[Statedef -3]


[State -1,AIء]
type = Varset
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = command = "AI36"
trigger37 = command = "AI37"
trigger38 = command = "AI38"
trigger39 = command = "AI39"
trigger40 = command = "AI40"
trigger41 = command = "AI41"
trigger42 = command = "AI42"
trigger43 = command = "AI43"
trigger44 = command = "AI44"
trigger45 = command = "AI45"
trigger46 = command = "AI46"
trigger47 = command = "AI47"
trigger48 = command = "AI48"
trigger49 = command = "AI49"
trigger50 = command = "AI50"
trigger51 = command = "AI51"
trigger52 =1;ֲ= 0  ʱAI = 1
var(59) = 1


[State 0, StopSnd]
type = StopSnd
trigger1 = numhelper(343434) != 0
channel = 20

[State -2, ]
type = HitOverride
triggerall = anim = 0
trigger1 = gametime%3 = 2
time = 1
slot = 2
stateno = 55
attr = SCA,AA,AP
ignorehitpause = 0


[State 0, VelSet]
type = VelSet
trigger1 = projhit = 1
trigger1 = Projhittime(40888) = [0,3]
x = 0
y = -5.5
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 27    ;fv = 10
value = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = projhit = 1
trigger1 = VAR(27) = 1
trigger1 = Projhittime(40888) = [0,3]
value = -9999999999
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 0, Projectile]
type = Projectile
trigger1 = time >= 13
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = STATENO= 50
trigger1 = Projhittime(40888) != [0,60]
;trigger1 =P2STATENO != 2020
;trigger1 =P2movetype!= H
ProjID = 40888
projanim = 40888
projhitanim = 40888
projremanim = 40888
projcancelanim = 40888
projscale = 1,1
projremove = 1
projremovetime = 5
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
NUMHITS = 0
offset = 0,0
velocity = 0, 0
attr = S,NT
animtype = Hard
damage = 20,0
kill = 1
hitflag = MAF
guardflag = M
hitsound = s77,67
guardsound = 2,1
pausetime = 0,0
sparkno = s-1
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 11
ground.slidetime = 11
ground.velocity = 0
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
;P1STATENO = 51301
;p2facing = 1
P2STATENO = 203022

[State 0, Projectile]
type = Projectile
trigger1 = time >= 16
trigger1 = Projhittime(40888) != [0,60]
trigger1 = STATENO= 50
trigger1 = gametime%2 = 1
trigger1 =P2STATENO != 203022
trigger1 =P2movetype!= H
ProjID = 40888
projanim = 40888
projhitanim = 40888
projremanim = 40888
projcancelanim = 40888
projscale = 1,1
projremove = 1
projremovetime = 4
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
NUMHITS = 0
offset = 0,0
velocity = 0, 0
attr = S,NT
animtype = Hard
damage = 20,0
kill = 1
hitflag = MAF
guardflag = M
hitsound = s77,67
guardsound = 2,1
pausetime = 0,0
sparkno = s-1
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 11
ground.slidetime = 11
ground.velocity = 0
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
;P1STATENO = 51301
;p2facing = 1
P2STATENO = 203022

[State -2, ]
type = HitOverride
triggerall = stateno = 1100
trigger1 = 1
time = 1
slot = 2
stateno = 55
attr = SCA,AA,AP
ignorehitpause = 0

;ܻЧ
[State 0,PlaySnd]
type =PlaySnd
triggerall = Alive && Random%2 = 0
triggerall = Time = 1
triggerall = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020)
trigger1 = GethitVar(animtype)=[0,2]
value = 5000,ifelse((GethitVar(animtype)=[1,2]),3||3,2)
channel = 10

[State 0,PlaySnd]
type =PlaySnd
triggerall = Alive && Random%2 = 0
triggerall = Time = 1
triggerall = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020)
trigger1 = GethitVar(animtype)=[0,2]
value = 5000,ifelse((GethitVar(animtype)=[2,3]),2,1)
channel = 10

[State 0,PlaySnd]
type =PlaySnd
triggerall = Alive && Random%2 = 0
triggerall = Time = 1
triggerall = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020)
trigger1 = GethitVar(animtype)=[0,2]
value = 5000,ifelse((GethitVar(airtype)=[2,3]),2||2,3)
channel = 10

[State 0,PlaySnd]
type =PlaySnd
triggerall = Alive && Random%2 = 0
triggerall = Time = 1
triggerall = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020)
trigger1 = GethitVar(animtype)=[0,4]
value = 5000,ifelse((GethitVar(airtype)=[2,3]),3,1)
channel = 10



[State -3,ͶֿA]
type=ChangeState
value = 710
triggerall = var(59) = 1
triggerall = var(14) = 0
triggerall = roundstate = 2 && statetype != A && var(59) > 0 && statetype !=A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != H
triggerall = ctrl
triggerall = backedgebodydist>40
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT
triggerall  = stateno != 710

