;---------------------------------------------------------------------------
;=====================================
;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)
;trigger15 = 1  ; 1ԍ;OΏ펞AIN
var(59) = 10 ;@LVI𕝁@1|11 @11͒L

[State -3,]
Type = VarSet
triggerall = var(59) > 0
trigger1 = RoundState = 2
fvar(37) = 0  ;1ɂƏ

[State -3,]
Type = VarSet
triggerall = var(59) > 0
trigger1 = stateno = 160
trigger1 = RoundState = 3
fvar(37) = 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,_VOr[gǌtO]
Type = VarSet
triggerall = var(59) > 4
trigger1 = stateno = 1410
trigger1 = movehit
var(58) = 1

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

[State -3,p[gi[]
Type = VarSet
triggerall = var(59) > 0
triggerall = TeamMode = Simul
Trigger1 = NumPartner
Trigger1 = Partner,Alive
var(54) = 1

;肪1l̎
[State -3]
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
var(56) = 0

;肪2l̎
[State -3]
Type = VarSet
triggerall = NumEnemy = 2
trigger1 = EnemyNear(0),Alive && EnemyNear(1),Alive
var(56) = 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" && 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" && EnemyNear(var(55)),StateNo = 432
Trigger8 = EnemyNear(var(55)),Name = "Sion_Eltnam_Atlasia" && (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
;_VOr[g
[State -3, _VOr[g]
type = ChangeState
value = IfElse (var(12) = 1, 1410, 1400)
triggerall = var(59) > 5 && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = EnemyNear(var(55)),statetype != A
triggerall = EnemyNear(var(55)),statetype != L
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = p2bodydist X < 5
triggerall = Random<=var(59)*25||var(59)>10
triggerall = EnemyNear,AnimTime <= -6 || var(59)<8
triggerall = Enemynear,Time >= 30 || (!Time&&var(59)>8) || var(59)>10
trigger1 = Enemynear,Time >= 50 || var(59) > 10
trigger2 = (PrevStateNo=[120,159]) || (PrevStateNo=[900,950]) || (PrevStateNo=[5000,5270])

;------------------------------------------------------------------------------
;_bLORrl[VE
[State -3, _bLORrl[VE]
type = ChangeState
value = IfElse (var(12) = 1, 1320, 1300)
triggerall = var(59) > 5 && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = EnemyNear(var(55)),statetype != A
triggerall = EnemyNear(var(55)),statetype != L
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = p2bodydist X < 45
triggerall = Random<=var(59)*25||var(59)>10
triggerall = EnemyNear,AnimTime <= -22 || var(59)<8
triggerall = EnemyNear(var(55)),HitDefAttr = SC, NA, SA
triggerall = Enemynear,Time >= 30 || (!Time&&var(59)>8) || var(59)>10
trigger1 = Enemynear,Time >= 50 || var(59) > 10
trigger2 = (PrevStateNo=[120,159]) || (PrevStateNo=[900,950]) || (PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = 39
Triggerall = Var(59) >= 7 && RoundState = 2
triggerall = statetype != A && ctrl
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)*50 || 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 && ctrl
triggerall = Random <= var(59)*20 || var(59) > 10
triggerall = Enemynear(var(55)),animtime <= -34
triggerall = InGuardDist
trigger1 = EnemyNear,numproj
trigger1 = P2BodyDist X = [30,120]
trigger2 = EnemyNear(var(55)),movetype = A
trigger2 = P2BodyDist X = [30,100]

;------------------------------------------------------------------------------
; K[hLZً}𓮍
[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
trigger1 = statetype != A && ctrl
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
;Wvp`
[State -3, Wvp`]
type = ChangeState
value = 615
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)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime = [-16,-6]
triggerall = P2BodyDist X = [0,40+Floor(vel X * 6)]
triggerall = P2BodyDist Y = [-5,40+Floor(vel Y * 6)]
triggerall = (prevstateno = [120,155]) || (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 = 200
triggerall = statetype != A && ctrl
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 = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime = [-12,-4]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = (prevstateno = [130,155]) || (prevstateno = [900,950]) || (prevstateno = [5000,5210])
triggerall = P2bodydist X = [20,58+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2bodydist Y > -60
trigger1 = Random <= var(59)*20

