[Statedef -3]

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000+id)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,194])||(PrevStateNo=[1950,1975])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+id
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(10000+id)
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"|| Command = "AI40"
trigger11= NumHelper(10000+id) > 0 && RoundState = 2
trigger11= Helper(10000+id),var(59)=1;                                                                  trigger12= Command = "start"
;trigger12 = 1  ; 1ԍ;OΏ펞AIN
var(59) = 10 ;@LVI𕝁@1|11 @11͒L

;==================================================================================
;
[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, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106 
value = 40, 0

[state -3, I]
type = varset
triggerall = var(59)
trigger1 = RoundState = 3
trigger1 = stateno = 195
fvar(38) = 0

[State -3, D0^bO]
type = VarSet
triggerall = RoundState = 2
triggerall = var(59)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = Partner,authorName = "hoe2"
trigger1 = Partner,Name = "MARISA,K"
trigger1 = Helper(15000+id),var(4)
var(56) = 1

[State -3, ݒvar]
type = VarSet
triggerall = RoundState = 2
trigger1 = var(59)
fvar(38) = Helper(15000+id),var(5)

;==================================================================================
;nCWv

[State 821, 1]
type = varset
trigger1 = !var(59)
trigger1 = command = "jump"
trigger1 = ctrl = 1
trigger1 = statetype = s
v = 1
value = 1

[State 821, AI] 
type = VarSet
triggerall = var(59) > 0
trigger1 = stateno = 36
trigger2 = stateno = 37
trigger2 = var(58) = 18
v = 1
value = 1

[State 821, 1] 
type = varset
triggerall = time = 2
trigger1 = stateno = 50
trigger2 = stateno != [36,59]
v = 1
value = 0

[State 821, 1]
type = veladd
trigger1 = var(1) = 1
trigger1 = stateno = 50
y = -1.5

[State 821, 1]
type = veladd
triggerall = var(1) = 1
triggerall = stateno = 50
trigger1 = !var(59)
trigger1 = command = "holdfwd"
trigger2 = var(59)
x = 1.3

[State 821, 1] ;Ȃɉ
type = veladd
trigger1 = var(1) = 1
trigger1 = stateno = 50
trigger1 = !var(59)
trigger1 = command = "holdback"
x = -0.5

[State 50, 4];Ƃ̎c
type = AfterImage
trigger1 = var(1) = 1
trigger1 = stateno = 50
time = 20
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;==================================================================================
;ȉAIpLq
;^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 && 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 && 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

;Ap[gi[AGAG
[State -3]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X > 0,EnemyNear(0),Pos X - Partner,Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X > 0,EnemyNear(1),Pos X - Partner,Pos X < 0)
var(53) = 2

;AGAp[gi[AG
[State -3]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X < 0,EnemyNear(0),Pos X - Partner,Pos X > 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X > 0,EnemyNear(1),Pos X - Partner,Pos X < 0)
var(53) = 3

;͂񂾎
[State -3]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X < 0,EnemyNear(0),Pos X - Partner,Pos X > 0)
trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X < 0,EnemyNear(1),Pos X - Partner,Pos X > 0)
var(53) = 4

;ɉꂽ
[State -3]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumEnemy = 2
triggerall = EnemyNear(0),Alive && EnemyNear(1),Alive
trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X < 0,EnemyNear(0),Pos X - Pos X > 0)
trigger2 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X < 0,EnemyNear(1),Pos X - Pos X > 0)
var(53) = 5

;==================================================================================
;߂Ή
[State -3]
Type = HelPer
Trigger1 = !NumHelper(15000+ID)
HelPerType = normal
Name = "mekuri"
StateNo = 15000
ID = 15000+ID
OwnPal = 1
pos = 5, 0
postype = p1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3]
type = changestate
Trigger1 = IsHelper
Trigger1 = IsHelper(15000+root,ID)
Trigger1 = StateNo != 15000
value = 15000

[State -3]
type = changeanim
Trigger1 = IsHelper
Trigger1 = IsHelper(15000+root,ID)
Trigger1 = Anim != 0
value = 0

;==============================================================================
;ʒ[vZ

[State -3, Oʒ[]
Type = VarSet 
trigger1 = roundstate = 2 
trigger1 = numhelper(30000+ID) = 1
trigger1 = numhelper(30010+ID) = 1
var(51) = floor(ifelse(teamside = 1,facing*(helper(30000+(facing=-1)*10+ID),pos x-pos x), -(-facing*(helper(30000+(facing=1)*10+ID),pos x-pos x))))

[State -3, ʒ[]
Type = VarSet 
trigger1 = roundstate = 2 
trigger1 = numhelper(30000+ID) = 1
trigger1 = numhelper(30010+ID) = 1
var(52) = floor(ifelse(teamside = 1,-facing*(helper(30000+(facing=1)*10+ID),pos x-pos x), -(facing*(helper(30000+(facing=-1)*10+ID),pos x-pos x))))

;==============================================================================
;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 = "Death Adder" && EnemyNear(var(55)),NumHelper(1022)
Trigger6 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
Trigger6 = EnemyNear(var(55)),StateNo = 1210
Trigger7 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger7 = EnemyNear(var(55)),StateNo = 950
;WM^EK
Trigger8 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;fBXEu(EX)Eiv
Trigger9 = EnemyNear(var(55)),Name = "Lyndis"
Trigger9 = EnemyNear(var(55)),StateNo = 1020 || EnemyNear(var(55)),StateNo = 1053
;H×tEu͂ꔖv
Trigger10= EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger10= EnemyNear(var(55)),StateNo = 970
;TVEuTQCU[v
Trigger11= EnemyNear(var(55)),Name = "hakurou" && EnemyNear(var(55)),AuthorName = "ria-coarst"
Trigger11= EnemyNear(var(55)),StateNo = 3230
;D0p`FEuハCvCX`[v
Trigger12= EnemyNear(var(55)),authorName = "hoe2" && EnemyNear(var(55)),Name = "Patchouli_K"
Trigger12= EnemyNear(var(55)),StateNo = 1250
Trigger13= fvar(37) && EnemyNear(var(55)),StateNo = fvar(37)
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 = "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_s"
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)),AuthorName = "RYO 2005"
Trigger12= 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 = "Clark Stil" && EnemyNear(var(55)),StateNo = 1410
Trigger15= EnemyNear(var(55)),Name = "Iori" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger15= EnemyNear(var(55)),StateNo = 300
Trigger16= (fvar(35) && EnemyNear(var(55)),StateNo = fvar(35))||(fvar(36) && EnemyNear(var(55)),StateNo = fvar(36))
fvar(39) = 3

[State -3,K[hs\p()]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;ʏ퓊
Trigger1 = EnemyNear(var(55)),AutHorName = "muteki"||EnemyNear(var(55)),AutHorName="Hh"||EnemyNear(var(55)),AutHorName="Phantom.of.the.Server"
Trigger1 = EnemyNear(var(55)),StateNo = 800
Trigger2 = EnemyNear(var(55)),AutHorName="GM"||EnemyNear(var(55)),AutHorName="H"||EnemyNear(var(55)),AutHorName="jin"||EnemyNear(var(55)),AutHorName="Ahuron"||AutHorName = "Akutagawa"
Trigger2 = EnemyNear(var(55)),StateNo = 800
Trigger3 = EnemyNear(var(55)),AutHorName = "Warusaki3"
Trigger3 = EnemyNear(var(55)),StateNo = 900
;GGLZ
Trigger4 = EnemyNear(var(55)),Name = "eddie" && EnemyNear(var(55)),StateNo = 1300
Trigger5 = EnemyNear(var(55)),Name = "SLAYER" && EnemyNear(var(55)),StateNo = 1200
Trigger6 = EnemyNear(var(55)),Name = "order-Sol=Badguy" || EnemyNear(var(55)),Name = "faust"
Trigger6 = EnemyNear(var(55)),StateNo = 1500
Trigger7 = EnemyNear(var(55)),Name = "jam" && EnemyNear(var(55)),StateNo = 2500
Trigger8 = EnemyNear(var(55)),Name = "sol" && EnemyNear(var(55)),StateNo = 1600
;GKEړ
Trigger9 = EnemyNear(var(55)),Name="cvsg_rugal"||EnemyNear,Name="cvsrugal"
Trigger9 = (EnemyNear(var(55)),stateno = [1700,1701])|| EnemyNear(var(55)),stateno=3200
fvar(39) = 4

[State -3,K[hs\p(2)]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;uEn
Trigger1 = EnemyNear(var(55)),name = "wind"&&(EnemyNear(var(55)),stateno=[7600,7601])
Trigger2 = EnemyNear(var(55)),stateno = 4000
Trigger2 = EnemyNear(var(55)),name="Shin Gouki"||EnemyNear,name="Ryu"||EnemyNear,name="Morrigan Aensland"||EnemyNear,name ="Sakura Kasugano"
Trigger3 = EnemyNear(var(55)),stateno = 3300
Trigger3 = EnemyNear(var(55)),name="Yuri Sakazaki"||EnemyNear,name="cvsgouki"||EnemyNear,name="cvsryu"||EnemyNear,name="cvssakura"
Trigger4 = EnemyNear(var(55)),stateno = 3600||EnemyNear(var(55)),StateNo=1700
Trigger4 = EnemyNear(var(55)),name = "Gouki"
Trigger5 = EnemyNear(var(55)),stateno = 20080||EnemyNear,stateno = 20060
Trigger5 = EnemyNear(var(55)),name = "Kaori Misaka"
Trigger6 = EnemyNear(var(55)),name = "Evil Ken"&&EnemyNear(var(55)),stateno = 3890
;RobgzOEfbg[Cv
Trigger7 = EnemyNear(var(55)),Name = "Combat Echizen"
Trigger7 = EnemyNear(var(55)),StateNo = [3200,3201]
;EBhMCXXEŏIR
Trigger8 = EnemyNear(var(55)),Name = "wind_MCXX"
Trigger8 = EnemyNear(var(55)),StateNo = [7600,7651]
;[hCiXEH̎
Trigger9 = EnemyNear(var(55)),Name = "RaveEx"
Trigger9 = ((EnemyNear(var(55)),StateNo = [3100,3101])&&EnemyNear(var(55)),Time > 40)||(EnemyNear(var(55)),StateNo = [3200,3301])
;ĂE㩕usbgtH[v/ fXy[h
Trigger10= EnemyNear(var(55)),Name = "Inaba Tei" && EnemyNear(var(55)),AuthorName = "pikapon"
Trigger10= (EnemyNear(var(55)),StateNo = 1800 && EnemyNear(var(55)),time > 3)|| EnemyNear(var(55)),StateNo = 1830
fvar(39) = 5

