;---------------------------------------------------------------------------
;=====================================
;AIpLq
;=====================================
[Statedef -3]

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,191])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

[State -3, AItOZbg]
type = VarSet
triggerall = Var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"|| Command = "AI31"
trigger9 = Command = "AI32"|| Command = "AI33"|| Command = "AI34"|| Command = "AI35"
trigger10= Command = "AI36"|| Command = "AI37"|| Command = "AI38"|| Command = "AI39"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"
trigger14= NumHelper(10000) > 0 && RoundState = 2
trigger14= Helper(10000),var(59)=1
;trigger15 = 1  ; 1ԍ;OΏ펞AIN
var(59) = 10 ;@LVI𕝁@1|11 @11͒L

[State -3,ݒ]
Type = VarSet
triggerall = Var(59) >= 1 && RoundState = 2
trigger1 = 1
var(56) = 0  ;1ɂƒ

[State -3,]
Type = VarSet
triggerall = RoundState = 3
trigger1 = stateno = 160
var(56) = 1

[State -3, AI]
type = VarSet
triggerall = Var(59) >= 1
trigger1 = RoundState = 4
trigger2 = Lose = 1
trigger3 = Drawgame = 1
V = 59
Value = -Var(59)

[State -3,AI]
type = VarSet
triggerall = Var(59) <= -1
trigger1 = RoundState = 2
V = 59
Value = -Var(59)

[State -3,_̏jǌtO]
Type = VarSet
triggerall = var(59) > 4
trigger1 = stateno = 1200 && movehit
var(58) = 1

[State -3,_EǌtO]
Type = VarSet
triggerall = var(59) > 4
trigger1 = stateno = [800,850]
trigger2 = stateno = 1320 && movehit
trigger3 = stateno = 1510
var(58) = 2

[State -3,tOZbg]
Type = VarSet
triggerall = var(58) > 0
trigger1 = var(58) = 1
trigger1 = stateno = 1600 || stateno = 2100 || stateno = 2300
trigger2 = EnemyNear(var(55)),ctrl
trigger3 = var(58) = 1
trigger3 = EnemyNear(var(55)),Movetype != H
trigger4 = !var(59)
trigger5 = var(58) = 2
trigger5 = stateno = 430
var(58) = 0

[State -3,ςȓh~]
type = velset
triggerall = var(59) > 0
trigger1 = stateno = [400,430]
trigger1 = time = 1
x = 0
ignorehitpause = 0

;==============================================================================
;^bO
[State -3,^bOp[gi[Sp1]
type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear(0),Life > 0
var(55) = 0
ignorehitpause = 1

[State -3, ^bOp[gi[Sp2]
type = VarSet
triggerall = RoundState = 2
triggerall = NumEnemy = 2
trigger1 = EnemyNear(0),Life <= 0
var(55) = 1
ignorehitpause = 1

[State -3,p[gi[_E]
Type = VarSet
triggerall = var(59) > 0
trigger1 = TeamMode = Simul
trigger1 = (!NumPartner) || (!Partner,Alive)
trigger2 = TeamMode = Single
trigger3 = TeamMode = Turns
var(54) = 0

;p[gi[Oq
[State -3,]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = (facing = 1 && Partner,Pos X - Pos X > 0) || (facing = -1 && Partner,Pos X - Pos X < 0)
var(54) = 1

;p[gi[q
[State -3,]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = (facing = 1 && Partner,Pos X - Pos X < 0) || (facing = -1 && Partner,Pos X - Pos X > 0)
var(54) = 2

;肪1l̎
[State -3]
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
var(53) = 0

;肪2l̎
[State -3]
Type = VarSet
triggerall = NumEnemy = 2
trigger1 = EnemyNear(0),Alive && EnemyNear(1),Alive
var(53) = 1

;==============================================================================
;K[h؂ւ
[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = EnemyNear(var(55)),Name = "millia"
Trigger1 = EnemyNear(var(55)),StateNo = 1500
Trigger2 = EnemyNear(var(55)),Name = "eddie"
Trigger2 = EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger3 = EnemyNear(var(55)),Name = "eddie"
Trigger3 = EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850
Trigger4 = EnemyNear(var(55)),Name = "eddie" || EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 210
Trigger5 = EnemyNear(var(55)),Name = "Lyndis" || EnemyNear(var(55)),Name = "Death Adder"
Trigger5 = EnemyNear(var(55)),StateNo = 1020
Trigger6 = EnemyNear(var(55)),StateNo = fvar(36)
fvar(39) = 2