;------------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = statetype != A && ctrl
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -4
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = (prevstateno = [140,155]) || (prevstateno = [900,950]) || (prevstateno = [5000,5210])
triggerall = P2bodydist X = [20,65+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2bodydist Y > -60
trigger1 = Random <= var(59)*30

;------------------------------------------------------------------------------
;LbN
[State -3, LbN]
type = ChangeState
value = 220
triggerall = statetype != A && ctrl
triggerall = var(59) >= 4 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
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 = [40,63+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2bodydist Y > -40
trigger1 = Random <= var(59)*25

;------------------------------------------------------------------------------
;ߗp`
[State -3, ߗp`]
type = ChangeState
value = 205
triggerall = statetype != A && ctrl
triggerall = Random <= var(59)*100
triggerall = var(59) >= 6 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -3
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = (prevstateno = [140,155]) || (prevstateno = [900,950]) || (prevstateno = [5000,5210])
triggerall = P2bodydist X = [-5,19]
triggerall = P2bodydist Y > -60
trigger1 = Random <= var(59)*100

;==============================================================================
;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 = [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 = [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 = 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

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 38
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = StateType != A && ctrl
triggerall = BackEdgeBodyDist <= 60
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X < 50
trigger1 = Random <= 800

;==============================================================================
;^bOLq
;ނ͂˂牣点
[State -3, DE}Oi]
type = ChangeState
value = ifelse(Power >= 2500, 2300, 2100)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = statetype != A
triggerall = ctrl || (stateno = [99,101])
triggerall = Power >= 1000
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),AnimTime <= -21
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [120,210]
triggerall = P2bodydist Y > -60
triggerall = Random <= var(59)*20
trigger1 = EnemyNear(var(55)),stateno != [120,159]
trigger1 = EnemyNear(var(55)),stateno != [5000,5500]
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo != [120,159]

;---------------------------------------------------------------------------
;Ƃ肠点
[State -3, LbN]
type = ChangeState
value = 220
triggerall = var(59) >= 5 && RoundState = 2
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = statetype != A
triggerall = ctrl || (stateno = [99,101])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -6
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [40,60+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2bodydist Y > -50
triggerall = Random <= var(59)*40
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H

;==============================================================================
;NU
;==============================================================================
;ǌ
;DE}Oi
[State -3, DE}Oi]
type = ChangeState
value = ifelse(Power >= 2500, 2300, 2100)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(58) = 1
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = FrontEdgeBodyDist > 60
trigger1 = AnimTime = 0
trigger1 = stateno = 1100 || stateno = 1110 || stateno = 1150 || stateno = 1160
trigger2 = EnemyNear(var(55)),BackEdgeBodyDist <= 60
trigger2 = stateno = 1410 && AnimTime = 0

;==============================================================================
;ډ(Rrl[V)
;LZbNNbV
[State -3, LZbNNbV]
type = ChangeState
value = 305
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 < (58+Floor(EnemyNear(var(55)),vel X * 11))
triggerall = (movehit = 1) || (moveguarded && Random <= 200)
trigger1 = P2bodydist X >= 35
trigger1 = stateno = 200 || stateno = 210 || stateno = 400
trigger2 = stateno = 220 || stateno = 230 || stateno = 310 || stateno = 320 || stateno = 410 || stateno = 420

;------------------------------------------------------------------------------
;ߗp`
[State -3, ߗp`]
type = ChangeState
value = 205
triggerall = var(59) >= 5 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [0,19]
triggerall = !InGuardDist
trigger1 = StateNo = 205 || StateNo = 420
trigger1 = AnimTime = 0
trigger1 = movecontact