[State -3,K[hs\p(Ō)]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
;XC[EA_[gE
Trigger1 = EnemyNear(var(55)),Name = "SLAYER" && EnemyNear(var(55)),StateNo = 1300
Trigger1 = EnemyNear(var(55)),Time = [30,50]
;Wj[EobJXt~Xg
Trigger2 = EnemyNear(var(55)),Name = "johnny" && EnemyNear(var(55)),var(49)
Trigger2 = EnemyNear(var(55)),StateNo = 1001||EnemyNear(var(55)),StateNo = 1011||EnemyNear(var(55)),StateNo = 1021
Trigger2 = EnemyNear(var(55)),Time = [1,11]
;tEMNeBJt@g
Trigger3 = EnemyNear(var(55)),Name = "Ralf Jones" && EnemyNear(var(55)),AuthorName = "Men'sClub"
Trigger3 = EnemyNear(var(55)),StateNo = 1500
Trigger3 = EnemyNear(var(55)),Time = [79,105]
;H×tEu̗tEieBbNvuƂӂށv
Trigger4 = EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger4 = (EnemyNear(var(55)),StateNo = 2600 &&(EnemyNear(var(55)),time = [29,36]))||(EnemyNear(var(55)),StateNo = 20007 &&(EnemyNear(var(55)),time = [0,30]))
;ƕEF̌
Trigger5 = EnemyNear(var(55)),Name = "doppo orochi" && EnemyNear(var(55)),AuthorName = "tokage"
Trigger5 = EnemyNear(var(55)),StateNo = 2000
Trigger5 = EnemyNear(var(55)),Time = [20,340]
;Ȃ݂Eː
Trigger6 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger6 = (EnemyNear(var(55)),StateNo = 584 && EnemyNear(var(55)),Time <= 5)||(EnemyNear(var(55)),StateNo = [2200,2239])|| EnemyNear(var(55)),StateNo = 2400
fvar(39) = 6


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

;==============================================================================
;̑x

;lȂ畁ʂɃK[ho邯
;AIFoȂUK[hԂɂ

[State -3, ΉUw]
Type = ChangeState
Value = 120 ;K[hXe[gɈړ
triggerall = var(59) > 7 && Roundstate = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99 ; ctrlł邱ƂOAłȂƍ\K[hɂȂI
;A-KUE]fBAbNEfBATX
trigger1 = EnemyNear(var(55)),AuthorName = "A-KUE" && EnemyNear(var(55)),Name = "Zodiac"
trigger1 = EnemyNear(var(55)),StateNo = 1055 && EnemyNear(var(55)),Time < 34
trigger1 = P2bodydist X < 195
;hoehoe D0JEO[Xvbh
trigger2 = EnemyNear(var(55)),AuthorName = "hoe2" && EnemyNear(var(55)),Name = "MARISA,K"
trigger2 = (EnemyNear(var(55)),StateNo = [1600,1620])&& P2BodyDist X < 120
;VgES
trigger3 = EnemyNear(var(55)),AuthorName = "Shiroto" && EnemyNear(var(55)),Name = "Reisen Udongein Inaba"
trigger3 = EnemyNear(var(55)),StateNo = 2030 && EnemyNear(var(55)),animelemtime(55) <= 1
;ugES
trigger4 = EnemyNear(var(55)),AuthorName = "RYU-SAN" && EnemyNear(var(55)),Name = "Buront"
trigger4 = EnemyNear(var(55)),StateNo = 420 && P2BodyDist X < 143
;Ȃ݂EP
trigger5 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
trigger5 = EnemyNear(var(55)),StateNo = 610 && EnemyNear(var(55)),Time < 30
;hoehoe D0p`[Eu҂̐΁vuCtAv
trigger6 = EnemyNear(var(55)),authorName = "hoe2" && EnemyNear(var(55)),Name = "Patchouli_K"
trigger6 = (EnemyNear(var(55)),StateNo = [7000,7009])||(EnemyNear(var(55)),StateNo = [7500,7524])

[State -3, ΉUwE^bO]
Type = ChangeState
Value = 120
triggerall = var(59) > 7 && Roundstate = 2
triggerall = numenemy = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
trigger1 = EnemyNear(1),AuthorName = "A-KUE" && EnemyNear(1),Name = "Zodiac"
trigger1 = EnemyNear(1),StateNo = 1055 && EnemyNear(1),Time < 34
trigger1 = P2bodydist X < 195
trigger2 = EnemyNear(1),AuthorName = "hoe2" && EnemyNear(1),Name = "MARISA,K"
trigger2 = (EnemyNear(1),StateNo = [1600,1620])&& P2BodyDist X < 120
trigger3 = EnemyNear(1),AuthorName = "Shiroto" && EnemyNear(1),Name = "Reisen Udongein Inaba"
trigger3 = EnemyNear(1),StateNo = 2030 && EnemyNear(1),animelemtime(55) <= 1
trigger4 = EnemyNear(1),AuthorName = "RYU-SAN" && EnemyNear(1),Name = "Buront"
trigger4 = EnemyNear(1),StateNo = 420 && P2BodyDist X < 143
trigger5 = EnemyNear(1),Name = "Kurenai Misuzu" && EnemyNear(1),AuthorName = "MAITAKE"
trigger5 = EnemyNear(1),StateNo = 610 && EnemyNear(1),Time < 30
trigger6 = EnemyNear(1),authorName = "hoe2" && EnemyNear(1),Name = "Patchouli_K"
trigger6 = (EnemyNear(1),StateNo = [7000,7009])||(EnemyNear(1),StateNo = [7500,7524])

[State -3, CanRecover𖳎鑊̑΍ƂEEEꂽ炢]
Type = VarSet
trigger1 = EnemyNear(var(55)),AuthorName = "ahuron"
trigger1 = EnemyNear(var(55)),StateNo = 702
trigger2 = EnemyNear(var(55)),AuthorName = "jin" || EnemyNear(var(55)),AuthorName = "Aoba"
trigger2 = EnemyNear(var(55)),StateNo = 52000
trigger3 = EnemyNear(var(55)),AuthorName = "kayui uma"
trigger3 = EnemyNear(var(55)),StateNo = 681
trigger4 = EnemyNear(var(55)),AuthorName = "Rin & Bat"
trigger4 = EnemyNear(var(55)),Name = "White" || EnemyNear(var(55)),Name = "Geese Howard" || EnemyNear(var(55)),Name = "Nightmare Geese"
trigger4 = EnemyNear(var(55)),StateNo = 750
trigger5 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
fvar(34) = 1

[State -3, VSAILV12]
Type = VarSet
triggerall = EnemyNear(var(55)),Var(59) > 11
trigger1 = EnemyNear(var(55)),Name = "Gale_s" && EnemyNear(var(55)),AuthorName = "seizi"
trigger2 = EnemyNear(var(55)),Name = "MARISA,K" && EnemyNear(var(55)),AuthorName = "hoe2"
trigger3 = EnemyNear(var(55)),Name = "Patchouli_K" && EnemyNear(var(55)),AuthorName = "hoe2"
trigger4 = EnemyNear(var(55)),Name = "wakimiko" && EnemyNear(var(55)),AuthorName = "nyoibou"
fvar(34) = 1

[State -3, VSAILV12]
Type = VarSet
triggerall = EnemyNear(var(55)),Var(57) > 11
trigger1 = EnemyNear(var(55)),Name = "King" && EnemyNear(var(55)),AuthorName = "Ambasa"
fvar(34) = 1

;==============================================================================
;AIWOvZ

;==============================================================================
;AIAZp

[State -3, VtBz_bVP]
type = varset
triggerall = var(59) > 5
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(59) <= 9
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = stateno = 1200 && movehit
trigger2 = EnemyNear(var(55)),stateno = 4210
trigger2 = stateno = [4200,4201]
trigger3 = EnemyNear(var(55)),stateno = [5000,5099]
trigger3 = stateno = [4400,4401]
var(58) = 1

[State -3, VtBz_bVP]
type = varset
triggerall = var(59) > 5
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = var(59) <= 9
trigger1 = !var(58)
trigger1 = stateno = 1201
trigger1 = movehit
trigger2 = var(58) = 5
trigger2 = stateno = 3350
trigger3 = stateno = 7002
trigger4 = stateno = [3800,3801]
var(58) = 2

[State -3, Vo[hSP]
type = varset
triggerall = var(59) > 8
triggerall = var(51) >= 120
triggerall = !var(53)
triggerall = EnemyNear(var(55)),stateType != L
triggerall = EnemyNear(var(55)),stateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = P2BodyDist X != [110,165]
triggerall = Life > 120
trigger1 = stateno = 3300
var(58) = 3

[State -3, I[^GbWWvǌ]
type = varset
triggerall = var(59) > 5
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = stateno = 1610
var(58) = 5

[State -3, Vo[hS_bV]
type = varset
triggerall = var(59) > 8
triggerall = var(51) < 120
triggerall = !var(53)
triggerall = EnemyNear(var(55)),stateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
triggerall = P2BodyDist X != [110,165]
trigger1 = EnemyNear(var(55)),stateType != A
trigger1 = Life > 120
trigger1 = stateno = 3300
var(58) = 6