[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = AutHorName = "muteki" || AutHorName = "Akutagawa"
Trigger1 = EnemyNear,StateNo = 240
Trigger2 = EnemyNear(var(55)),Name!="millia"||EnemyNear(var(55)),StateNo!=1500
Trigger2 = EnemyNear(var(55)),Name!="eddie"||!(EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850||EnemyNear,NumHelper(1001)||EnemyNear,NumHelper(1002))
Trigger2 = EnemyNear(var(55)),StateType=A
Trigger3 = EnemyNear(var(55)),Name = "testa" || EnemyNear(var(55)),Name = "jagyuta" || EnemyNear(var(55)),Name = "lehyu"
Trigger3 = EnemyNear(var(55)),StateNo = 205
Trigger4 = EnemyNear(var(55)),Name="millia"||EnemyNear(var(55)),Name="BRIDGET"||EnemyNear(var(55)),Name="eddie"||EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 215
Trigger5 = EnemyNear(var(55)),Name = "faust"
Trigger5 = EnemyNear(var(55)),StateNo = 235
Trigger6 = EnemyNear(var(55)),Name = "johnny"
Trigger6 = EnemyNear(var(55)),StateNo = 1500||EnemyNear(var(55)),StateNo = [3500,3501]
Trigger7 = EnemyNear(var(55)),Name = "order-Sol=Badguy"
Trigger7 = EnemyNear(var(55)),StateNo = 432
Trigger8 = EnemyNear(var(55)),Name = "Sion_Eltnam_Atlasia"
Trigger8 = EnemyNear(var(55)),StateNo = [240,241]
Trigger9 = EnemyNear(var(55)),Name = "Gale"
Trigger9 = (EnemyNear(var(55)),StateNo = [320,330]) || (EnemyNear(var(55)),StateNo = [1100,1150])
Trigger10= EnemyNear(var(55)),Name = "Kim Kaphwan" && EnemyNear(var(55)),AuthorName = "Ahuron"
Trigger10= EnemyNear(var(55)),StateNo = 260
Trigger11= EnemyNear(var(55)),Name = "jagyuta" && (EnemyNear(var(55)),StateNo = [1040,1047])
Trigger12= EnemyNear(var(55)),Name = "Heavy D!" && EnemyNear(var(55)),StateNo = 300
Trigger13= EnemyNear(var(55)),Name = "Mukai" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger13= EnemyNear(var(55)),StateNo = 230
Trigger14= EnemyNear(var(55)),Name = "Karman" && EnemyNear(var(55)),StateNo = 250
Trigger15= EnemyNear(var(55)),Name = "Clark Still" && EnemyNear(var(55)),StateNo = [1400,1410]
Trigger16= EnemyNear(var(55)),StateNo = fvar(34) || EnemyNear(var(55)),StateNo = fvar(35)
fvar(39) = 3

[State -3,K[hs\p()]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = EnemyNear,StateType != A
Trigger1 = 0;EnemyNear,HitDefAttr = SCA,AT
;ʏ퓊
Trigger2 = EnemyNear(var(55)),AutHorName = "muteki" || AutHorName = "Akutagawa"||EnemyNear,AutHorName = "Warusaki3"
Trigger2 = EnemyNear(var(55)),StateNo = 800
;GGnK[hs\Z
Trigger3 = EnemyNear(var(55)),Name = "eddie"
Trigger3 = EnemyNear(var(55)),StateNo = 1300
Trigger4 = EnemyNear(var(55)),Name = "SLAYER"
Trigger4 = EnemyNear(var(55)),StateNo = 1200||EnemyNear,StateNo = 1300
Trigger5 = EnemyNear(var(55)),Name = "order-Sol=Badguy"
Trigger5 = EnemyNear(var(55)),StateNo = 150
Trigger6 = EnemyNear(var(55)),Name = "jam"
Trigger6 = EnemyNear(var(55)),StateNo = 2500
Trigger7 = EnemyNear(var(55)),Name = "faust"
Trigger7 = EnemyNear(var(55)),StateNo = 1500
Trigger8 = EnemyNear(var(55)),Name = "johnny"
Trigger8 = EnemyNear(var(55)),var(49)
Trigger8 = EnemyNear(var(55)),StateNo = [1000,1099]
;uEn
Trigger9 = EnemyNear(var(55)),stateno=7600||EnemyNear,stateno=7601
Trigger9 = EnemyNear(var(55)),name = "wind"
Trigger10= EnemyNear(var(55)),stateno = 4000
Trigger10= EnemyNear(var(55)),name="Shin Gouki"||EnemyNear,name="Ryu"||EnemyNear,name="Morrigan Aensland"||EnemyNear,name ="Sakura Kasugano"
Trigger11= EnemyNear(var(55)),stateno = 3300
Trigger11= EnemyNear(var(55)),name="Yuri Sakazaki"||EnemyNear,name="cvsgouki"||EnemyNear,name="cvsryu"||EnemyNear,name="cvssakura"
Trigger12= EnemyNear(var(55)),stateno=3200
Trigger12= EnemyNear(var(55)),Name="cvsg_rugal"||EnemyNear,Name="cvsrugal"
Trigger13= EnemyNear(var(55)),stateno = 3600
Trigger13= EnemyNear(var(55)),name = "Gouki"
Trigger14= EnemyNear(var(55)),stateno = 20080||EnemyNear,stateno = 20060
Trigger14= EnemyNear(var(55)),name = "Kaori Misaka"
Trigger15= EnemyNear(var(55)),stateno = 3890
Trigger15= EnemyNear(var(55)),name = "Evil Ken"
; AAD`Ci
Trigger16 = EnemyNear(var(55)),Name = "Kohaku"
Trigger16 = EnemyNear(var(55)),StateNo = [2050,2051]
fvar(39) = 4

[State -3,]
type = VarAdd
triggerall = var(59) >= 1
trigger1 = fvar(39) >= 1
fvar(39) = -1