[State -3,ͶֿA]
type=ChangeState
value = 720
triggerall = var(59) = 1
triggerall = var(14) = 1
triggerall = roundstate = 2 && statetype != A && var(59) > 0 && statetype !=A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != H
triggerall = ctrl
triggerall = backedgebodydist>40
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT
triggerall  = stateno != 720

;Զ
[State AI]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,1300,51300),1400)
triggerall = var(59) != 0
triggerall = palno = [1,12]
triggerall = p2movetype != A
triggerall = random <= 450
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2bodydist x = [50,300]
trigger1 = ctrl
Trigger1 = ctrl || stateno = 0  || stateno = 10  || stateno = 102

;Զ
[State AI]
type = ChangeState
value = 2700
triggerall = var(59) != 0
triggerall = palno = [1,12]
triggerall = p2movetype != A
triggerall = random <= 280
triggerall = power>= 1000
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2bodydist x = [50,300]
trigger1 = ctrl
Trigger1 = ctrl || stateno = 0  || stateno = 10  || stateno = 102


[State -3,߷]
type = ChangeState
value =  IfElse(random <= 499,1001,1400)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
trigger1 = Frontedgebodydist <= 60
trigger1 = ctrl
trigger1 = P2dist X = [-50,50]
trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 151
trigger1 = ctrl

[State -3,治ڰ߷]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,200,1300),IfElse(random <= 499,51300,1100))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
trigger1 = Frontedgebodydist >= 60
triggerall = ctrl
trigger1 = P2dist X = [-50,50]
trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 151
triggerall  = stateno != 1400

[State AI]
type = ChangeState
value = Ifelse(random<=499,1100,1400)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = p2bodydist x = [-10,90]
trigger1 = (stateno = 150 || stateno = 151) && power >= 1
trigger1 = random <= 800

[State AI]
type = ChangeState
value = Ifelse(random<=499,1100,1400)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = p2bodydist x = [-10,90]
trigger1 = (stateno = 130 || stateno = 131) && power >= 2
trigger1 = random <= 800

[state -3, ]
type = changestate
value = 710
triggerall = var(59) = 1
triggerall = var(14) = 0
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100;[5100,5110]
triggerall = pos y =0
Triggerall = Random <= 150
trigger1= life != 0

[state -3, ]
type = changestate
value = 720
triggerall = var(59) = 1
triggerall = var(14) = 1
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100;[5100,5110]
triggerall = pos y =0
Triggerall = Random <= 150
trigger1= life != 0

[State -1,P2]
type = ChangeState
value = Ifelse(random<=499,1400,51300)
triggerall = var(59) = 1
triggerall = p2movetype = I
trigger1 = stateno = 5120 && time>=18
triggerall = P2bodydist X =  [-50,300]
triggerall  = stateno != 1010

[State AI]
type = ChangeState
value = 105
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = BackEdgeBodyDist > 40
Triggerall = ctrl && stateno != 10 && stateno != 12 && stateno != 100 && prevstateno != 100 && (stateno != [120,159])
trigger1 = (abs(enemynear,Pos X - Pos X)= [70,100]) && enemynear,movetype != A
trigger1 = p2movetype = I && EnemyNear,statetype != A
trigger1 = Random = [0,40]
trigger2 = (abs(enemynear,Pos X - Pos X) <= 50) && p2statetype = L && Random = [0,50]
ignorehitpause = 0


[State AI]
type = ChangeState
value = 131
triggerALL = palno =[1,11]
triggerall = var(59) != 0
triggerall = Roundstate = 2 && statetype != A && ctrl
trigger1 = random < 850
trigger1 = enemynear,statetype != A
trigger1 = enemynear, HitDefAttr = C,AA,AP && P2BodyDist X = [-30,80]
trigger1 = (EnemyNear,MoveType = A || p2movetype = A)
trigger2 = random < 999
trigger2 = enemynear,statetype != A && inguarddist