[State -3, VtBzVtBz]
type = varset
triggerall = var(59) > 5
triggerall = !var(58)
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(59) > 9
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = stateno = [1200,1201]
trigger1 = movehit
var(58) = 7

[State -3, I[^GbWヌCWBgg]
type = varset
triggerall = var(59) > 5
triggerall = !var(58)
trigger1 = EnemyNear(var(55)),stateno = [5000,5199]
trigger1 = stateno = 1611
var(58) = 8

[State -3, AZϐZbg]
type = varset
triggerall = var(58)
triggerall = var(58) != [20,29]
trigger1 = EnemyNear(var(55)),Movetype != H
trigger2 = var(58) != [8,9]
trigger2 = EnemyNear(var(55)),stateno = [5100,5299]
trigger3 = EnemyNear(var(55)),Ctrl
trigger4 = stateno = 195
trigger5 = var(58) = 1
trigger5 = stateno = 1300 || stateno = 3200
trigger6 = var(58) = 4 || var(58) = 6
trigger6 = stateno = 400
trigger7 = var(58) = 5
trigger7 = (stateno = [1200,1221])|| stateno = 3010
trigger8 = var(58) = [8,9]
trigger8 = EnemyNear(var(55)),stateno != [5000,5299]
var(58) = 0

[State -3, CWBgg_bV]
type = varset
triggerall = var(59) > 7
triggerall = !var(58)
triggerall = !var(53)
triggerall = EnemyNear(var(55)),Statetype != A
triggerall = !inguarddist
triggerall = !Enemy,numproj
trigger1 = stateno = 1500 || stateno = 1510
trigger1 = time = [20,35]
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = P2bodydist X <= 120
trigger1 = Random <= var(59)*15
trigger2 = ctrl || (stateno = [18,19]) || stateno = 99
trigger2 = numhelper(1550) || numhelper(1560) || numhelper(1570)
trigger2 = P2bodydist X <= 150
trigger2 = Random <= var(59)*7
var(58) = 24

[State -3, WvϐZbg]
type = varset
trigger1 = var(58) = [20,29]
trigger1 = Movetype = H
trigger2 = var(58) = [20,22]
trigger2 = stateno = [600,699]
trigger3 = var(58) = [20,23]
trigger3 = statetype != A
trigger3 = stateno != [36,40]
trigger4 = var(58) = [20,29]
trigger4 = Helper(15000+id),var(45) > 360
trigger5 = var(58) = 24
trigger5 = (stateno = [800,899])|| inguarddist || EnemyNear(var(55)),Statetype = A || EnemyNear(var(55)),StateNo = [5000,5299]
var(58) = 0

;==============================================================================
;؂Ԃ
;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = ifelse(fvar(39) = 4, 36, 38)
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),facing != facing
triggerall = Random <= var(59)*50 || var(59) > 9
trigger1 = p2bodydist X < 80
trigger1 = fvar(39)= 3
trigger2 = fvar(39)= 4

;------------------------------------------------------------------------------
;O
[State -3, sway]
type = ChangeState
value = 2200
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = EnemyNear(var(55)),facing != facing
triggerall = Random <= var(59)*50 || var(59) > 9
triggerall = fvar(39)= 5
trigger1 = p2bodydist X < 100
trigger2 = EnemyNear(var(55)),Name = "doppo orochi" && EnemyNear(var(55)),AuthorName = "tokage"
trigger2 = p2bodydist X < 190

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Kick]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 10 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [-8,45]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger1 = Helper(30000+id),var(53)
trigger1 = Random <= 250

;---------------------------------------------------------------------------
;CtAi̗͂RTȉ̂ƂQ[WxRpj
[State -3, royalflare]
type = ChangeState
value = 7500
triggerall = var(59) >= 8 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*24)||(var(59)>10&&Random<=369)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = power >= 3000
triggerall = Life < 0.35*LifeMax
triggerall = P2bodydist X = [-10,72]
triggerall = P2bodydist Y > -90
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -4
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)

;---------------------------------------------------------------------------
;AOjCfBAXixPE΁Ex{^j
[State -3, Agniradiance]
type = ChangeState
value = 3100
triggerall = var(59) >= 6 && RoundState = 2
triggerall = var(53) <= 1
triggerall = (var(59)<=10&&Random<=var(59)*8)||(var(59)>10&&Random<=100)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 
triggerall = power >= 1000
triggerall = Life >= Lifemax * 0.5 || var(59) < 10
triggerall = P2bodydist X = [-5,50]
triggerall = P2bodydist Y > -95
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),AnimTime <= -8
triggerall = EnemyNear(var(55)),HitDefAttr = SCA, NA, SA, AT
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333

;---------------------------------------------------------------------------
;ggVFCNixPEyEy{^j
[State -3, trilithonshake]
type = ChangeState
value = 3200
triggerall = var(59) >= 6 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=300)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = power >= 1000
triggerall = P2bodydist X = [33,95]
triggerall = P2bodydist Y > -110
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333 || var(59) > 10

;---------------------------------------------------------------------------
;vZXEfBlij
[State -3, Light princessundine]
type = ChangeState
value = 1300
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = P2bodydist X = [-5,35]
triggerall = P2bodydist Y > -90
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -4
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (prevstateno = 52)||(PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [700,709])||(prevstateno = [2200,2279])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333 || var(59) > 11

;---------------------------------------------------------------------------
; K[hLZEJE^[R
[State -3, GC3]
type = ChangeState
value = 1920
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !Helper(15000+id),var(2) || var(53)
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = stateno = [150,153]
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist X > 60 || var(53)
triggerall = P2BodyDist Y = [-60,10]
triggerall = Enemynear(var(55)),animtime <= -20 ||(Enemynear(var(55)),animtime <= -10 &&(var(53) = [1,2]))
triggerall = !EnemyNear(var(55)),Ctrl
trigger1 = enemynear(var(55)),life < 60
trigger2 = BackEdgeBodyDist < 30
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger2 = Random <= 200
trigger3 = BackEdgeBodyDist < 15 || var(52) < 90
trigger3 = Random <= 10
trigger4 = life <= lifemax * 0.1
trigger4 = Random <= 30
trigger5 = Power >= 2500
trigger5 = Helper(15000+id),var(48) > 360

;---------------------------------------------------------------------------
; K[hLZEJE^[P
[State -3, GC1]
type = ChangeState
value = 1900
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !Helper(15000+id),var(2)
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = stateno = [150,153]
triggerall = P2BodyDist X = [-8,65]
triggerall = P2BodyDist Y = [-60,10]
triggerall = Enemynear(var(55)),animtime <= -6
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = life <= lifemax * 0.6
trigger1 = enemynear(var(55)),life < 50
trigger2 = BackEdgeBodyDist < 30
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger2 = Random <= 200
trigger3 = BackEdgeBodyDist < 15 || var(52) < 90
trigger3 = Random <= 10
trigger4 = life <= lifemax * 0.1
trigger4 = Random <= 30
trigger5 = Power >= 2500
trigger5 = Helper(15000+id),var(48) > 360

;---------------------------------------------------------------------------
; K[hLZEGXP[v
[State -3]
type = ChangeState
value = 1930
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(53)
triggerall = statetype != A
triggerall = stateno = [150,153]
triggerall = Power >= 500
triggerall = life <= lifemax * 0.5
triggerall = facing != EnemyNear(var(55)),facing
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = Enemynear(var(55)),animtime = [-40,-23]
trigger1 = P2BodyDist X = [30,115]
trigger1 = Random <= 50
trigger2 = var(52) < 60
trigger2 = Enemynear(var(55)),animtime < -30
trigger2 = P2BodyDist X = [0,65]
trigger2 = Random <= 120
trigger3 = Enemynear(var(55)),animtime < -20
trigger3 = Helper(15000+id),var(48) > 360

;---------------------------------------------------------------------------
;vZXEfBlij
[State -3, middle princessundine]
type = ChangeState
value = 1310
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 8 && RoundState = 2
trigger1 = !var(53)
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),Movetype != H
trigger1 = EnemyNear(var(55)),facing != facing
trigger1 = P2BodyDist X = [-45,-10]
trigger1 = P2BodyDist Y = [-145,-50]
trigger1 = Random <= var(59)*15 || var(59) > 10

;---------------------------------------------------------------------------
;ރ_bV
[State -3, Run Back]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
trigger1 = var(59) >= 9
trigger1 = facing != EnemyNear(var(55)),facing
trigger1 = EnemyNear(var(55)),HitDefAttr = SCA, AT
trigger1 = P2BodyDist X = [-9,60]
trigger1 = Random <= var(59)*35 || var(59)>10
trigger2 = Helper(15000+id),var(48) > 360

;---------------------------------------------------------------------------
;󒆌_bV
[State -3, air buck run]
type = ChangeState
value = 2350
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype = A && ctrl
triggerall = stateno != 2300
triggerall = stateno != 2350
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = inguarddist
trigger1 = P2bodydist X = [70,135]
trigger1 = Random <= 80

;---------------------------------------------------------------------------
;O
[State -3, sway]
type = ChangeState
value = 2200
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = !fvar(39)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 || (stateno = [120,140])
trigger1 = facing != EnemyNear(var(55)),facing
trigger1 = (var(59)<=10 && Random<=var(59)*18) || (var(59)>10 && Random<=333)
trigger1 = EnemyNear(var(55)),movetype = A
trigger1 = Enemynear(var(55)),animtime = [-35,-25]
trigger1 = (!Enemy,numproj &&(P2BodyDist X = [0,120]))||(Enemy,numproj &&(P2BodyDist X = [30,150]))
trigger1 = InGuardDist || Random <= 333
trigger2 = !var(53)
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),Movetype != H
trigger2 = P2BodyDist X = [-35,-10]
trigger2 = Random <= 250 || var(59) > 10