;==============================================================================
;؂Ԃ
;SE ̔Ei
[State -3, SE ̔Ei]
type = ChangeState
value = 1500
Triggerall = Var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = (var(59)<9&&Random<=var(59)*20)||((var(59)=[9,10])&&Random<=var(59)*50) || var(59)>10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist Y > -90
triggerall = EnemyNear(var(55)),HitDefAttr = SA, NA, SA, HA
triggerall = EnemyNear(var(55)),Movetype = A || inguarddist
trigger1 = EnemyNear(var(55)),stateno = Helper(30000),var(0)
trigger1 = Helper(30000),var(1) - EnemyNear(var(55)),Time = [6,20]
trigger1 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(0)
trigger2 = EnemyNear(var(55)),stateno = Helper(30000),var(2)
trigger2 = Helper(30000),var(3) - EnemyNear(var(55)),Time = [6,20]
trigger2 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(2)
trigger3 = EnemyNear(var(55)),stateno = Helper(30000),var(4)
trigger3 = Helper(30000),var(5) - EnemyNear(var(55)),Time = [6,20]
trigger3 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(4)
trigger4 = EnemyNear(var(55)),stateno = Helper(30000),var(6)
trigger4 = Helper(30000),var(7) - EnemyNear(var(55)),Time = [6,20]
trigger4 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(6)
trigger5 = EnemyNear(var(55)),stateno = Helper(30000),var(8)
trigger5 = Helper(30000),var(9) - EnemyNear(var(55)),Time = [6,20]
trigger5 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(8)
trigger6 = EnemyNear(var(55)),stateno = Helper(30000),var(10)
trigger6 = Helper(30000),var(11)- EnemyNear(var(55)),Time = [6,20]
trigger6 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(10)
trigger7 = EnemyNear(var(55)),stateno = Helper(30000),var(12)
trigger7 = Helper(30000),var(13)- EnemyNear(var(55)),Time = [6,20]
trigger7 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(12)
trigger8 = EnemyNear(var(55)),stateno = Helper(30000),var(14)
trigger8 = Helper(30000),var(15)- EnemyNear(var(55)),Time = [6,20]
trigger8 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(14)
trigger9 = EnemyNear(var(55)),stateno = Helper(30000),var(16)
trigger9 = Helper(30000),var(17)- EnemyNear(var(55)),Time = [6,20]
trigger9 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(16)
trigger10= EnemyNear(var(55)),stateno = Helper(30000),var(18)
trigger10= Helper(30000),var(19)- EnemyNear(var(55)),Time = [6,20]
trigger10= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(18)
trigger11= EnemyNear(var(55)),stateno = Helper(30000),var(20)
trigger11= Helper(30000),var(21)- EnemyNear(var(55)),Time = [6,20]
trigger11= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(20)
trigger12= EnemyNear(var(55)),stateno = Helper(30000),var(22)
trigger12= Helper(30000),var(23)- EnemyNear(var(55)),Time = [6,20]
trigger12= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(22)
trigger13= EnemyNear(var(55)),stateno = Helper(30000),var(24)
trigger13= Helper(30000),var(25)- EnemyNear(var(55)),Time = [6,20]
trigger13= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(24)
trigger14= EnemyNear(var(55)),stateno = Helper(30000),var(26)
trigger14= Helper(30000),var(27)- EnemyNear(var(55)),Time = [6,20]
trigger14= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(26)
trigger15= EnemyNear(var(55)),stateno = Helper(30000),var(28)
trigger15= Helper(30000),var(29)- EnemyNear(var(55)),Time = [6,20]
trigger15= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(28)
trigger16= EnemyNear(var(55)),stateno = Helper(30000),var(30)
trigger16= Helper(30000),var(31)- EnemyNear(var(55)),Time = [6,20]
trigger16= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(30)
trigger17= EnemyNear(var(55)),stateno = Helper(30000),var(32)
trigger17= Helper(30000),var(33)- EnemyNear(var(55)),Time = [6,20]
trigger17= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(32)
trigger18= EnemyNear(var(55)),stateno = Helper(30000),var(34)
trigger18= Helper(30000),var(35)- EnemyNear(var(55)),Time = [6,20]
trigger18= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(34)
trigger19= EnemyNear(var(55)),stateno = Helper(30000),var(36)
trigger19= Helper(30000),var(37)- EnemyNear(var(55)),Time = [6,20]
trigger19= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(36)
trigger20= EnemyNear(var(55)),stateno = Helper(30000),var(38)
trigger20= Helper(30000),var(39)- EnemyNear(var(55)),Time = [6,20]
trigger20= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(38)