;p`
[State -3, p`]
type = ChangeState
value = 200
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [20,60+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = !InGuardDist
trigger1 = StateNo = 205 || StateNo = 400 || StateNo = 420
trigger1 = AnimTime = 0
trigger1 = movecontact

;------------------------------------------------------------------------------
;ႪݎLbN
[State -3, ႪݎLbN]
type = ChangeState
value = 420
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [20,50+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = !InGuardDist
triggerall = StateNo = 205 || StateNo = 400 || StateNo = 420
triggerall = AnimTime = 0
triggerall = movecontact
trigger1 = EnemyNear(var(55)),StateType = C
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger2 = EnemyNear(var(55)),StateType = S

;-----------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [20,67+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = !InGuardDist
trigger1 = StateNo = 205 || StateNo = 400 || StateNo = 420
trigger1 = AnimTime = 0
trigger1 = movecontact

;-----------------------------------------------------------------------------
;LbN
[State -3, LbN]
type = ChangeState
value = 220
triggerall = var(59) >= 5 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [20,60+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = !InGuardDist
trigger1 = StateNo = 205 || StateNo = 400 || StateNo = 420
trigger1 = AnimTime = 0
trigger1 = movecontact

;==============================================================================
;AZEKp
;NCbNCWRrl[Vn
[State -3, NCbNCWRrl[Vn]
type = ChangeState
value = 3200
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*30
triggerall = statetype != A
triggerall = NumPartner = 0
triggerall = NumEnemy = 1
triggerall = Power >= 2000 || (Power >= 1000 && life<=lifemax*0.6)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = P2bodydist X < 50
trigger1 = P2bodydist Y > -45
trigger1 = (stateno = 300&&var(59)>9) || stateno = 305 || stateno = 320
trigger1 = movehit

;------------------------------------------------------------------------------
;DE}Oi
[State -3, DE}Oi]
type = ChangeState
value = ifelse(Power >= 2500, 2300, 2100)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = movehit
trigger1 = stateno = 3060

;------------------------------------------------------------------------------
;DENCW[Q
[State -3, DENCW[Q]
type = ChangeState
value = 2200
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = Power >= 2000
triggerall = (life<=lifemax*0.7) || (life<=EnemyNear(var(55)),life) || Power >= 2500
triggerall = EnemyNear(var(55)),life > 100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = movehit
trigger1 =  (stateno = 235 && time >= 10) || stateno = 230 || (stateno = 300&&var(59)>9) || stateno = 305 || stateno = 310 || stateno = 410
trigger2 = P2bodydist X > 47
trigger2 = (stateno = [200,235]) || (stateno = [400,420])

;------------------------------------------------------------------------------
;DENCW[
[State -3, DENCW[]
type = ChangeState
value = 2000
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = (life<=lifemax*0.8) || (life<=EnemyNear(var(55)),life) || Power >= 2000
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = movehit
trigger1 = stateno = 210 || (stateno = 300&&var(59)>9) || stateno = 305 || stateno = 310 || stateno = 320
trigger2 = P2bodydist X > 47
trigger2 = (stateno = [200,235]) || (stateno = [400,420])

;==============================================================================
;AZEKEZp
;_VOr[g
[State -3, _VOr[g]
type = ChangeState
value = 1410
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(12) = 1
triggerall = statetype != A
triggerall = p2bodydist X < 6
triggerall = EnemyNear(var(55)),statetype != A
triggerall = EnemyNear(var(55)),statetype != L
trigger1 = (stateno = [200,235]) || (stateno = 300&&var(59)>9) || (stateno = [400,420])
trigger1 = movehit

;------------------------------------------------------------------------------
;RESEDE
[State -3, RESEDE]
type = ChangeState
value = 1050
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = movecontact
trigger1 = var(12) = 1
trigger1 = stateno = 210 || (stateno = 300&&var(59)>9) || stateno = 305
trigger1 = movehit
trigger1 = P2bodydist X > 40
trigger2 = var(59) < 7
trigger2 = Random <= (240-var(59)*30)
trigger2 = (stateno = [200,235]) || (stateno = [400,420])