;==============================================================================
;˂p
;󒆁p`
[State -3, special Jump middle Punch]
type = ChangeState
value = 615
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
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 = [-5,45+Floor(vel X * 10)]
triggerall = P2BodyDist Y = [-35,65+Floor(vel Y * 10)]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = Pos Y <= -45
triggerall = Random <= var(59)*30
trigger1 = (prevstateno = [120,155]) || (prevstateno = [5000,5210])|| Helper(15000+id),var(50)
trigger1 = EnemyNear(var(55)),StateType = A || Vel Y > 1
trigger1 = EnemyNear(var(55)),AnimTime = [-20,-4]
trigger1 = Random <= 300
trigger2 = Vel Y > 1
trigger2 = fvar(39) = 3||((stateno = [132,140])&&(EnemyNear(var(55)),HitDefAttr = SCA, AT))

;---------------------------------------------------------------------------
;󒆒LbN
[State -3, Jump middle Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
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 = [-5,60]
triggerall = P2BodyDist Y = [-75,30]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = Random <= var(59)*100
trigger1 = (prevstateno = [120,155]) || (prevstateno = [5000,5210])|| Helper(15000+id),var(50)
trigger1 = EnemyNear(var(55)),StateType = A || Vel Y > 1
trigger1 = EnemyNear(var(55)),AnimTime = [-20,-4]
trigger1 = Random <= 300
trigger2 = Vel Y > 1
trigger2 = fvar(39) = 3||((stateno = [132,140])&&(EnemyNear(var(55)),HitDefAttr = SCA, AT))

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [-5,48]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -10
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20
trigger3 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger3 = Helper(30000+id),var(53)
trigger3 = Random <= 250

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*40
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -8
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [40,83]
triggerall = P2bodydist Y > -60
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -13
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 

;---------------------------------------------------------------------------
;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*33
triggerall = EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -12
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 10) = [35,95]
triggerall = P2bodydist Y > -20
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -16
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 

;---------------------------------------------------------------------------
; 
[State -3, Throw P]
type = ChangeState
value = ifelse(Power < 2500 && Random <= 333, 850 ,800)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = Random <= var(59)*25 || var(59) > 10
triggerall = p2bodydist X = [-5,18]
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),prevstateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -2
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])|| Helper(15000+id),var(49) || Helper(15000+id),var(50) ||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -11
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10
trigger3 = var(59) > 9
trigger3 = EnemyNear(var(55)),stateno = [120,159]
trigger3 = Random <= 120 || var(59) > 11

;---------------------------------------------------------------------------
;Vo[hSixPEE`{^j
[State -3, silverdragon]
type = ChangeState
value = 3300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 9 && RoundState = 2
triggerall = Random <= var(59)*25 || var(59) > 10
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = P2bodydist X > 110
triggerall = EnemyNear(var(55)),AnimTime <= -12
triggerall = power >= 1000
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -16
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,709])||(prevstateno = [2200,2259])||(prevstateno = [5000,5210])||Random <= var(59)*20 ||var(59)>10
trigger3 = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, HP)
trigger3 = (EnemyNear(var(55)),HitDefAttr = SC, NA, NP, SP)|| EnemyNear(var(55)),MoveType = A
trigger3 = EnemyNear(var(55)),Time < 10
trigger3 = P2bodydist X > 140
trigger3 = Helper(15000+id),var(50) || Random <= 200 || var(59) > 10 || Helper(15000+id),var(6) >= 3

;---------------------------------------------------------------------------
;\EvZXEfBlij
[State -3, Light princessundine]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = var(59) >= 6 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [-5,30]
triggerall = P2bodydist Y > -85
trigger1 = Random <= 5
trigger2 = Helper(15000+id),var(48) > 60
trigger2 = Random <= 30

;==============================================================================
;^bOLq
;҂̐
[State -3, philosopher's stone]
type = ChangeState
value = 7000
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 7 && RoundState = 2
triggerall = var(54) = 1
triggerall = var(53) = [1,3]
triggerall =(var(53) <= 2 &&(Random <= 50 + var(59)*3))||(var(53) = 3 && Random <= 150)
triggerall = power >= 3000
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2bodydist Y > -120
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Life < 100 || EnemyNear(var(55)),gethitvar(hittime) >= 18 || EnemyNear(var(55)),AnimTime <= -18 || EnemyNear(var(55)),StateType = A
trigger1 = P2bodydist X >= 175
trigger1 = Partner,MoveType = A
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = (EnemyNear(var(55)),StateNo = [120,159])||(EnemyNear(var(55)),StateNo = [5000,5019])
trigger2 = P2bodydist X >= 180
trigger2 = EnemyNear(var(55)),AnimTime <= -18
trigger2 = Partner,Pos X - Pos X != [-40,40]
trigger2 = !InGuardDist
trigger3 = var(56)
trigger3 = Partner,StateNo = 1800
trigger3 = Partner,time >= 20
trigger3 = EnemyNear(var(55)),StateNo = [5000,5199]
trigger4 = var(56)
trigger4 = Partner,StateNo = 3924
trigger4 = Partner,time >= 5
trigger4 = EnemyNear(var(55)),StateNo = [5000,5199]

;---------------------------------------------------------------------------
;x[CCNixPEEa{^j
[State -3, buryinlake]
type = ChangeState
value = 3400
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 7 && RoundState = 2
triggerall = var(54) = 1
triggerall = var(53) = [1,2]
triggerall = power >= 2000
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist Y > -30
triggerall = Random <= 50 + var(59)*3
trigger1 = P2bodydist X > 200
trigger1 = Partner,MoveType = H
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = EnemyNear(var(55)),AnimTime <= -25

;---------------------------------------------------------------------------
;EH[^[GtixQE؁Ew{^j
[State -3, waterelf]
type = ChangeState
value = 4500
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 7 && RoundState = 2
triggerall = var(53) != 5
triggerall = power >= 1000
triggerall = EnemyNear(var(55)),StateType != L
trigger1 = (stateno = 3401) && (time = [44,48])
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),StateNo = [5000,5099]

;---------------------------------------------------------------------------
;Vo[hSixPEE`{^j
[State -3, silverdragon]
type = ChangeState
value = 3300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 9 && RoundState = 2
triggerall = var(54) > 0
triggerall = var(53) != 5
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = power >= 2000 ||(Life <= Lifemax * 0.5 && power >= 1000)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [60,119]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X > 140
triggerall = P2bodydist Y > -60
triggerall = Random <= var(59)*15
trigger1 = EnemyNear(var(55)),AnimTime <= -12
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [5000,5019]
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 12

;---------------------------------------------------------------------------
;Vo[hSixPEE`{^j
[State -3, silverdragon]
type = ChangeState
value = 3300
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = var(53) != 5
triggerall = power >= 1000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HP, HT)
triggerall = (EnemyNear(var(55)),Pos Y = [-115,-50])|| EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist X > 130 || EnemyNear(var(55)),AnimTime <= -12
triggerall = !inguarddist
triggerall = power >= 1000
triggerall = Random <= var(59)*15
trigger1 = EnemyNear(var(55)),Life < 50 ||(EnemyNear(numenemy>=2),Life < 50 && var(53))
trigger2 = var(56) = 1
trigger2 = var(54)
trigger2 = NumPartner && Partner,Alive
trigger2 = Partner,Pos X - Pos X = [-30,30]
trigger2 = BackEdgeBodyDist <= 25
trigger2 = P2BodyDist X > 200
trigger2 = power >= 2000

;---------------------------------------------------------------------------
;ggVFCNixPEyEy{^j
[State -3, trilithonshake]
type = ChangeState
value = 3200
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) > 8 && RoundState = 2
triggerall = var(54) > 0
triggerall = var(53) != 5
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = power >= 2000 ||(Life <= Lifemax * 0.5 && power >= 1000)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A ||(EnemyNear(var(55)),stateno = [120,159])
triggerall = EnemyNear(var(55)),stateno != [0,119]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [45,115]
triggerall = P2bodydist Y > -140
triggerall = Random <= var(59)*12
trigger1 = EnemyNear(var(55)),AnimTime <= -9
trigger1 = (Partner,StateNo = [120,159])||(Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [5000,5019]
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 10

;---------------------------------------------------------------------------
;CWBggij
[State -3, Strong lazytrilithon]
type = ChangeState
value = 1520
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(54) = 1
triggerall = !numhelper(1570)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist X = [160,245]
triggerall = P2BodyDist Y > -40
triggerall = Random <= var(59)*15
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;CWBggij
[State -3, middle lazytrilithon]
type = ChangeState
value = 1510
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(54) = 1
triggerall = !numhelper(1560)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist X = [75,150]
triggerall = P2BodyDist Y > -40
triggerall = Random <= var(59)*15
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;AOjVCij
[State -3, Strong Agnishine]
type = ChangeState
value = 1020
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(54) = 1
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2BodyDist X > 180
triggerall = P2BodyDist Y > -60
triggerall = Random <= var(59)*10
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]
trigger3 = var(53) <= 2
trigger3 = var(56) = 1
trigger3 = Partner,StateNo = 3001 || Partner,StateNo = 3102
trigger3 = Partner,AnimTime <= -20
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;p[
[State -3, charge]
type = ChangeState
value = 2000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = power < powermax
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = var(53) <= 2
trigger1 = P2bodydist X > 200 && Random <= 20
trigger2 = var(53) <= 2
trigger2 = Partner,MoveType = A
trigger2 = (Partner,StateNo = [2000,4999])||(Partner,StateNo >= 6000)
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo != [120,159]
trigger2 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger2 = p2bodydist X > 120 || !var(53) || EnemyNear(numenemy>=2),MoveType = H
trigger3 = Partner,MoveType = A
trigger3 = p2bodydist X > 180 ||(Partner,StateNo = [2000,4999])||(Partner,StateNo >= 6000)
trigger3 = EnemyNear(var(55)),MoveType = H && EnemyNear(numenemy>=2),MoveType = H
trigger3 = (EnemyNear(var(55)),StateNo != [120,159])&&(EnemyNear(numenemy>=2),StateNo != [120,159])
trigger4 = var(53) <= 2
trigger4 = var(56) = 1
trigger4 = Partner,StateNo = 3001 || Partner,StateNo = 3102 ||(Partner,StateNo = [3923,3924])
trigger4 = p2bodydist X > 100 ||(EnemyNear(var(55)),MoveType = H && EnemyNear(numenemy>=2),MoveType = H)

