall = root,power>1999
triggerall = (var(34)<=100 && var(34)*10*var(14)>=random) || (var(34)=200 && random<300+((var(49)/10)%10 )*100)
triggerall = root,var(46)%100>=7
trigger1 = root,stateno=1124
trigger1 = root,anim=1145
trigger1 = root,AnimElemtime(10)=2
trigger1 = root,movehit=[1,20]
trigger1 = (var(49)/100)%10 >= 4
var(6) = 97

[State -3, AIBC]
type = parentVarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,var(35)<=0 || root,var(46)%100=12
triggerall = root,power>999
triggerall = (var(34)<=100 && var(34)*10*var(14)>=random) || (var(34)=200 && random<300+((var(49)/10)%10 )*100)
triggerall = root,var(46)%100>=7
triggerall =var(21)<2000
trigger1 = root,statetype != A
trigger1 = root,stateno=1220
trigger1 = root,anim=1241
trigger1 = root,movehit=[1,35]
trigger1 = root,pos y>=0
trigger1 = (var(49)/100)%10 >= 5
trigger2= root,var(6)=90 && root,statetype = A
var(6) = 98

;===========================================================================
[State -3, AIOVL鉜`]
type = parentVarSet
triggerall = root,alive
triggerall = roundstate = 2
triggerall = root,var(35)>=1 && root,var(46)%100<12
triggerall = root,var(42)
triggerall = root,var(42)<35
triggerall = root,var(42)%var(51) = 1
triggerall = root,var(42)<=var(51)+1
triggerall = root,statetype != A
triggerall = (var(34)<=100 && var(34)*10*var(14)>=random) || (var(34)=200 && random<300+((var(49)/10)%10 )*100)
triggerall = root,var(8)=1000
trigger1 = var(39)= 2
trigger2 = var(39)= 3
trigger2 = root,fvar(20)/root,fvar(23)<=0.5
trigger3 = var(39)= 4
trigger3 = root,fvar(20)/root,fvar(23)<=0.25
var(6) = 93



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

[State -3, AIK[h]
type = VarSet
trigger1 = roundstate = 2
var(55) = 0

[State -3, AIK[h]
type = VarSet
trigger1 = roundstate = 2
var(52) = 0

[State -3, AIK[h]
type = VarSet
trigger1 = roundstate = 2
var(6) = 0

[State -3, AIK[h]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy>=2
triggerall = root,alive
triggerall = enemy(1),alive
trigger1 = !(enemy(0),alive)
trigger2 = abs(enemy(1),pos x -root,pos x)<abs(enemy(0),pos x -root,pos x)
var(55) = 1

[State -3, AI΋]
type = parentVarSet
triggerall = roundstate = 2
triggerall = root,var(6)%100 = 81
trigger1 = !(root,p2bodydist x <50)
trigger1 = !(root,p2bodydist x >-5)
trigger2 = !(root,p2statetype = A)
trigger3 = !(root,p2stateno<2000)
trigger4 = !(root,p2bodydist y<=0)
trigger5 = !(root,p2bodydist y>-140)
var(6) = 0


[State -3, K[hʂ̏]
type = VarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = var(46)%var(47)=0
triggerall = root,inguardDist || ceil(root,p2bodydist x)<100
triggerall = !(root,var(35)>=2)
triggerall =  !(var(26) = 2)
triggerall = !(var(17)=1 && (root,var(6)<100) && (root,var(6)>0))
trigger1 = root,p2Movetype = A
trigger2 = PlayerID(root,var(43)),alive
trigger2 = PlayerID(root,var(43)),Movetype = A
var(52) = 2


[State -3, AIK[h]
type = VarSet
triggerall = var(52)=2
triggerall = root,alive
triggerall = root,p2bodydist x<100
triggerall = !(playerID(root,var(43)),hitdefattr=,NT,ST,HT)
triggerall = var(42) =1 || var(42) =3 && var(50)<500
trigger1 = numenemy>=2
trigger2 = numenemy=1
var(6) = ifelse(p2statetype = C,44,43)