[State -3,A]
type = ChangeState
value = ifelse(Random <= 500,150,710)
triggerall = var(59) && statetype !=A
triggerall =  VAR(14) = 0
triggerall = p2statetype != C
triggerall = ctrl
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,A]
type = ChangeState
value = ifelse(Random <= 500,150,720)
triggerall = var(59) && statetype !=A
triggerall =  VAR(14) = 1
triggerall = p2statetype != C
triggerall = ctrl
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,B]
type = ChangeState
value =  ifelse(Random <= 500,150,720)
;triggerall = palno = [6,12]
;triggerall =  life<=100
triggerall =  VAR(14) = 1
triggerall = var(59) = 1 && statetype !=A
triggerall = p2statetype != C
triggerall = ctrl
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,B]
type = ChangeState
value =  ifelse(Random <= 500,150,710)
;triggerall = palno = [6,12]
;triggerall =  life<=100
triggerall =  VAR(14) = 0
triggerall = var(59) = 1 && statetype !=A
triggerall = p2statetype != C
triggerall = ctrl
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,׷A]
type = ChangeState
value =  ifelse(Random <= 500,151,710)
triggerall = var(59) = 1 && statetype !=A
triggerall = p2statetype = C
triggerall =  VAR(14) = 0
triggerall = ctrl && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,׷A]
type = ChangeState
value =  ifelse(Random <= 500,151,720)
triggerall = var(59) = 1 && statetype !=A
triggerall = p2statetype = C
triggerall =  VAR(14) = 1
triggerall = ctrl && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A



[State -3,׷B]
type = ChangeState
value =  ifelse(Random <= 500,131,710)
triggerALL = ctrl
triggerall = var(59) && statetype !=A
triggerall =  VAR(14) = 0
triggerall = p2statetype = C
triggerall = ctrl && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,׷B]
type = ChangeState
value =  ifelse(Random <= 500,131,720)
triggerALL = ctrl
triggerall = var(59) && statetype !=A
triggerall =  VAR(14) = 1
triggerall = p2statetype = C
triggerall = ctrl && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A


[State -1, رܷɵ]
type = ChangeState
value = 710
triggerall = var(59) = 1
triggerall = statetype !=A
triggerall = roundstate = 2 && ctrl
triggerall = facing != enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall  = stateno != 710
triggerall =  VAR(14) = 0

[State -1, رܷɵ]
type = ChangeState
value = 720
triggerall = var(59) = 1
triggerall = statetype !=A
triggerall = roundstate = 2 && ctrl
triggerall = facing != enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall  = stateno != 720
triggerall =  VAR(14) = 1

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

;
[State 200]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
Triggerall = P2dist X = [-50,50]
triggerall = ctrl && statetype!= A && P2movetype = H
triggerall = p2statetype!= L
trigger1 = p2statetype!= A
;trigger1 = p2movetype = I
value = ifelse(Random <=666,Ifelse(random<=333,210,1100),200)
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100

;Զ
[State AI]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,51300,1100),1400)
triggerall = var(59) != 0
triggerall = palno = [1,12]
triggerall = p2movetype != A
triggerall = random <= 150
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2bodydist x = [100,300]
trigger1 = ctrl
Trigger1 = ctrl || stateno = 0  || stateno = 10  || stateno = 102

;Զ
[State AI]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,1300,51300),1400)
triggerall = var(59) != 0
triggerall = palno = [1,12]
triggerall = p2movetype != A
triggerall = random <= 450
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2bodydist x = [50,300]
trigger1 = ctrl
Trigger1 = ctrl || stateno = 0  || stateno = 10  || stateno = 102

;ܲӽ
[State 100]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
Triggerall = P2dist X != [-50,50]
trigger1 = ctrl && statetype!= A
trigger1 = stateno != 110
value = ifelse(Random <= 500,110,110)

[State 200, ֹܲͣ]
type = ChangeState
trigger1 = var(59) = 1 && roundstate = 2
trigger1 = statetype!= A
trigger1 = stateno = 110 && P2dist X = [-50,50]
trigger2 = roundstate != 2 && stateno = 110
value = ifelse(Random <=666,Ifelse(random<=333,200,0),1100)
ctrl = 1


;ʮץ  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1301 && p2movetype = H && animelem = 16,5
value = 1302

;ʮץ  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerall = power< 3000
trigger1 = stateno = 1302 && p2movetype = H && animelem = 12,2
value = 1100

;ʮץ  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerall = power>= 3000
trigger1 = stateno = 1302 && p2movetype = H && animelem = 12,2
value = 4200

;ʮץ   2
[State 215]
type = null;ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 51301 && p2movetype = H  && animelem = 20,2
value = 91400

;  ײ
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 91400 && p2movetype = H && p2stateno = 23203 && animelem = 8,3
value = 1100

;ײ  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1100 && movecontact && animelem = 5
value = ifelse(Random <= 502,200,1230)

;720  ȭ
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 720 && p2movetype = H && animelem = 11,1
value = ifelse(Random <= 560,1100,91400)

;ȭ  ȭ
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 200 && movecontact && time = 9
value = ifelse(Random <= 380,200,210)


;ȭ  ȭ
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 210 && movecontact && time = 22
value = 230


;ȭ  ȭ
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 230 && movecontact && time = 10
value = 235

;ȭ  ȭ
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 235 && movecontact && animelem = 8
value = ifelse(Random <= 502,1230,1000)

;ײ  
[State 215]
type = null;ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1100 && movecontact && animelem = 5
value = ifelse(Random <= 502,1230,1000)