;==============================================================================
;_bV
; 
[State -3, Throw P]
type = ChangeState
value = ifelse(Power < 2500 && Random <= 333, 850 ,800)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = p2bodydist X <= 18
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),prevstateno != [5000,5500]
trigger1 = var(58) = 24

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
trigger1 = ctrl || (stateno = 19 && time >= 16) || stateno = 99
trigger1 = var(58) = 24
trigger1 = p2bodydist X <= 6

;---------------------------------------------------------------------------
;_bV
[State -3, Run Fwd]
type = ChangeState
value = 99
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = p2bodydist X > 5
trigger1 = var(51) >= 84
trigger1 = var(58) = 24

;---------------------------------------------------------------------------
;󒆑O_bV
[State -3, air run]
type = ChangeState
value = 2301
triggerall = var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype = A && ctrl
triggerall = stateno != [120,140]
triggerall = stateno != 2300
triggerall = stateno != 2301
triggerall = stateno != 2350
trigger1 = Vel Y >= 0
trigger1 = var(58) = 21

;==============================================================================
;K[hE󂯐gLq
[State -3]
type = ChangeState
value = 120
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = stateno != [150,155]
triggerall = stateno != 2350
triggerall = ctrl|| (stateno = [18,19]) || stateno = 99 ||(stateno = 195 && time >= 40)
triggerall =!(EnemyNear(var(55)),HitDefAttr = SCA, AT)
triggerall = Random <= var(59)*80 || var(59) > 9
trigger1 = inguarddist
trigger2 = statetype != A
trigger2 = var(59) > 8
trigger2 = numHelper(15000+ID)
trigger2 = Helper(15000+ID),inguarddist
trigger3 = statetype != A
trigger3 = numHelper(15000+ID)
trigger3 = EnemyNear(var(55)),facing = facing || P2Dist X < 0
trigger3 = Helper(15000+ID),inguarddist && EnemyNear(var(55)),StateType = A

;---------------------------------------------------------------------
;_E
[State -3, Taunt]
type = ChangeState
value = 700
triggerall = alive
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = pos y >= -20
trigger1 = stateno = 5050
trigger1 = CanRecover
trigger2 = stateno = 5030
trigger2 = var(59) >= 11
trigger2 = pos y > -5
trigger2 = Random <= 100 || var(59) > 11
trigger3 = stateno = 5050
trigger3 = var(59) >= 10
trigger3 = pos y > -5 || var(59) > 11
trigger3 = Random <= 15 || var(59) > 10

;---------------------------------------------------------------------------
;󒆎g
[State -3,A_UKEMI]
type = ChangeState
value = 5210
triggerall = Var(59) >= 8 && RoundState = 2
triggerall = Vel Y > -1
triggerall = Alive
triggerall = StateNo = 5050
triggerall = CanRecover
trigger1 = P2BodyDist X > 50 || inguarddist
trigger1 = ((Var(59) = [8,10])&&Random <= var(59)*50)||(Var(59) > 10 && Random <= 800)
trigger2 = Random <= var(59)*20

;==============================================================================
;NU
;CWBggij
[State -3, Strong lazytrilithon]
type = ChangeState
value = 1520
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = (var(59) <= 9 && Random <= var(59)*14)||(var(59)>9&&Random <= 250)
triggerall = !numhelper(1570)
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X = [45,80]
trigger1 = EnemyNear(var(55)),AnimTime < -17

;---------------------------------------------------------------------------
;AOjVCij
[State -3, Strong Agnishine]
type = ChangeState
value = 1020
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*16
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X > 160
trigger1 = EnemyNear(var(55)),AnimTime < -20

;---------------------------------------------------------------------------
;CWBggij
[State -3, middle lazytrilithon]
type = ChangeState
value = 1510
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = (var(59) <= 9 && Random <= var(59)*13)||(var(59)>9&&Random <= 220)
triggerall = !numhelper(1560)
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X = [45,80]
trigger1 = EnemyNear(var(55)),AnimTime < -18

;---------------------------------------------------------------------------
;CvCX`[ij
[State -3, wipemoisture_a]
type = ChangeState
value = 1250
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*12
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X = [60,85]
trigger1 = EnemyNear(var(55)),AnimTime = [-20,-16]

;---------------------------------------------------------------------------
;CWBggij
[State -3, Light lazytrilithon]
type = ChangeState
value = 1500
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = (var(59) <= 9 && Random <= var(59)*12)||(var(59)>9&&Random <= 200)
triggerall = !numhelper(1550)
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X = [45,80]
trigger1 = EnemyNear(var(55)),AnimTime < -20

;---------------------------------------------------------------------------
;p[^
[State -3, charge]
type = ChangeState
value = 2000
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = power < powermax
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),StateNo = [5100,5120]
trigger1 = Random <= var(59)*20
trigger1 = P2BodyDist X > 60
trigger1 = power < 2000 || P2BodyDist X >= 150

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = enemynear(var(55)),movetype = H
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = ctrl || (stateno = 19 && time >= 16) ||(stateno = 99 && P2bodydist X <= 10)
trigger1 = !var(58)
Trigger1 = var(56) != 1
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
trigger1 = p2bodydist X > 45

;==============================================================================
;uEA[}[΍

;---------------------------------------------------------------------------
;Wv
[State -3, jump sway]
type = ChangeState
value = 2250
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*25 || var(59) > 11
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),facing != facing
triggerall = (stateno = [200,299])||(stateno = [400,499])
triggerall = P2BodyDist X = [15,100]
trigger1 = movecontact
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger1 =!(EnemyNear(var(55)),HitDefAttr = SCA, AT)

;==============================================================================
;nRrl[V
;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(51) < 120
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,52]
triggerall = P2BodyDist Y > -40
triggerall = Life >= 0.35*LifeMax || power < 3000
triggerall = Power >= 1000
trigger1 = stateno = 400 || stateno = 430
trigger1 = movehit && AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Helper(15000+id),var(40) = [600,899]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),life > 300
triggerall = P2BodyDist X = [-9,60]
triggerall = P2BodyDist Y > -20
triggerall = stateno = 440 && movehit
trigger1 = power >= 3000
trigger1 = Life >= Lifemax * 0.8
trigger2 = power >= 3000
trigger2 = Helper(15000+id),var(40) = [750,899]

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
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)),alive
triggerall = (Helper(15000+id),var(40) = [0,300])||(Life < 0.35*LifeMax && power >= 3000)
triggerall = P2BodyDist X = [15,60]
triggerall = P2BodyDist Y > -40
trigger1 = stateno = 400 || stateno = 430
trigger1 = movehit && AnimElemTime(3) > 1

;---------------------------------------------------------------------------
; ԂƂ΂U
[State -3, boost P]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = var(59) >= 9 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53) && !var(54)
triggerall = var(51) < 90 || EnemyNear(var(55)),BackEdgeBodyDist < 15
triggerall = Random <= var(59)*15 || var(59) > 10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X <= 100
triggerall = power >= 1500
trigger1 = (stateno = [220,225])|| stateno = 250 ||(stateno = [410,420])|| stateno = 440
trigger1 = stateno != 100
trigger1 = stateno != [223,224]
trigger1 = moveguarded
trigger1 = var(58) := 25

;---------------------------------------------------------------------------
;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*20
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X < 60
triggerall = P2BodyDist Y > -40
triggerall = stateno = 400 || stateno = 430
trigger1 = (P2BodyDist X = [15,30])|| var(53)
trigger1 = movehit && AnimElemTime(3) > 1
trigger2 = var(53) = 5
trigger2 = moveguarded

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,35]
triggerall = P2BodyDist Y > -20
triggerall =(P2BodyDist X = [-9,26])|| EnemyNear(var(55)),BackEdgeBodyDist >= 15
trigger1 = stateno = 400 || stateno = 430
trigger1 = moveguarded && time > 5
trigger1 = Random <= 200

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
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)),alive
triggerall = EnemyNear(var(55)),BackEdgeBodyDist >= 15
triggerall = P2BodyDist X = [-9,35]
triggerall = P2BodyDist Y > -20
triggerall =(P2BodyDist X = [-9,26])|| EnemyNear(var(55)),BackEdgeBodyDist >= 15
trigger1 = stateno = 400 && movecontact
trigger1 = movehit || Random <= 200
trigger1 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
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)),alive
triggerall = P2BodyDist X = [-9,35]
triggerall = P2BodyDist Y > -20
triggerall =(P2BodyDist X = [-9,27])|| EnemyNear(var(55)),BackEdgeBodyDist >= 15
trigger1 = stateno = 400 || stateno = 430
trigger1 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = (Helper(15000+id),var(40) = [0,99])|| EnemyNear(var(55)),StateType = A
triggerall = P2BodyDist X = [-9,45]
triggerall = P2BodyDist Y > -65
trigger1 = stateno = 400 || stateno = 430
trigger1 = movehit ||(moveguarded && Random <= 200)
trigger1 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
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)),alive
triggerall = P2BodyDist X = [-9,72]
triggerall = P2BodyDist Y > -40
trigger1 = stateno = 400 || stateno = 430
trigger1 = movehit ||(moveguarded && Random <= 200)
trigger1 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Helper(15000+id),var(46) < 30 ||(Helper(15000+id),var(40) = [900,999])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y > -80
trigger1 = stateno = 440 && movehit
trigger1 = P2BodyDist X = [-15,16]
trigger1 = (P2BodyDist X = [-15,5])|| EnemyNear(var(55)),BackEdgeBodyDist >= 12
trigger2 = stateno = 410 && movehit
trigger2 = P2BodyDist X = [-15,24]
trigger2 = (P2BodyDist X = [-15,5])|| EnemyNear(var(55)),BackEdgeBodyDist >= 12