[State -3, AIK[h]
type = VarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = var(46)%var(47)=0
triggerall = root,ctrl
triggerall =  !(var(26) = 2)
triggerall = !(root,var(35)>=2)
triggerall = var(18)=0
trigger1 = playerID(root,var(43)),NumHelper > 0 || playerID(root,var(43)),NumProj > 0
trigger1 = root,inguarddist
trigger2 = playerID(root,var(43)),numhelper>0
trigger2 = playerID(root,var(43)),numhelper>root,var(24)
var(6) = ifelse(root,p2statetype = C,44,43)

[State -3, AI΋]
type = VarSet
triggerall = roundstate = 2
triggerall = var(27)
triggerall =  !(var(26) = 2)
triggerall = root,alive
triggerall = random<var(27)*5
triggerall = var(46)%var(47)=0
triggerall = root,p2bodydist x <50
triggerall = var(18)<=0
triggerall = root,p2bodydist x >=-5
triggerall = root,p2movetype != H
triggerall = root,p2statetype = A
triggerall = root,p2stateno<2000
triggerall = root,p2bodydist y<=0
triggerall = root,p2bodydist y>-140
trigger1 = ctrl
trigger2 = root,inguarddist
trigger3 = playerID(root,var(43)),numhelper>0
var(6) = ifelse(root,power>2000 && random<10*(var(59)%100),32+random%2,81)



[State -3, AI]
type = VarSet
triggerall = roundstate = 2
triggerall = root,p2movetype = A
triggerall =  !(var(26) = 2)
triggerall = root,alive
triggerall = abs(root,p2bodydist x )<10
triggerall = root,p2bodydist y<-30
triggerall = root,ctrl || root,var(8)=[1,99]
triggerall = root,p2bodydist x<50
triggerall = !(playerID(root,var(43)),ishelper)
triggerall = var(18)=0;root,facing != playerID(root,var(43)),facing
triggerall = var(42) =2 || var(42) =3 && var(50)>=500
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,202]) && (AnimElemTime(4) > 0)
trigger3= root,var(8) = [1,10]
var(6) = 80

[State -3, AI]
type = VarSet
triggerall = roundstate = 2
triggerall = var(52)=2
triggerall =  !(var(26) = 2)
triggerall = root,alive
triggerall = !(root,var(35)>=2)
triggerall = root,ctrl || root,var(8)=[1,99]
triggerall = root,p2bodydist x<55
triggerall = !(playerID(root,var(43)),ishelper)
triggerall = var(18)=0;root,facing != playerID(root,var(43)),facing
;triggerall = !(root,stateno =[120,155])
triggerall = root,p2stateno>=1000
trigger1 = var(42) =2
trigger2 = var(42) =3
trigger2 = var(50)>=500
;trigger3 = root,p2stateno=1550
var(6) = 80

[State -3, AIg]
type = parentVarSet
triggerall = roundstate = 2
triggerall = var(41)=1
triggerall = root,alive
triggerall = var(46)%var(47)=0
triggerall = root,movetype = H
trigger1 = root,stateno =[5000,5500]
var(6) = 48

[State -3, AIWv]
type = VarSet
triggerall = var(52)=2
triggerall = roundstate = 2
triggerall = playerID(root,var(43)),p2movetype = A
trigger1 = playerID(root,var(43)),hitdefattr=,NT
var(6) = 45+7*(root,BackEdgeBodyDist >=30 && random<300)

[State -3, AI]
type = VarSet
triggerall = roundstate = 2
triggerall = root,p2movetype = A
triggerall =  !(var(26) = 2)
triggerall = root,alive
triggerall = abs(root,p2bodydist x )<10
triggerall = root,p2bodydist y<-30
triggerall = root,ctrl || root,var(8)=[1,99]
triggerall = playerID(root,var(43)),vel y>2
triggerall = var(42) =2 || var(42) =3 && var(50)>=500
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,202]) && (AnimElemTime(4) > 0)
trigger3= root,var(8) = [1,10]
var(6) = 80