;---------------------------------------------------------------------------
;SE ̔Ei
[State -3, SE ̔Ei]
type = ChangeState
value = 1550
Triggerall = Var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = (var(59)<9&&Random<=var(59)*25)||((var(59)=[9,10])&&Random<=var(59)*60) || var(59)>10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist Y > -90
triggerall = EnemyNear(var(55)),HitDefAttr = SC, NA, SA, HA
triggerall = EnemyNear(var(55)),Movetype = A || inguarddist
trigger1 = EnemyNear(var(55)),stateno = Helper(30000),var(0)
trigger1 = Helper(30000),var(1) - EnemyNear(var(55)),Time = [6,20]
trigger1 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(0)
trigger2 = EnemyNear(var(55)),stateno = Helper(30000),var(2)
trigger2 = Helper(30000),var(3) - EnemyNear(var(55)),Time = [6,20]
trigger2 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(2)
trigger3 = EnemyNear(var(55)),stateno = Helper(30000),var(4)
trigger3 = Helper(30000),var(5) - EnemyNear(var(55)),Time = [6,20]
trigger3 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(4)
trigger4 = EnemyNear(var(55)),stateno = Helper(30000),var(6)
trigger4 = Helper(30000),var(7) - EnemyNear(var(55)),Time = [6,20]
trigger4 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(6)
trigger5 = EnemyNear(var(55)),stateno = Helper(30000),var(8)
trigger5 = Helper(30000),var(9) - EnemyNear(var(55)),Time = [6,20]
trigger5 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(8)
trigger6 = EnemyNear(var(55)),stateno = Helper(30000),var(10)
trigger6 = Helper(30000),var(11)- EnemyNear(var(55)),Time = [6,20]
trigger6 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(10)
trigger7 = EnemyNear(var(55)),stateno = Helper(30000),var(12)
trigger7 = Helper(30000),var(13)- EnemyNear(var(55)),Time = [6,20]
trigger7 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(12)
trigger8 = EnemyNear(var(55)),stateno = Helper(30000),var(14)
trigger8 = Helper(30000),var(15)- EnemyNear(var(55)),Time = [6,20]
trigger8 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(14)
trigger9 = EnemyNear(var(55)),stateno = Helper(30000),var(16)
trigger9 = Helper(30000),var(17)- EnemyNear(var(55)),Time = [6,20]
trigger9 = P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(16)
trigger10= EnemyNear(var(55)),stateno = Helper(30000),var(18)
trigger10= Helper(30000),var(19)- EnemyNear(var(55)),Time = [6,20]
trigger10= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(18)
trigger11= EnemyNear(var(55)),stateno = Helper(30000),var(20)
trigger11= Helper(30000),var(21)- EnemyNear(var(55)),Time = [6,20]
trigger11= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(20)
trigger12= EnemyNear(var(55)),stateno = Helper(30000),var(22)
trigger12= Helper(30000),var(23)- EnemyNear(var(55)),Time = [6,20]
trigger12= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(22)
trigger13= EnemyNear(var(55)),stateno = Helper(30000),var(24)
trigger13= Helper(30000),var(25)- EnemyNear(var(55)),Time = [6,20]
trigger13= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(24)
trigger14= EnemyNear(var(55)),stateno = Helper(30000),var(26)
trigger14= Helper(30000),var(27)- EnemyNear(var(55)),Time = [6,20]
trigger14= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(26)
trigger15= EnemyNear(var(55)),stateno = Helper(30000),var(28)
trigger15= Helper(30000),var(29)- EnemyNear(var(55)),Time = [6,20]
trigger15= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(28)
trigger16= EnemyNear(var(55)),stateno = Helper(30000),var(30)
trigger16= Helper(30000),var(31)- EnemyNear(var(55)),Time = [6,20]
trigger16= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(30)
trigger17= EnemyNear(var(55)),stateno = Helper(30000),var(32)
trigger17= Helper(30000),var(33)- EnemyNear(var(55)),Time = [6,20]
trigger17= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(32)
trigger18= EnemyNear(var(55)),stateno = Helper(30000),var(34)
trigger18= Helper(30000),var(35)- EnemyNear(var(55)),Time = [6,20]
trigger18= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(34)
trigger19= EnemyNear(var(55)),stateno = Helper(30000),var(36)
trigger19= Helper(30000),var(37)- EnemyNear(var(55)),Time = [6,20]
trigger19= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(36)
trigger20= EnemyNear(var(55)),stateno = Helper(30000),var(38)
trigger20= Helper(30000),var(39)- EnemyNear(var(55)),Time = [6,20]
trigger20= P2Dist x + facing*EnemyNear(var(55)),facing*EnemyNear(var(55)),vel x * 3 <= Helper(30000),fvar(38)

;---------------------------------------------------------------------------
;\
[State -3,To]
type = ChangeState
value = ifelse(BackEdgeBodyDist < 50,800,850)
triggerall = var(59) >= 10 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = (EnemyNear(var(55)),StateType = S) || (EnemyNear(var(55)),StateType = C)
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = p2bodydist X = [-8,10]
triggerall = Random<=var(59)*20||var(59)>10
triggerall = EnemyNear,AnimTime <= -1 || var(59)<8
triggerall = (!Time&&var(59)>8) || var(59)>10
trigger1 = Enemynear,Time >= 50 || var(59) > 10
trigger2 = (PrevStateNo=[130,159]) || (PrevStateNo=[900,950]) || (PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;SE ËjEP
[State -3, SE ËjEP]
type = ChangeState
value = 1400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 8 && RoundState = 2
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30 || (!Time&&var(59)>8) || var(59)>10
trigger1 = P2BodyDist X = [50,110]
trigger1 = EnemyNear(var(55)),HitDefAttr = C, NA, SA
trigger1 = enemynear(var(55)),movetype = A
trigger1 = Enemynear(var(55)),animtime <= -22
trigger1 = Random <= (80+var(59)*10) || (var(59)>10&&Random <=110)

;---------------------------------------------------------------------------
;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = 38
Triggerall = Var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = p2bodydist X < 100
triggerall = Random <= var(59)*40 || var(59)>9
trigger1 = EnemyNear(var(55)),HitDefAttr = SC, NT, ST, HT
trigger2 = fvar(39)=[3,4]

;------------------------------------------------------------------------------
; ً}𓮍iOj
[State -3]
type = ChangeState
value = 900
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = Random <= var(59)*20 || var(59) > 10
triggerall = Enemynear(var(55)),animtime <= -34
triggerall = life <= lifemax * 0.7
triggerall = InGuardDist
trigger1 = EnemyNear,numproj
trigger1 = P2BodyDist X = [30,140]
trigger2 = EnemyNear(var(55)),movetype = A
trigger2 = P2BodyDist X = [30,120]

;------------------------------------------------------------------------------
; K[hLZً}𓮍iOEj
[State -3]
type = ChangeState
value = 950
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = StateNo = 150 || StateNo = 152
triggerall = Random <= var(59)*20 || var(59) > 10
triggerall = Enemynear(var(55)),animtime <= -34
triggerall = EnemyNear(var(55)),movetype = A
triggerall = power >= 1000
trigger1 = life <= lifemax * 0.6
trigger1 = P2BodyDist X = [30,100]
trigger1 = Random <= 50