;---------------------------------------------------------------------------
;I[^GbWij
[State -3, autumnedge_a]
type = ChangeState
value = 1600
triggerall = statetype != A
triggerall = var(59) > 2 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = var(51) <= 180 || Helper(15000+id),var(40) = [500,599]
triggerall = Helper(15000+id),var(46) > 30
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 = [-19,205]
triggerall = P2BodyDist Y > -40
triggerall = movehit
triggerall = Power < 3000
trigger1 = stateno = 410 
trigger2 = stateno = 440 && time <= 12

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y > -80
trigger1 = stateno = 440 && movehit
trigger1 = P2BodyDist X = [-15,16]
trigger1 = (P2BodyDist X = [-15,5])|| EnemyNear(var(55)),BackEdgeBodyDist >= 12
trigger2 = stateno = 410 && movehit
trigger2 = P2BodyDist X = [-15,24]
trigger2 = (P2BodyDist X = [-15,5])|| EnemyNear(var(55)),BackEdgeBodyDist >= 12

;---------------------------------------------------------------------------
;p`
[State -3, special middle Punch]
type = ChangeState
value = 217
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = var(51) >= 95
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [13,80]
triggerall = P2BodyDist Y > -40
trigger1 = stateno = 410 && movehit

;---------------------------------------------------------------------------
;LbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [16,40]
triggerall = P2BodyDist Y > -40
triggerall = movehit
trigger1 = stateno = 200 && time > 5
trigger2 = stateno = 230 && time > 6

;---------------------------------------------------------------------------
;p`
[State -1, Stand middle Punch]
type = ChangeState
value = IfElse(P2BodyDist X <= 25,215,210)
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y > -40
triggerall = movehit
trigger1 = stateno = 200 && time > 5
trigger2 = stateno = 230 && time > 6

;==============================================================================
;󒆃Rrl[V
;󒆎LbN
[State -3, Jump Light Kick]
type = ChangeState
value = 630
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,25]
triggerall = P2BodyDist Y = [-40,70]
trigger1 = stateno = 600 && movehit

;---------------------------------------------------------------------------
;󒆒p`
[State -3, Jump middle Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-15,20]
triggerall = P2BodyDist Y = [-15,50]
trigger1 = stateno = 600 || stateno = 630
trigger1 = movehit

;---------------------------------------------------------------------------
;󒆒LbN
[State -3, Jump middle Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y = [-75,15]
trigger1 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger1 = movehit

;---------------------------------------------------------------------------
;󒆁p`
[State -3, special Jump Light Punch]
type = ChangeState
value = 605
triggerall = statetype = A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-15,7]
triggerall = P2BodyDist Y = [-35,85]
triggerall = pos y >= -110
trigger1 = stateno = 600 || stateno = 630
trigger1 = movehit

;---------------------------------------------------------------------------
;󒆁p`
[State -3, special Jump middle Punch]
type = ChangeState
value = 615
triggerall = statetype = A
triggerall = var(59) >= 4 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-35,65]
triggerall = pos y >= -100
trigger1 = stateno = 600 || stateno = 610 || stateno = 630
trigger1 = movehit

;==============================================================================
;AZE
;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = fvar(38) = [2,3]
triggerall = var(59) = [1,9]
triggerall = (var(58) = [1,9])
triggerall = var(58) != [3,4]
triggerall = var(58) != 6
triggerall = life > lifemax * 0.5
trigger1 = var(59) = [8,9] 
trigger1 = P2BodyDist X > 100
trigger1 = (life > lifemax * 0.9) ||(life*0.3 > enemynear(var(55)),life)
trigger1 = Random <= 100
trigger2 = var(59) = [4,7] 
trigger2 = life > lifemax * 0.7 ||(life*0.3 > enemynear(var(55)),life)
trigger2 = Random <= 150
trigger3 = var(59) < 4
trigger3 = Random <= 250
trigger4 = Random <= 200-(var(59)*20)

;---------------------------------------------------------------------------
;CtAi̗͂RTȉ̂ƂQ[WxRpj
[State -3, royalflare]
type = ChangeState
value = 7500
triggerall = var(59) > 7 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),Life > 100 || var(53)
triggerall = P2BodyDist X = [-29,85]
triggerall = P2BodyDist Y > -110
triggerall = power >= 3000
triggerall = Life < 0.35*LifeMax
trigger1 = ctrl ||(stateno = [18,19])|| stateno = 99
trigger1 = var(58) = 1

;---------------------------------------------------------------------------
;VtBzij
[State -3, Light sylphyhorn]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = var(59) > 2 && 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 = (P2BodyDist X = [-5,35])|| stateno = 217
triggerall = P2BodyDist Y > -60
triggerall = power >= 3000
triggerall = Life < 0.35*LifeMax
triggerall = movehit
trigger1 = stateno = 410
trigger2 = stateno = 200 || stateno = 215 || stateno = 217
trigger3 = stateno = 400 || stateno = 430
trigger3 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;ix0EEb{^j
[State -3, cancel]
type = ChangeState
value = 4800
triggerall = var(59) > 5 && RoundState = 2
triggerall = !Helper(15000+id),var(41)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),Life >= 30
triggerall = Life > 100
trigger1 = var(58) = 3
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = stateno = 3301 && time > 25
trigger2 = var(58) = 6
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = stateno = 3301 && time > 31
trigger3 = Life > Lifemax * 0.5 || EnemyNear(var(55)),Life < 100
trigger3 = stateno = 3101 && time > 85
trigger3 = EnemyNear(var(55)),StateNo != [5070,5129]
trigger3 = P2BodyDist Y <= -40
trigger3 = var(58) := 1

;---------------------------------------------------------------------------
;󒆁Eix0EEb{^j
[State -3, cancel]
type = ChangeState
value = 4850
triggerall = var(59) > 8 && RoundState = 2
triggerall = !Helper(15000+id),var(41)
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = Life >= 100
trigger1 = Power < 1000 && Life > Lifemax * 0.5
trigger1 = (stateno = 3001 && time > 90)||(stateno = 3011 && time > 30)
trigger1 = var(58) := 1
trigger2 = (stateno = 3501) && (time > 32)
trigger2 = var(58) := 2

;---------------------------------------------------------------------------
;VtBzij
[State -3, Light sylphyhorn]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = var(59) > 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),Vel Y >= 0
trigger1 = P2BodyDist X = [-29,45]
trigger1 = P2BodyDist Y > -181
trigger1 = var(58) = 7
trigger1 = var(58) := 1

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-19,30]
trigger1 = P2BodyDist Y > -100
trigger1 = Helper(15000+id),var(47) >= 15 || P2BodyDist Y > -10 || var(58) = 9
trigger1 = var(58) = 1 || var(58) = 9
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = P2BodyDist Y+Floor(EnemyNear(var(55)),vel Y * 7) > -60
trigger2 = Helper(15000+id),var(47) >= 5
trigger2 = var(58) = 2

;---------------------------------------------------------------------------
;O
[State -3, sway]
type = ChangeState
value = 2200
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = Random <= var(59)*100
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 <= 20
triggerall = P2BodyDist X <= 4 || var(51) < 85
trigger1 = var(58) = 3
trigger1 = var(58) := 4

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = Random <= var(59)*100
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 <= 30
trigger1 = EnemyNear(var(55)),Vel X != 0 || P2BodyDist X <= 2
trigger1 = var(58) = 4
trigger2 = P2BodyDist X <= 10
trigger2 = P2BodyDist X <= 0 || var(51) < 85
trigger2 = var(58) = 6
trigger3 = var(58) = 25

;---------------------------------------------------------------------------
;_bV
[State -3, Run Fwd]
type = ChangeState
value = 99
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),alive
trigger1 = var(58) = 1
trigger1 = EnemyNear(var(55)),StateType = A || P2BodyDist Y >= -15
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = P2BodyDist X >= 8
trigger2 = var(58) = 2
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = P2BodyDist X >= 6
trigger3 = var(58) = 3 || var(58) = 6
trigger3 = EnemyNear(var(55)),StateType != L
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = P2BodyDist X >= 0
trigger4 = var(58) = 9
trigger4 = EnemyNear(var(55)),MoveType = H
trigger4 = P2BodyDist X >= 15
trigger5 = var(58) = 25
trigger5 = EnemyNear(var(55)),StateNo != 301
trigger5 = P2BodyDist X >= 5

;---------------------------------------------------------------------------
;Wv
[State -3, Jump]
type = ChangeState
value = 37
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X <= 50
trigger1 = var(58) = 5

;---------------------------------------------------------------------------
;Wv
[State -3, Jump]
type = ChangeState
value = ifelse(P2BodyDist X >= 110, 39, 38)
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X >= 50
trigger1 = var(58) = 5

;---------------------------------------------------------------------------
;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 3 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl ||(stateno = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X < 40
triggerall = var(58) = 5
trigger1 = Vel Y <= 0
trigger1 = P2BodyDist Y = [-60,50]
trigger2 = Vel Y > 0
trigger2 = P2BodyDist Y = [-60,75]

;---------------------------------------------------------------------------
;󒆃Vo[hSixPEE`{^j
[State -3, silverdragon]
type = ChangeState
value = 3350
triggerall = statetype = A
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(51) <= 200
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,150]
triggerall = P2BodyDist Y = [-80,45]
triggerall = power >= 1000
triggerall = pos y <= -30
triggerall = pos y >= -160
triggerall = movehit
trigger1 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger1 = var(58) = 5