;------------------------------------------------------------------------------
;\Et[
[State -3, \Et[]
type = ChangeState
value = IfElse (var(59) > 2 ,IfElse (var(12) = 1, 1210, 1200),IfElse (var(12) = 1, 1260, 1250))
triggerall = (var(59) = [1,5]) && RoundState = 2
triggerall = statetype != A
triggerall = Random <=(450-var(59)*30)
triggerall = EnemyNear(var(55)),statetype != L
trigger1 = (stateno = [200,235]) || (stateno = [400,420])
trigger1 = movecontact

;------------------------------------------------------------------------------
;_bLORrl[VE
[State -3, _bLORrl[VE]
type = ChangeState
value = IfElse (var(12) = 1, 1320, 1300)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2bodydist X < 90
triggerall = movehit || (moveguarded && Random <= 100)
trigger1 = stateno = 210 || (stateno = 300&&var(59)>9) || stateno = 305 || stateno = 310 || stateno = 320

;_bLORrl[VEǌ
[State -3, _bLORrl[VEǌ]
type = ChangeState
value = 1310
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = (EnemyNear(var(55)),statetype = C && moveguarded && Random <=250)||(movehit)
trigger1 = stateno = 1300 || stateno = 1350
trigger1 = AnimElemtime(12) >= 1
trigger1 = AnimElemtime(12) <= 3

;_bLORrl[VEǌ
[State -3, _bLORrl[VEǌ]
type = ChangeState
value = 1360
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = (EnemyNear(var(55)),statetype = S && moveguarded && Random <=200)
trigger1 = stateno = 1300 || stateno = 1350
trigger1 = AnimElemtime(12) >= 1
trigger1 = AnimElemtime(12) <= 3

;_bLORrl[VEǌ
[State -3, _bLORrl[VEǌ]
type = ChangeState
value = 1330
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),statetype = C
triggerall = moveguarded
trigger1 = stateno = 1320
trigger1 = AnimElemtime(12) >= 1 && AnimElemtime(12) <= 2
trigger2 = stateno = 1370
trigger2 = AnimElemtime(12) >= 1 && AnimElemtime(12) <= 3

;_bLORrl[VEǌ
[State -3, _bLORrl[VEǌ]
type = ChangeState
value = 1380
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = (EnemyNear(var(55)),statetype = S && moveguarded)|| movehit
trigger1 = stateno = 1320
trigger1 = AnimElemtime(12) >= 1 && AnimElemtime(12) <= 2
trigger2 = stateno = 1370
trigger2 = AnimElemtime(12) >= 1 && AnimElemtime(12) <= 3

;------------------------------------------------------------------------------
;uXgAbp[E
[State -3, uXgAbp[E]
type = ChangeState
value = IfElse (var(12) = 1, 1160, 1150)
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = movehit || (var(59)<8 && movecontact)
trigger1 = AnimTime = 0
trigger1 = stateno = 2000 || stateno = 2100 || stateno = 2300
trigger2 = (stateno = 300&&var(59)>9) || stateno = 305 || stateno = 310 || stateno = 320 || stateno = 3060
trigger3 = (EnemyNear(var(55)),StateType = A) || (P2bodydist X > 47)
trigger3 = (stateno = [200,235]) || (stateno = [400,420])
trigger3 = stateno != 210
trigger4 = stateno = 210
trigger4 = P2bodydist X = [47,90]

;------------------------------------------------------------------------------
;uXgAbp[E
[State -3, uXgAbp[E]
type = ChangeState
value = IfElse (var(12) = 1, 1110, 1100)
triggerall = var(59) >= 8 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = movehit || (Random <=200 && movecontact)
trigger1 = (stateno = 300&&var(59)>9) || stateno = 305 || stateno = 310 || stateno = 320
trigger2 = (EnemyNear(var(55)),StateType = A) || (P2bodydist X > 47)
trigger2 = (stateno = [200,235]) || (stateno = [400,420])
trigger2 = stateno != 210
trigger3 = stateno = 210
trigger3 = P2bodydist X = [47,70]
trigger4 = stateno = 1410 && AnimTime = 0