;------------------------------------------------------------------------------
; ً}𓮍ij
[State -3]
type = ChangeState
value = 910
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
trigger1 = EnemyNear(var(55)),Movetype = A
trigger1 = EnemyNear(var(55)),statetype != L
trigger1 = !Enemy,numproj
trigger1 = P2BodyDist X = [40,100]
trigger1 = BackEdgeBodyDist > 50
trigger1 = Random <= 5

;------------------------------------------------------------------------------
; K[hLZԂ΂
[State -3]
type = ChangeState
value = 970
triggerall = StateType != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = StateNo = 150 || StateNo = 152
triggerall = P2BodyDist X = [0,60]
triggerall = P2BodyDist Y = [-60,10]
trigger1 = Enemynear,Time >= 40
trigger1 = Random <= 50
trigger2 = BackEdgeBodyDist < 60
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger2 = Random <= 200

;==============================================================================
;˂p
;Ⴊݎp`
[State -3, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall =  (PrevStateNo=[140,159]) || (PrevStateNo=[900,950]) || (PrevStateNo=[5000,5210])
triggerall = P2bodydist X = [-5,25+Floor(EnemyNear(var(55)),vel X * 9)]
triggerall = EnemyNear(var(55)),AnimTime <= -5
triggerall = Random <= var(59)*100
trigger1 = Random <= 500

;------------------------------------------------------------------------------
;WvLbN
[State -3, WvLbN]
type = ChangeState
value = ifelse(vel X != 0,635,630)
triggerall = statetype = A && ctrl
triggerall = stateno != 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = EnemyNear(var(55)),AnimTime = [-16,-8]
triggerall = P2BodyDist X = [0,55+Floor(vel X * 8)]
triggerall = P2BodyDist Y = [-15,38+Floor(vel Y * 8)]
triggerall = (prevstateno = [130,155]) || (prevstateno = [5000,5210])
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Random <= var(59)*100
trigger1 = Random <= 300

;------------------------------------------------------------------------------
;p`
[State -3, p`]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -7
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = (prevstateno = [140,155]) || (prevstateno = [900,950]) || (prevstateno = [5000,5210])
triggerall = P2bodydist X = [21,65+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2bodydist Y > -60
trigger1 = Random <= var(59)*30

;------------------------------------------------------------------------------
;ႪݎLbN
[State -3, ႪݎLbN]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -5
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = (prevstateno = [140,155]) || (prevstateno = [900,950]) || (prevstateno = [5000,5210])
triggerall = P2bodydist X = [0,58+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2bodydist Y > -60
trigger1 = Random <= var(59)*30

;------------------------------------------------------------------------------
; ȟ
[State -3,  ȟ]
type = ChangeState
value = 500
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall =  (PrevStateNo=[140,159]) || (PrevStateNo=[900,950]) || (PrevStateNo=[5000,5210])
triggerall = Random <= var(59)*10
trigger1 = EnemyNear(var(55)),AnimTime <= -15
trigger1 = P2bodydist X = [66,90]
trigger2 = EnemyNear(var(55)),AnimTime <= -18
trigger2 = P2bodydist X = [91,115]
trigger3 = EnemyNear(var(55)),AnimTime <= -21
trigger3 = P2bodydist X = [116,130]

;==============================================================================
;K[hE󂯐gLq
;K[h
[State -3]
type = ChangeState
value = 130
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = fvar(39) != 1
triggerall = inguarddist
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = [100,101]
trigger1 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),StateType = S
trigger2 = EnemyNear(var(55)),Time >= 18
trigger2 = !Enemy,Numproj
trigger3 = fvar(39) = 2

;---------------------------------------------------------------------------
;Ⴊ݃K[h
[State -3]
type = ChangeState
value = 131
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = fvar(39) != 2
triggerall = inguarddist
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = [100,101]
trigger1 = EnemyNear(var(55)),StateType = C
trigger2 = EnemyNear(var(55)),StateType = S
trigger2 = EnemyNear(var(55)),Time < 18
trigger2 = !Enemy,Numproj
trigger3 = EnemyNear(var(55)),StateType = S
trigger3 = Enemy,Numproj
trigger4 = fvar(39) = 1

;---------------------------------------------------------------------------
;󒆃K[h
[State -3]
type = ChangeState
value = 132
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = inguarddist
trigger1 = Random <= var(59)*80
trigger1 = statetype = A && ctrl

;---------------------------------------------------------------------------
;󒆎g
[State -3,A_UKEMI]
type = ChangeState
value = 5210
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = Vel Y > -1
triggerall = Alive
triggerall = StateNo = 5050
triggerall = CanRecover
trigger1 = Pos y >= -15
trigger2 = Random <= var(59)*50
trigger2 = Pos y < -15

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(58) != 2
triggerall = Random <= var(59)*100
triggerall = StateType != A && ctrl
triggerall = (TeamMode = Single) || (TeamMode = Turns)
triggerall = BackEdgeBodyDist > 60
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X < 50
trigger1 = Random <= 800

;==============================================================================
;NU
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
triggerall = enemynear(var(55)),movetype = H
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
trigger1 = ctrl || (stateno = 19 && time >= 16)
trigger1 = p2bodydist X > 100
Trigger2 = !Var(58)
trigger2 = stateno = 100
trigger2 = p2bodydist X < 110