;---------------------------------------------------------------------------
;󒆃O[Xg[ixPE؁Ew{^j
[State -3, Greenstorm]
type = ChangeState
value = 3010
triggerall = statetype = A
triggerall = var(59) > 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-80,90]
triggerall = power >= 1000
triggerall = pos y <= -30
triggerall = pos y >= -160
triggerall = movehit
trigger1 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger1 = var(58) = 5

;---------------------------------------------------------------------------
;󒆁p`
[State -3, special Jump middle Punch]
type = ChangeState
value = 615
triggerall = var(59) >= 4 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl ||(stateno = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,70]
triggerall = P2BodyDist Y = [-35,75]
triggerall = pos y <= -50
trigger1 = var(58) = 22

;---------------------------------------------------------------------------
;CWBggij
[State -3, Light lazytrilithon]
type = ChangeState
value = 1500
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = var(59) > 2 && RoundState = 2
triggerall = !numhelper(1550)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-5,70]
trigger1 = var(58) = 8
trigger1 = var(58) := 9

;==============================================================================
;AZEKp
;CtAi̗͂RTȉ̂ƂQ[WxRpj
[State -3, royalflare]
type = ChangeState
value = 7500
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),Life > 100 || var(53)
triggerall = P2BodyDist X = [-5,85]
triggerall = P2BodyDist Y > -70
triggerall = power >= 3000
triggerall = Life < 0.35*LifeMax
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440
trigger2 = stateno = 420
trigger2 = EnemyNear(var(55)),StateType = A || time >= 13
trigger3 = (stateno = [210,225])|| stateno = 240 ||(stateno = 250 && time >= 17)
trigger4 = fvar(34) || var(53) || var(54)
trigger4 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
;҂̐
[State -3, philosopher's stone]
type = ChangeState
value = 7000
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(53) || var(51) <= 300
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),life > 200
triggerall = EnemyNear(var(55)),alive
triggerall = power >= 3000
trigger1 = Life >= Lifemax * 0.7 || Helper(15000+id),var(40) = [600,899]
trigger1 = stateno = 450 && movehit

;---------------------------------------------------------------------------
;TCgZiixRj
[State -3, Selene]
type = ChangeState
value = 6500
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = var(51) > 150
triggerall = var(53) || EnemyNear(var(55)),Life = [150,250]
triggerall = statetype != A
triggerall = Random <= var(59)*30
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,65]
triggerall = P2BodyDist Y > -40
triggerall = power >= 3000
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440
trigger2 = stateno = 420 && time >= 13
trigger3 = (stateno = [210,225])|| stateno = 240 ||(stateno = 250 && time >= 17)

;---------------------------------------------------------------------------
;AOjCfBAXixPE΁Ex{^j
[State -3, Agniradiance]
type = ChangeState
value = 3100
triggerall = var(59) > 2 && RoundState = 2
triggerall = !var(58)
triggerall = var(51) >= 120
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 = EnemyNear(var(55)),alive
triggerall = (Helper(15000+id),var(40) = [0,332])
triggerall = (P2BodyDist X = [-5,36])|| stateno = 217
triggerall = P2BodyDist Y > -45
triggerall = power >= 1000
triggerall = power <= 2999 || var(53) = 5
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440
trigger2 = stateno = 420 && time >= 13
trigger3 = (stateno = [210,225])|| stateno = 240

;---------------------------------------------------------------------------
;tMXeBbNs[ix2EEa{^j
[State -3, phlogisticpillar]
type = ChangeState
value = 3900
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(51) >= 120
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,74]
triggerall = P2BodyDist Y > -130
triggerall = power >= 1000
trigger1 = (stateno = 3101) && (time > 31)
trigger1 = P2BodyDist X > 45 || var(53)

;---------------------------------------------------------------------------
;[@NNix2EyEy{^j
[State -3, lavacromlech]
type = ChangeState
value = 3800
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(51) >= 120
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,44]
triggerall = P2BodyDist Y > -130
triggerall = power >= 1000
trigger1 = (stateno = 3101) && (time > 31)

;---------------------------------------------------------------------------
;O[Xg[ixPE؁Ew{^j
[State -3, Greenstorm]
type = ChangeState
value = 3000
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(51) >= 120
triggerall = Helper(15000+id),var(40) = [150,299]
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,44]
triggerall = P2BodyDist Y > -50
triggerall = power >= 1000
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440
trigger2 = stateno = 420 && time >= 13
trigger3 = (stateno = [210,225])|| stateno = 240
trigger3 = stateno != 217

;---------------------------------------------------------------------------
;tHXguCYixQE΁Ex{^j
[State -3, ForestBlaze]
type = ChangeState
value = 3500
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(51) >= 120
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = power >= 1000
trigger1 = stateno = 3001 && time > 89
trigger2 = stateno = 3011
trigger2 = time > 30
trigger2 = time > 33 || P2BodyDist X > 60

;---------------------------------------------------------------------------
;Vo[hSixPEE`{^j
[State -3, silverdragon]
type = ChangeState
value = 3300
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(51) >= 120 || Life > 100
triggerall = !Helper(15000+id),var(41)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y > -35
triggerall = power >= 1000
triggerall = Life > 100 || EnemyNear(var(55)),Life < 100
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440
trigger2 = stateno = 420 && time >= 13
trigger3 = (stateno = [210,225])|| stateno = 240 ||(stateno = 250 && time >= 17)

;---------------------------------------------------------------------------
;WWKXgixQEyEy{^j
[State -3, djinnjarrahgust]
type = ChangeState
value = 4400
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(53) <= 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [100,180]
triggerall = P2BodyDist Y > -75
triggerall = power >= 1000
trigger1 = (stateno = 3301) && (time > 23)

;---------------------------------------------------------------------------
;G^n[xX^[ixQE؁Ew{^j
[State -3, Elementalharvester]
type = ChangeState
value = 4300
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [120,159]
triggerall = EnemyNear(var(55)),alive
triggerall = power >= 1000
trigger1 = (stateno = 3301) && (time > 23)

;---------------------------------------------------------------------------
;}[L[|CYix2EEa{^j
[State -3, MercuryPoison]
type = ChangeState
value = 4200
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(53) <= 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 = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [80,200]
triggerall = P2BodyDist Y > -75
triggerall = power >= 1000
trigger1 = (stateno = 3301) && (time > 23)

;---------------------------------------------------------------------------
;󒆃Vo[hSixPEE`{^j
[State -3, silverdragon]
type = ChangeState
value = 3350
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,44]
triggerall = P2BodyDist Y = [-60,50]
triggerall = pos y <= -30
triggerall = pos y >= -160
triggerall = power >= 1000
trigger1 = stateno = 640 && movehit

;---------------------------------------------------------------------------
;ggVFCNixPEyEy{^j
[State -3, trilithonshake]
type = ChangeState
value = 3200
triggerall = var(59) > 2 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType = A ||(Helper(15000+id),var(41) && Life > Lifemax * 0.7)
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = (Helper(15000+id),var(40) = [333,555])|| !Helper(15000+id),var(41)
triggerall = P2BodyDist X = [-15,90]
triggerall = P2BodyDist Y > -120
triggerall = power >= 1000
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440 || stateno = 450
trigger2 = (stateno = [210,225])|| stateno = 240
trigger3 = stateno = 420
trigger3 = time >= 13 || EnemyNear(var(55)),StateType = A

;---------------------------------------------------------------------------
;mGLAf[Wix2EEa{^j
[State -3, NoachianDeluge]
type = ChangeState
value = 4100
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(51) >= 120
triggerall = (var(53) = [1,2]) || var(52) < 120
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),Vel Y > 0
triggerall = P2BodyDist Y+Floor(EnemyNear(var(55)),vel Y * 9) > -90 || time > 65
triggerall = power >= 1000
trigger1 = (stateno = 3201) && (time > 40)

;---------------------------------------------------------------------------
;GhKXix2EE`{^j
[State -3, emeraldmegalith]
type = ChangeState
value = 4000
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(51) >= 120
triggerall = var(52) >= 120
triggerall = !var(53) || var(53) = 5
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X > 45
triggerall = P2BodyDist Y > -170
triggerall = power >= 1000
trigger1 = stateno = 3201
trigger1 = time > 44 || P2BodyDist X > 95

;---------------------------------------------------------------------------
;mGLAf[Wix2EEa{^j
[State -3, NoachianDeluge]
type = ChangeState
value = 4100
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(51) >= 120
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),Vel Y > 0
triggerall = P2BodyDist Y+Floor(EnemyNear(var(55)),vel Y * 9) > -90 || time > 65
triggerall = power >= 1000
trigger1 = (stateno = 3201) && (time > 40)
trigger1 = P2BodyDist X > 45 || time > 65

;---------------------------------------------------------------------------
;TeCgq}ixPj
[State -3, himawari]
type = ChangeState
value = 6300
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y > -60
triggerall = power >= 1000
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440
trigger2 = stateno = 420 && time >= 13
trigger3 = (stateno = [210,225])|| stateno = 240 ||(stateno = 250 && time >= 17)
trigger3 = stateno != 217

;==============================================================================
;AZEKEZp

;---------------------------------------------------------------------------
;I[^GbWij
[State -3, autumnedge_c]
type = ChangeState
value = 1602
triggerall = statetype != A
triggerall = var(59) > 2 && RoundState = 2
triggerall = !var(58)
triggerall = var(51) >= 180
triggerall = Helper(15000+id),var(46) > 30
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [10,35]
trigger1 = stateno = 410 || stateno = 450
trigger1 = movehit

;---------------------------------------------------------------------------
;vZXEfBlij
[State -3, Light princessundine]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = var(59) > 0 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-15,35]
triggerall = P2BodyDist Y > -140
triggerall = movehit
trigger1 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 450
trigger2 = stateno = 200 || stateno = 215