;  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1230 && movecontact && time = 34
value = 1200

;  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1003 && movecontact && animelem = 25
value = 1200

;  ֱ
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
trigger1 = stateno = 1200 && movecontact && time = 39
value = ifelse(Random <= 502,1360,1198)

;  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerall = power < 1000
trigger1 = stateno = 1361 && p2movetype = H && animelem = 12,2
value = ifelse(Random <= 500,1196,1199)

;  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerall = power >= 1000
triggerall = power < 3000
trigger1 = stateno = 1361 && p2movetype = H && animelem = 12,2
value = ifelse(Random <=666,Ifelse(random<=333,2100,1195),2000)

;  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerall = power >= 3000
trigger1 = stateno = 1361 && p2movetype = H && animelem = 12,2
value = ifelse(Random <=666,Ifelse(random<=666,24600,2100),2000)

;ȼ  
[State 215]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerall = power < 1000
trigger1 = stateno = 1198 && p2movetype = H && animelem = 11,2
value = ifelse(Random <= 500,1196,1199)

;ȼ  һ
[State 215]
type = NULL;ChangeState
triggerall = var(59) = 1 && roundstate = 2
triggerall = power >= 1000
trigger1 = stateno = 1198 && p2movetype = H && animelem = 11,2
value = ifelse(Random <= 500,2000,2100)

[State -1,ӦP2У]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,105,1100),195)
triggerall = var(59) = 1  && p2statetype = A
trigger1 = stateno = 5120 && time>=18
triggerall = P2bodydist X =  [-50,65]
Trigger1 = ctrl

[State AI]
type  = ChangeState
value  = 710
triggerall = var(59) != 0
triggerall = var(14) = 0
triggerall = statetype != A
triggerall = p2statetype != L
TriggerAll = EnemyNear,HitDefAttr! = SC, NT, ST, HT
Triggerall = ctrl
Trigger1 = enemynear,statetype != A
trigger1 = ((abs(enemynear,Pos X - Pos X) <=50) && enemynear,movetype = A)
trigger1 = BackEdgeBodyDist <= 40 && random = [0,100]
Trigger2 = enemynear,statetype != A
trigger2 = ((abs(enemynear,Pos X - Pos X) <=50) && enemynear,movetype = A)
trigger2 = BackEdgeBodyDist > 40 && random = [100,200]
Trigger3 = ctrl
Trigger3 = (abs(enemynear,Pos X - Pos X)= [10,45])
Trigger3 = enemynear,statetype = A && enemynear,movetype = A && power < 1000
trigger3 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [20,80]) && random = [401,500]
ignorehitpause = 0

[State AI]
type  = ChangeState
value  = 720
triggerall = var(59) != 0
triggerall = var(14) = 1
triggerall = statetype != A
triggerall = p2statetype != L
TriggerAll = EnemyNear,HitDefAttr! = SC, NT, ST, HT
Triggerall = ctrl
Trigger1 = enemynear,statetype != A
trigger1 = ((abs(enemynear,Pos X - Pos X) <=50) && enemynear,movetype = A)
trigger1 = BackEdgeBodyDist <= 40 && random = [0,100]
Trigger2 = enemynear,statetype != A
trigger2 = ((abs(enemynear,Pos X - Pos X) <=50) && enemynear,movetype = A)
trigger2 = BackEdgeBodyDist > 40 && random = [100,200]
Trigger3 = ctrl
Trigger3 = (abs(enemynear,Pos X - Pos X)= [10,45])
Trigger3 = enemynear,statetype = A && enemynear,movetype = A && power < 1000
trigger3 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [20,80]) && random = [401,500]
ignorehitpause = 0

[State -3, T S]
type = ChangeState
value = 710
triggerall = var(59) != 0
triggerall = var(14) = 0
triggerall = roundstate = 2
triggerall = stateno = [150,151]
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = EnemyNear(floor(fvar(37))),Animtime <= -30
triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
triggerall = BackEdgeBodyDist <= 16
Trigger1 = Random <= var(59)*100

[State -3, T S]
type = ChangeState
value = 720
triggerall = var(59) != 0
triggerall = var(14) = 1
triggerall = roundstate = 2
triggerall = stateno = [150,151]
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = EnemyNear(floor(fvar(37))),Animtime <= -30
triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
triggerall = BackEdgeBodyDist <= 16
Trigger1 = Random <= var(59)*100


[State -3,ɨ]
type = ChangeState
value = ifelse(Random <= 500,1300,1400)
triggerall = Var(59) >= 1
triggerall = RoundState = 2
triggerall = random<=190
;trigger1 = power >=3999
trigger1 =  statetype != A
trigger1 = p2statetype  = L
trigger1 = P2dist X = [-100,100]
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100