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = var(58) != 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
triggerall = enemynear(var(55)),movetype = H
trigger1 = ctrl || (stateno = 18 && time >= 16)
trigger1 = p2bodydist X < 80

;------------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Ⴊ݋LbN]
type = ChangeState
value = 430
triggerall = var(59) > 4 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
trigger1 = p2bodydist X < 60
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),Pos Y >= -2
trigger1 = var(58) = 2

;==============================================================================
;^bOLq
;ʈ늈 Oۂ̕zw
[State -3, ʈ늈 Oۂ̕zw]
type = ChangeState
value = IfElse((EnemyNear(var(55)),life > 150 && Power >= 2000),2200,2000)
triggerall = statetype != A
triggerall = var(59) >= 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H && EnemyNear(NumEnemy=2),MoveType = H
triggerall = EnemyNear,alive && EnemyNear(NumEnemy=2),alive
trigger1 = p2bodydist X < 40
trigger1 = stateno = 300 || stateno = 315 || stateno = 500
trigger1 = movehit

;==============================================================================
;_̏jǌ
;ʓSE _ypE
[State -3, ʓSE _ypE]
type = ChangeState
value = IfElse((EnemyNear(var(55)),life > 150 && Power >= 2000),2300,2100)
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(58) = 1
triggerall = statetype != A
triggerall = life <= lifemax * 0.6
triggerall = EnemyNear(var(55)),life > 100 
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = Power >= 1000
trigger1 = stateno = 1200 && AnimTime = 0

;---------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 100
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(58) = 1
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = EnemyNear(var(55)),stateno != [130,159]
trigger1 = stateno = 1200 && AnimTime = 0

;---------------------------------------------------------------------------
;_bVp`
[State -3, _bVp`]
type = ChangeState
value = 250
triggerall = statetype != A
triggerall = stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(58) = 1
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = P2bodydist X < 40
trigger1 = !InGuardDist

;------------------------------------------------------------------------------
;_bVS V_̗
[State -3, _bVS V_̗]
type = ChangeState
value = 1600
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
trigger1 = stateno = 250 && movehit

;==============================================================================
;ډ(Rrl[V)
; BB
[State -3,  BB]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = var(59) >= 2 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear,Alive
triggerall = P2bodydist X < (100+Floor(EnemyNear(var(55)),vel X * 11))
triggerall = movehit
trigger1 = (stateno = [210,215]) || (stateno = [230,235]) || stateno = 410

;------------------------------------------------------------------------------
; ȟ
[State -3,  ȟ]
type = ChangeState
value = 500
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear,Alive
triggerall = movehit
trigger1 = stateno = 200 || (stateno = [220,225]) || stateno = 420
trigger2 = stateno = 400
trigger2 = P2bodydist X > 30

;==============================================================================
;AZEKp
;NCbNCWRrl[Vn
[State -3, NCbNCWRrl[Vn]
type = ChangeState
value = 3200
triggerall = statetype != A
triggerall = var(59) >= 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = NumPartner = 0
triggerall = NumEnemy = 1
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),life > 200
triggerall = EnemyNear(var(55)),BackEdgeBodyDist < 20
trigger1 = p2bodydist X < 50
trigger1 = p2bodydist Y > -55
trigger1 = stateno = 300 || stateno = 315 || stateno = 500
trigger1 = movehit

;ʈ늈 Oۂ̕zw
[State -3, ʈ늈 Oۂ̕zw]
type = ChangeState
value = 2000
triggerall = statetype != A
triggerall = var(59) >= 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),life < 200
triggerall = EnemyNear(var(55)),alive
trigger1 = p2bodydist X < 40
trigger1 = stateno = 300 || stateno = 315 || stateno = 500
trigger1 = movehit

;==============================================================================
;AZEKEZp
;SE _̏jiłグjE
[State -3, SE _̏jiłグjE]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = var(59) > 7 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear,Alive
trigger1 = stateno = 300 || stateno = 315 || stateno = 500
trigger1 = movehit

;------------------------------------------------------------------------------
;SE _̏jiȂjE
[State -3, SE _̏jiȂjE]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear,Alive
trigger1 = stateno = 300 || stateno = 315 || stateno = 500
trigger1 = movehit

;------------------------------------------------------------------------------
;S V_̗E
[State -3, S V_̗E]
type = ChangeState
value = 1050
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear,Alive
triggerall = p2bodydist X = [-5,20]
triggerall = p2bodydist Y > -65
triggerall = movehit
trigger1 = (stateno = [200,235]) || (stateno = [400,420])
trigger1 = stateno != 225
trigger2 = stateno = [300,310]
trigger3 = stateno = 500 || stateno = 3060

;------------------------------------------------------------------------------
;S V_̗
[State -3, S V_̗]
type = ChangeState
value = IfElse(EnemyNear(var(55)),BackEdgeBodyDist > 50,1000,1050)
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear,Alive
triggerall = p2bodydist X = [-5,45]
triggerall = p2bodydist Y > -95
triggerall = movehit
trigger1 = (stateno = [200,235]) || (stateno = [400,420])
trigger1 = stateno != 225
trigger2 = stateno = [300,310]
trigger3 = stateno = 500 || stateno = 3060

;==============================================================================
;nq
;Ⴊݎp`
[State -3, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = p2bodydist X = [-5,20]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = Random <= var(59)*100
trigger2 = EnemyNear(var(55)),StateNo = [120,159]
trigger2 = Random <= 250