[State -3, AIK[h]
type = parentVarSet
trigger1 = var(6)>0
trigger1 = root,var(7)>0
var(7) = 0



[State -3, AIK[h]
type = parentVarSet
trigger1 = var(6)>0
var(6) = var(6)

[State -3, AIK[h]
type = VarSet
trigger1 = roundstate = 2
trigger1 = root,p2Movetype != A
trigger1 = var(46)%var(47)=0
trigger1 = root,var(6)%100 = [43,44]
;trigger1 = root,var(6)>400
var(6) = 0


[State -3, ܂ڂ]
type =parentVarset
triggerall = ctrl
triggerall = roundstate = 2
trigger1 = var(32)=1
trigger1 = root,var(35)>=2
trigger1 = root,var(19)<15
var(6) = 41


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


[State -3, AIK[h]
type = VarSet
trigger1 = 1
var(6) = 0

[State -3, I[o[~bc]
type = VarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,var(35)<=0
triggerall = root,power>=3000
triggerall = var(46)%(var(51)*3)=0
triggerall = root,ctrl || root,movetype = H && var(43)=1
trigger1 =(100*root,life/root,lifemax)<=(var(44)%1000)
trigger2 = var(23)>=100
trigger2 = var(44)%1000>0
trigger2 = root,Gethitvar(hitcount)>=15
trigger2 = (100*root,life/root,lifemax)<(var(44)%1000)+(root,Gethitvar(hitcount)-14)*2
var(6) = 42

[State -3, fXeBj[]
type = VarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,fvar(8)<=0
triggerall = root,power>=3000
triggerall = var(46)%(var(51)*3)=0
triggerall = root,ctrl && root,var(19)>=15
triggerall = (100*root,life/root,lifemax)<30
trigger1 = var(21)%1000*10>=random
var(6) = 92

[State -3, OVLBC]
type = VarSet
triggerall = roundstate = 2
triggerall = root,alive
triggerall = root,var(35)
triggerall = root,var(46)%100<12
triggerall = root,statetype!=A
;triggerall = var(46)%(var(51)*3)=0
triggerall = root,ctrl && root,p2bodydist x<80
triggerall = root,p2movetype !=H
trigger1 = var(39)= 2
trigger2 = var(39)= 3
trigger2 = root,fvar(20)/root,fvar(23)<=0.5
trigger3 = var(39)= 4
trigger3 = root,fvar(20)/root,fvar(23)<=0.25
var(6) = 93 -2*(var(33)*10>=random && (100*root,life/root,lifemax<20))

[State -3]
type = parentVarSet
trigger1 = var(6)>0
trigger1 = root,var(7)>0
var(7) = 0

[State -3]
type = parentVarSet
trigger1 = var(6)>0
var(6) = var(6)
;===========================================================================
;===========================================================================


[State -3, AIAg]
type = parentVarSet
triggerall = roundstate = 2
trigger1 = root,var(42)>=50
trigger1 = root,var(8)= 0
trigger1= root,var(6)%100<40
trigger2 = root,var(6)%100=42
trigger2 = var(43)=0
trigger2 = root,movetype = H
trigger3= !(root,alive)
var(6) = 0




[State 5900]
type =Varset
trigger1 =var(7)>0
var(35)= ifelse(var(7)%100=40,42,55)

[State -3, AIAg]
type = parentVarSet
triggerall = roundstate = 2
trigger1= !(root,alive)
var(7) = 0

[State -3, LbN]
type = parentVarSet
triggerall = roundstate = 3
triggerall = root,var(44)/100=1
trigger1 = var(25)=0
trigger1 = root,ctrl
trigger1 = root,var(37)>=2
var(6) =1

[State -3, LbN]
type = VarSet
triggerall = roundstate = 3
triggerall = root,var(44)/100=1
trigger1 = var(25)=0
trigger1 = root,stateno=1005
var(25)=1


[State -2, Nbv{[h]
type =DisplayToClipboard
trigger1 =1;root,var(6)%100 = 15
text = "%d %f %d"
params =var(18),root,p2bodydist x,root,var(6)

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