;==============================================================================
;nq
;ߗLbN
[State -3, ߗLbN]
type = ChangeState
value = 235
triggerall = statetype != A && ctrl
triggerall = var(59) >= 1 && RoundState = 2
triggerall = (var(59) <8 && Random <= var(59)*30) || (var(59) >=8 && Random <= 500)
triggerall = !var(58)
triggerall = P2bodydist X = [-5,19]
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;------------------------------------------------------------------------------
;ߗp`
[State -3, ߗp`]
type = ChangeState
value = 205
triggerall = statetype != A && ctrl
triggerall = var(59) >= 1 && RoundState = 2
triggerall = (var(59) <8 && Random <= var(59)*10) || (var(59) >=8 && Random <= 333)
triggerall = !var(58)
triggerall = P2bodydist X = [-5,19]
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != C
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;------------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Ⴊ݋p`]
type = ChangeState
value = 410
triggerall = statetype != A && ctrl
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [-5,30+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2BodyDist Y = [-95-Floor(EnemyNear(var(55)),vel Y * 4),5]
triggerall = !InGuardDist
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = Random <= 500
trigger2 = P2BodyDist X < 25
trigger2 = EnemyNear(var(55)),StateType != C
trigger2 = Random <= 100 || ((EnemyNear(var(55)),StateNo = [120,159]) && Random <= 333)

;------------------------------------------------------------------------------
;ႪݎLbN
[State -3, ႪݎLbN]
type = ChangeState
value = 420
triggerall = statetype != A && ctrl
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = P2bodydist X = [-5,30]
trigger1 = Random <= 500
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = P2bodydist X = [15,55+Floor(EnemyNear(var(55)),vel X * 4)]

;------------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = statetype != A && ctrl
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
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
trigger1 = P2bodydist X = [0,55+Floor(EnemyNear(var(55)),vel X * 4)]

;------------------------------------------------------------------------------
;p`
[State -3, p`]
type = ChangeState
value = 210
triggerall = statetype != A && ctrl
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [45,75+Floor(EnemyNear(var(55)),vel X * 10)]
triggerall = P2bodydist Y > -60
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != C
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;==============================================================================
;
;Vh[
[State -3, Vh[]
type = ChangeState
value = 1500
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(12) = 0
triggerall = statetype != A && ctrl
triggerall = Random <= var(59)*100
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = P2BodyDist X > 80
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger1 = Random <= var(59)*30 || var(59) >9
trigger2 = var(59) < 9
trigger2 = P2BodyDist X > 150
trigger2 = Random <= 200
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = (Partner,StateNo = [1000,4999]) || Partner,StateNo > 5500
trigger3 = EnemyNear(var(55)),StateType != L
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = EnemyNear(var(55)),StateNo != [5000,5500]
trigger3 = EnemyNear(var(55)),StateNo != [120,159]
trigger3 = !InGuardDist
trigger3 = (P2BodyDist X > 90) || !var(53)

;------------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A && ctrl
triggerall = stateno != [100,101]
triggerall = prevstateno != [100,101]
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = P2BodyDist X > 120
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 <= 50

;------------------------------------------------------------------------------
;
[State -3, walk]
type = ChangeState
value = 20
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A && ctrl
triggerall = stateno != [10,12]
triggerall = stateno != [100,101]
triggerall = prevstateno != [100,101]
triggerall = !inguarddist
triggerall = EnemyNear(var(55)),alive
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 500
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = Random <= 300

;------------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A && ctrl
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 <= 80
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NT, ST, HT
trigger2 = P2BodyDist X = [-5,70]
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 = [99,101])
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 38
Triggerall = Var(59) > 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || stateno = 100
Triggerall = prevstateno != [50,52]
triggerall = EnemyNear(var(55)),alive
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != A
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = P2BodyDist X >= 150
Trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = (Enemy,numproj && Random <= 150)
Trigger2 = EnemyNear(var(55)),MoveType != H
trigger2 = Random <= 20