;------------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Ⴊ݋p`]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = p2bodydist X = [-5,50]
triggerall = P2bodydist Y > -90
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;------------------------------------------------------------------------------
;ႪݎLbN
[State -3, ႪݎLbN]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = p2bodydist X = [-5,45]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = EnemyNear(var(55)),StateNo = [120,159]

;------------------------------------------------------------------------------
;ߗp`
[State -3, ߗp`]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = p2bodydist X = [-5,20]
triggerall = P2bodydist Y > -75
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;p`
[State -3, p`]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = p2bodydist X = [21,50]
triggerall = P2bodydist Y > -80
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;------------------------------------------------------------------------------
;LbN
[State -3, LbN]
type = ChangeState
value = 220
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = p2bodydist X = [25,60]
triggerall = P2bodydist Y > -60
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != C
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;==============================================================================
;
;_bV
[State -3, Dash]
type = ChangeState
value = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = P2BodyDist X > 160
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 400
trigger2 = P2BodyDist X > 150
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = Random <= 100

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist X > 65
triggerall = Random <= 50
trigger1 = ctrl || (stateno = 19 && time >= 16)
trigger2 = stateno = 100
trigger2 = p2bodydist X < 140

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = var(58) != 2
triggerall = statetype != A
triggerall = ctrl || (stateno = 18 && time >= 16)
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = p2bodydist X < 80
trigger1 = Random <= 25
trigger2 = p2bodydist X < 60
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = Random <= 100

;---------------------------------------------------------------------------
;svĒEEE
[State -3, wait]
type = ChangeState
Value = 0
ctrl = 1
triggerall = statetype != A
triggerall = alive
triggerall = stateno = [18,19]
trigger1 = var(59) >= 1 && Roundstate = 2
trigger1 = p2bodydist X = [0,70]
trigger1 = Random <= 25
trigger2 = Roundstate = 3

;------------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = !Enemy,numproj
triggerall = BackEdgeBodyDist > 60
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = P2BodyDist X = [30,90]
trigger1 = Random <= 120
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NT, ST, HT
trigger2 = P2BodyDist X = [-5,60]
trigger2 = Random <= 150 || (var(59) > 10)

;------------------------------------------------------------------------------
;Wv(჌x)
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = (Var(59) = [1,3]) && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = !var(57) && !var(56)
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !inguarddist
triggerall = P2BodyDist X = [160,230]
trigger1 = EnemyNear(var(55)),MoveType = A || Enemy,numproj
trigger1 = Random <= 150
trigger2 = (var(59)<10 && Random <= 20) || (var(59)>=10 && Random <= 10)

;------------------------------------------------------------------------------
;EWv
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),alive
triggerall = enemynear(var(55)),statetype != L
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = !inguarddist
trigger1 = (Random <= 20) || (fvar(39) = [3,4])
trigger1 = P2BodyDist X = [120,170]
trigger2 = (Random <= 15) || (fvar(39) = [3,4])
trigger2 = P2BodyDist X <= 100

;==============================================================================
;nZUEԂ
;SE _̏jiȂjE
[State -3, SE _̏jiȂjE]
type = ChangeState
value = 1350
triggerall = statetype != A
triggerall = (var(59) = [1,8]) && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = RoundState = 2
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [140,200]
trigger1 = Random <= (80-var(59)*7)

;------------------------------------------------------------------------------
;SE _̏jiȂjE
[State -3, SE _̏jiȂjE]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = (var(59) = [1,9]) && RoundState = 2
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [80,120]
triggerall = P2BodyDist Y >= -60
trigger1 = Random <= (90-var(59)*7)

;------------------------------------------------------------------------------
;SE _̏jEV
[State -3, SE _̏jEV(ガ)]
type = ChangeState
value = 1310
triggerall = statetype != A
triggerall = (var(59) = [1,5]) && RoundState = 2
triggerall = Random <= var(59)*150
trigger1 = stateno = 1300 && movehit
trigger1 = AnimElemtime(14) = 5
trigger2 = stateno = 1350 && movehit
trigger2 = AnimElemtime(17) = 5

;------------------------------------------------------------------------------
;SE _̏jEV
[State -3, SE _̏jEV(@)]
type = ChangeState
value = 1320
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Random <= var(59)*140
trigger1 = stateno = 1300 && movehit
trigger1 = AnimElemtime(14) = 5
trigger2 = stateno = 1350 && movehit
trigger2 = AnimElemtime(17) = 5

;------------------------------------------------------------------------------
;SE ËjEP
[State -3, SE ËjEP]
type = ChangeState
value = 1400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),movetype != H
triggerall = !Enemy,numproj
trigger1 = P2BodyDist X = [80,100]
trigger1 = Random <= 10
trigger2 = P2BodyDist X = [80,100]
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 40

;------------------------------------------------------------------------------
;SE ËjER
[State -3, SE ËjER]
type = ChangeState
value = 1420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [155,175]
triggerall = P2BodyDist Y > 90
trigger1 = Random <= 15
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 30

;==============================================================================
;nZUE΍
;==============================================================================
;nZUE
;
[State -3,To]
type = ChangeState
value = ifelse(BackEdgeBodyDist < 50,800,850)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = (EnemyNear(var(55)),StateType = S) || (EnemyNear(var(55)),StateType = C)
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = p2bodydist X = [-8,10]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*10
trigger2 = var(59) >= 10
trigger2 = Random <= 120
trigger3 = (EnemyNear(var(55)),facing = facing) || (prevstateno = [700,710]) || (prevstateno = [5000,5270])
trigger3 = var(59) >= 9
trigger3 = Random <= 300