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || stateno = 100
Triggerall = prevstateno != [50,52]
triggerall = EnemyNear(var(55)),alive
triggerall = enemynear(var(55)),statetype != L
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = !inguarddist
trigger1 = (Random <= 15) || (fvar(39) = [3,4])
trigger1 = P2BodyDist X = [100,180]
trigger2 = (Random <= 12) || (fvar(39) = [3,4])
trigger2 = P2BodyDist X <= 100
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = EnemyNear(var(55)),vel  Y > 0
trigger3 = P2BodyDist X = [90,140]
trigger3 = Random <= 80

;==============================================================================
;nZUEԂ
;uXgAbp[E
[State -3, uXgAbp[E]
type = ChangeState
value = IfElse(var(12) = 1, 1110, 1100)
triggerall = statetype != A
triggerall = ctrl || (stateno = [99,101])
triggerall = 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 Y > -100
trigger1 = P2BodyDist X = [60,82]
trigger1 = var(59) = [1,9]
trigger1 = Random <= var(59)*4
trigger2 = P2BodyDist X = [60,82]
trigger2 = var(59) = 10
trigger2 = Random <= 10
trigger3 = (var(59) > 8) && (Random <= var(59)*10)
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = P2BodyDist X = [50+Floor(EnemyNear(var(55)),vel X * 10),80+Floor(EnemyNear(var(55)),vel X * 10)]

;------------------------------------------------------------------------------
;RESED
[State -3, RESED]
type = ChangeState
value = IfElse(p2bodydist X <100,1000,1050)
triggerall = statetype != A
triggerall = ctrl || (stateno = [99,101])
triggerall = 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 = [80,130]
triggerall = P2BodyDist Y >= -60
trigger1 = var(59) = [1,9]
trigger1 = Random <= (120-var(59)*10)
trigger2 = var(59) >= 10
trigger2 = Random <= 15

;==============================================================================
;nZUE΍
;==============================================================================
;nZUE
;_VOr[g
[State -3, _VOr[g]
type = ChangeState
value = IfElse (var(12) = 1, 1410, 1400)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = Enemynear(var(55)),time >= (44 - var(59)*4) || (var(59)>9)
triggerall = p2bodydist X = [-5,5]
triggerall = ((var(59) = [3,10]) && Random <= var(59)*3) || ((var(59) > 10) && Random <= 100)
trigger1 = EnemyNear(var(55)),MoveType = I
trigger2 = (prevstateno = [900,910]) || (prevstateno = [5000,5270])

;------------------------------------------------------------------------------
;ʏ퓊
[State -3, ]
type = ChangeState
value = ifelse(BackEdgeBodyDist < 50,850,800)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = stateno != 100
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)
;LbN
[State -3, LbN]
type = ChangeState
value = 230
triggerall = statetype != A && ctrl
triggerall = var(59) > 7 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist
triggerall = p2bodydist X = [20,50+Floor(EnemyNear(var(55)),vel X * 9)]
triggerall = P2BodyDist Y >= -90
trigger1 = Random <= 150

;------------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Ⴊ݋p`]
type = ChangeState
value = 410
triggerall = statetype != A && ctrl
triggerall = var(59) > 7 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist
triggerall = p2bodydist X = [-5+Floor(EnemyNear(var(55)),vel X * 4),33+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2BodyDist Y >= -95
trigger1 = Random <= 50
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = Random <= 100

;==============================================================================
;nZUEi
;bNNbV
[State -3, bNNbV]
type = ChangeState
value = 300
triggerall = statetype != A && ctrl
triggerall = var(59) >= 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X = [45,70+Floor(EnemyNear(var(55)),vel X * 16)]
triggerall = P2BodyDist Y >= -30
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 100