;==============================================================================
;nZUE΋(i)
;S V_̗E
[State -3, S V_̗E]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),BackEdgeBodyDist > 50
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist
triggerall = p2bodydist X = [0+Floor(EnemyNear(var(55)),vel X * 4),45+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2BodyDist Y >= -100
trigger1 = Random <= 40

;------------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Ⴊ݋p`]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist
triggerall = p2bodydist X = [25+Floor(EnemyNear(var(55)),vel X * 4),50+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2BodyDist Y >= -85
trigger1 = var(59) < 10
trigger1 = Random <= 50
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = Random <= 120

;==============================================================================
;nZUEi
; BB
[State -3,  BB]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = (var(59) = [5,10]) && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.8)
triggerall = P2BodyDist X = [85,120+Floor(EnemyNear(var(55)),vel X * 16)]
triggerall = P2BodyDist Y >= -30
trigger1 = var(59) < 10
trigger1 = Random <= 10
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 30

;------------------------------------------------------------------------------
; 
[State -3,  ]
type = ChangeState
value = 310
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = (var(59) = [3,8]) && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X = [65,100+Floor(EnemyNear(var(55)),vel X * 16)]
triggerall = P2BodyDist Y >= -30
trigger1 = Random <= 10
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 30

;==============================================================================
;nZUEi
;ႪݎLbN
[State -3, ႪݎLbN]
type = ChangeState
value = 420
triggerall = var(59) > 2 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X = [-3,56+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*10
trigger2 = var(59) >= 10
trigger2 = Random <= 120
trigger3 = var(59) > 6
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;------------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Ⴊ݋LbN]
type = ChangeState
value = 430
triggerall = var(59) > 4 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [45,70+Floor(EnemyNear(var(55)),vel X * 8)]
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= 30
trigger2 = var(59) >= 10
trigger2 = Random <= 20

;------------------------------------------------------------------------------
; ȟ
[State -3,  ȟ]
type = ChangeState
value = 500
triggerall = var(59) > 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X = [110,130+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 45

;==============================================================================
;nZUEi
;ߗp`
[State -3, ߗp`]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = Random <= var(59)*100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2bodyDist X = [-4,19]
triggerall = P2BodyDist Y >= -60
trigger1 = var(59) < 10
trigger1 = Random <= 80
trigger2 = var(59) > 6
trigger2 = EnemyNear(var(55)),AnimTime <= -4
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;------------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 6 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [0,35+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = !InGuardDist
trigger1 = var(59) = [1,10]
trigger1 = Random <= var(59)*7
trigger2 = var(59) > 10
trigger2 = Random <= 80
trigger3 = var(59) > 6
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;------------------------------------------------------------------------------
;LbN
[State -3, LbN]
type = ChangeState
value = 220
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 4 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [45,60+Floor(EnemyNear(var(55)),vel X * 6)]
triggerall = P2BodyDist Y >= -60
triggerall = prevstateno != 5120
triggerall = !InGuardDist
trigger1 = var(59) = [1,10]
trigger1 = Random <= var(59)*5
trigger2 = var(59) > 10
trigger2 = Random <= 50

;------------------------------------------------------------------------------
;p`
[State -3, p`]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [45,58+Floor(EnemyNear(var(55)),vel X * 8)]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = var(59) = [1,10]
trigger1 = Random <= var(59)*3
trigger2 = var(59) > 10
trigger2 = Random <= 20

;---------------------------------------------------------------------------
;p`
[State -3, p`]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [35,60+Floor(EnemyNear(var(55)),vel X * 6)]
triggerall = P2BodyDist Y >= -70
triggerall = !InGuardDist
trigger1 = var(59) = [1,9]
trigger1 = Random <= var(59)*5
trigger2 = var(59) > 6
trigger2 = EnemyNear(var(55)),AnimTime <= -6
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;LbN
[State -3, LbN]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [80,105+Floor(EnemyNear(var(55)),vel X * 12)]
triggerall = P2BodyDist Y >= -45
triggerall = !InGuardDist
trigger1 = var(59) = [1,6]
trigger1 = Random <= 60
trigger2 = !var(54)
trigger2 = var(59) = [6,9]
trigger2 = Random <= (50 - var(59)*3)
trigger3 = var(59) > 6
trigger3 = EnemyNear(var(55)),AnimTime <= -15
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;==============================================================================
;󒆋ZU
;WvLbN
[State -3, WvLbN]
type = ChangeState
value = ifelse(vel X = 0,630,635)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-8,60+Floor(vel X * 6)]
trigger1 = Pos Y < -20
trigger1 = vel Y > 1
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = P2BodyDist Y = [-30,60]

;------------------------------------------------------------------------------
;Wvp`
[State -3, Wvp`]
type = ChangeState
value = 610
triggerall = vel X = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist
trigger1 = P2BodyDist X = [-5,40]
trigger1 = P2BodyDist Y = [-70,20]

;==============================================================================
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || (stateno = [100,102])
trigger1 = FrontEdgeBodyDist < 70

;Wv
[State -3, Jamp]
type = ChangeState
value = 37
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || (stateno = [100,102])
trigger1 = BackEdgeBodyDist <= 25

;
[State -3, ]
type = ChangeState
value = 160
triggerall = RoundState = 3
triggerall = !var(56)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || (stateno = [100,102])
triggerall = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 25
trigger1 = var(59) = 10
trigger1 = life > lifemax * 0.5
trigger2 = var(59) > 10