;==============================================================================
;nZUEi
;ႪݎLbN
[State -3, ႪݎLbN]
type = ChangeState
value = 420
triggerall = var(59) > 2 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X = [-3,55+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = EnemyNear(var(55)),StateType = S
triggerall = statetype != A && ctrl
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*8
trigger2 = var(59) >= 10
trigger2 = Random <= 70
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 = Random <= var(59)*100
triggerall = P2BodyDist X = [35,77+Floor(EnemyNear(var(55)),vel X * 8)]
triggerall = !InGuardDist
trigger1 = statetype != A && ctrl
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = Random <= 30

;==============================================================================
;nZUEi
;ߗLbN
[State -3, ߗLbN]
type = ChangeState
value = 235
triggerall = var(59) >= 1 && 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 = P2bodyDist X = [-5,19]
triggerall = !InGuardDist
trigger1 = statetype != A && ctrl
trigger1 = Random <= 60

;------------------------------------------------------------------------------
;ߗp`
[State -3, ߗp`]
type = ChangeState
value = 205
triggerall = statetype != A && ctrl
triggerall = Random <= var(59)*100
triggerall = var(59) >= 5 && 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 = Random <= 120
trigger2 = var(59) > 6
trigger2 = EnemyNear(var(55)),AnimTime <= -3
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;------------------------------------------------------------------------------
;LbN
[State -3, LbN]
type = ChangeState
value = 220
triggerall = statetype != A && ctrl
triggerall = var(59) >= 7 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [40,66+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2BodyDist Y >= -40
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 && ctrl
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [35,65+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = var(59) = [1,10]
trigger1 = Random <= var(59)*5
trigger2 = var(59) > 10
trigger2 = Random <= 30
trigger3 = var(59) > 6
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;------------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Ⴊݎp`]
type = ChangeState
value = 400
triggerall = statetype != A && ctrl
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 = [40,70+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = var(59) = [1,10]
trigger1 = Random <= var(59)*5
trigger2 = var(59) > 10
trigger2 = Random <= 40
trigger3 = var(59) > 6
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;------------------------------------------------------------------------------
;p`
[State -3, p`]
type = ChangeState
value = 210
triggerall = statetype != A && ctrl
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 = [70,85+Floor(EnemyNear(var(55)),vel X * 10)]
triggerall = P2BodyDist Y >= -50
triggerall = !InGuardDist
trigger1 = var(59) = [1,6]
trigger1 = Random <= 60
trigger2 = !var(54)
trigger2 = var(59) > 6
trigger2 = Random <= (50 - var(59)*3)
trigger3 = var(59) > 6
trigger3 = EnemyNear(var(55)),AnimTime <= -10
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;==============================================================================
;󒆋ZU
;Wvp`
[State -3, Wvp`]
type = ChangeState
value = 615
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = Random <= var(59)*100
triggerall = vel X >= 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X = [0,45+Floor(vel X * 6)]
trigger1 = Pos Y < -20
trigger1 = vel Y > 2

;------------------------------------------------------------------------------
;WvLbN
[State -3, WvLbN]
type = ChangeState
value = 625
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = Random <= var(59)*50
triggerall = vel X > 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X = [-30,-7]
trigger1 = Pos Y = [-70,-20]
trigger1 = vel Y > 1

;------------------------------------------------------------------------------
;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 = vel  X <= 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist
triggerall = P2BodyDist X = [0,65]
trigger1 = Pos Y = [-55,-20]
trigger1 = EnemyNear(var(55)),StateType != A
trigger2 = P2BodyDist Y = [-45,30]
trigger2 = EnemyNear(var(55)),StateType = A

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

;Wv
[State -3, Jamp]
type = ChangeState
value = 38
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [100,102])
trigger1 = BackEdgeBodyDist <= 25

;
[State -3, Taunt]
type = ChangeState
value = 160
triggerall = !fvar(37)
triggerall = statetype != A && RoundState = 3
triggerall = ctrl || (stateno = [100,102])
triggerall = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 25
trigger1 = var(59) = 10
trigger1 = life > lifemax * 0.5
trigger2 = var(59) > 10