;---------------------------------------------------------------------------
;VtBzij
[State -3, Light sylphyhorn]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = var(59) > 2 && 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 = (P2BodyDist X = [-5,35])|| stateno = 217
triggerall = P2BodyDist Y > -60
triggerall = movehit
trigger1 = stateno = 410
trigger2 = stateno = 200 || stateno = 215 || stateno = 217
trigger3 = stateno = 400 || stateno = 430
trigger3 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;󒆃VtBzij
[State -3, Strong sylphyhorn]
type = ChangeState
value = 1221
triggerall = statetype = A
triggerall = var(59) > 2 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,35]
triggerall = P2BodyDist Y = [-80,50]
triggerall = movehit
trigger1 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 630 || stateno = 640 || stateno = 650
trigger2 = stateno = 605 || stateno = 615 || stateno = 625

;---------------------------------------------------------------------------
;󒆃VtBzij
[State -3, Light sylphyhorn]
type = ChangeState
value = 1201
triggerall = statetype = A
triggerall = var(59) > 2 && 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 = P2BodyDist X = [-5,35]
triggerall = P2BodyDist Y = [-80,50]
triggerall = movehit
trigger1 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = stateno = 605 || stateno = 615 || stateno = 625
trigger2 = time >= 21

;---------------------------------------------------------------------------
;CWBggij
[State -3, Light lazytrilithon]
type = ChangeState
value = 1500
triggerall = statetype != A
triggerall = var(59) > 2 && RoundState = 2
triggerall = !var(58)
triggerall = var(51) >= 180
triggerall = !numhelper(1550)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [10,70]
trigger1 = stateno = 450 && movehit

;---------------------------------------------------------------------------
;CvCX`[ij
[State -3, wipemoisture_a]
type = ChangeState
value = 1250
triggerall = statetype != A
triggerall = var(59) > 6 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,85]
trigger1 = stateno = 450 && movehit

;---------------------------------------------------------------------------
;CvCX`[ij
[State -3, wipemoisture_b]
type = ChangeState
value = 1260
triggerall = statetype != A
triggerall = var(59) > 2 && 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 = P2BodyDist X = [-5,100]
triggerall = P2BodyDist Y > -40
triggerall = movehit
trigger1 = stateno = 410 || stateno = 440 || stateno = 450
trigger2 = stateno = 420 && time >= 13
trigger3 = stateno = 200 || stateno = 215 || stateno = 217
trigger4 = stateno = 400 || stateno = 430
trigger4 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;AOjVCij
[State -3, Strong Agnishine]
type = ChangeState
value = 1020
triggerall = statetype != A
triggerall = var(59) > 2 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,100]
triggerall = P2BodyDist Y > -40
triggerall = movehit ||(moveguarded && Random <= 50)
trigger1 = stateno = 420 && time >= 13
trigger2 = stateno = 200 || stateno = 215 || stateno = 217 || stateno = 410
trigger3 = stateno = 400 || stateno = 430
trigger3 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;CvCX`[ij
[State -3, wipemoisture_a]
type = ChangeState
value = 1250
triggerall = statetype != A
triggerall = var(59) > 6 && RoundState = 2
triggerall = var(59) < 11
triggerall = !var(58)
triggerall = Random <= 70 - var(59)*5
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,70]
triggerall = P2BodyDist Y > -40
triggerall = moveguarded
trigger1 = stateno = 410 || stateno = 440 || stateno = 450
trigger2 = stateno = 420 && time >= 13
trigger3 = stateno = 200 || stateno = 215 || stateno = 217
trigger4 = stateno = 400 || stateno = 430
trigger4 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;CWBggij
[State -3, Light lazytrilithon]
type = ChangeState
value = 1500
triggerall = statetype != A
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = !numhelper(1550)
triggerall = Random <= var(59)*10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,100]
triggerall = P2BodyDist Y > -40
triggerall = moveguarded
trigger1 = stateno = 410|| stateno = 440 || stateno = 450
trigger2 = stateno = 420 && time >= 13
trigger3 = stateno = 215

;---------------------------------------------------------------------------
;CvCX`[ij
[State -3, wipemoisture_c]
type = ChangeState
value = 1270
triggerall = statetype != A
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = var(52) >= 120
triggerall = Random <= var(59)*12
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,80]
triggerall = P2BodyDist Y > -40
triggerall = moveguarded
trigger1 = stateno = 410 || stateno = 440 || stateno = 450
trigger2 = stateno = 420 && time >= 13
trigger3 = stateno = 200 || stateno = 215 || stateno = 217
trigger4 = stateno = 400 || stateno = 430
trigger4 = AnimElemTime(3) > 1

;---------------------------------------------------------------------------
;AOjVCij
[State -3, Light Agnishine]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = var(59) > 2 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*30
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,100]
triggerall = P2BodyDist Y > -40
triggerall = movecontact
trigger1 = stateno = 400 || stateno = 430
trigger1 = AnimElemTime(3) > 1
trigger2 = stateno = 420 && time >= 13
trigger3 = stateno = 200 || stateno = 215 || stateno = 217 || stateno = 410

;---------------------------------------------------------------------------
;󒆁p`
[State -3, special Jump Light Punch]
type = ChangeState
value = 605
triggerall = var(59) > 5 && 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 = (stateno = [600,699])
triggerall = stateno != 605 
triggerall = stateno != 615
triggerall = stateno != 625
triggerall = movecontact
triggerall = Pos Y <= -40
trigger1 = P2BodyDist X = [-25,10]

;---------------------------------------------------------------------------
;󒆁p`
[State -3, special Jump middle Punch]
type = ChangeState
value = 615
triggerall = var(59) > 5 && 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 = (stateno = [600,699])
triggerall = stateno != 605 
triggerall = stateno != 615
triggerall = stateno != 625
triggerall = movecontact
triggerall = Pos Y <= -40
trigger1 = Pos Y > -72
trigger1 = P2BodyDist X = [5,40]
trigger2 = Pos Y <= -72
trigger2 = P2BodyDist X = [40,75]

;==============================================================================
;nq
;󒆁p`
[State -3, special Jump middle Punch]
type = ChangeState
value = 615
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = pos y = [-95,-50]
trigger1 = P2BodyDist X = [0,55]
trigger1 = var(58) = 22

;---------------------------------------------------------------------------
;ߗp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 225
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 10
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-8,20]
triggerall = P2bodydist Y = [-110,-70]
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo != [120,159]

;------------------------------------------------------------------------------
;EWv
[State -3,Wv]
Type     = ChangeState
Value    = ifelse(P2BodyDist X >= 25, 38, 37)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-8,40]
trigger1 = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = Random <= 50
trigger1 = var(58) := 22

;------------------------------------------------------------------------------
;OWv
[State -3,Wv]
Type     = ChangeState
Value    = 39
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [45,70]
trigger1 = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = Random <= 50
trigger1 = var(58) := 22

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*15
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-8,50]
triggerall = P2bodydist Y > -20
trigger1 = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-8,50]
triggerall = P2bodydist Y > -30
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) <= -60
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [25,80]
triggerall = P2bodydist Y > -70
triggerall = !InGuardDist
trigger1 = P2bodydist X < 60
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 7
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 9

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && 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 = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [25,72]
triggerall = P2bodydist Y > -25
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 9

;---------------------------------------------------------------------------
;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && 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)),StateNo != [120,131])|| EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [25,115]
triggerall = P2bodydist Y > -25
triggerall = !InGuardDist
trigger1 = P2bodydist X < 80
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 12
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 15

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),Pos Y < -40
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-5,35]
triggerall = P2bodydist Y = [-110,-50]
trigger1 = !InGuardDist

;==============================================================================
;
;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = (var(59) = [1,9]) && RoundState = 2
triggerall = !var(58)
triggerall = fvar(38) = [2,3]
triggerall = life > lifemax * 0.5
triggerall = P2BodyDist X > 150
trigger1 = var(59) = [8,9] 
trigger1 = P2BodyDist X > 180
trigger1 = (life > lifemax * 0.9) || (life*0.3 > enemynear(var(55)),life)
trigger1 = Random <= 20
trigger2 = var(59) = [4,7] 
trigger2 = life > lifemax * 0.7
trigger2 = Random <= 40
trigger3 = var(59) < 4
trigger3 = Random <= 50
trigger4 = P2BodyDist X > 200
trigger4 = Random <= 200-(var(59)*20)

;---------------------------------------------------------------------------
;p[
[State -3, charge]
type = ChangeState
value = 2000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = power < powermax
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = P2BodyDist X > 160
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),MoveType != A
trigger1 = numhelper(1550)||numhelper(1560)||numhelper(1570)
trigger1 = Random <= 150
trigger2 = P2BodyDist X > 210
trigger2 = Random <= 50

;---------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != [99,101]
triggerall = prevstateno != [99,101]
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = var(56) != 1
triggerall = !var(58)
triggerall = !var(54)||!var(53)||((Life < 0.35*LifeMax)&& Power >= 3000)
trigger1 = P2BodyDist X > 150
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 150
trigger2 = Helper(15000+id),var(2)
trigger2 = P2BodyDist X > 120
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = Random <= 60
trigger3 = P2BodyDist X > 90
trigger3 = (Life < 0.35*LifeMax)&& Power >= 3000
trigger3 = EnemyNear(var(55)),MoveType != A
trigger3 = Random <= 80

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(54)
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 = 99
trigger2 = p2bodydist X < 120
trigger3 = ctrl || (stateno = 19 && time >= 16)
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = (EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),MoveType = H)
trigger3 = Partner,MoveType != A

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = 18 && time >= 16)
triggerall = BackEdgeBodyDist > 20
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = p2bodydist X < 80
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = p2bodydist X < 35
trigger2 = Random <= 100
trigger3 = var(58) = 15
trigger3 = Power < 3000
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = p2bodydist X < 40

;---------------------------------------------------------------------------
;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 = !var(58)
trigger1 = p2bodydist X = [0,70]
trigger1 = Random <= 20
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 = BackEdgeBodyDist > 40
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
trigger1 = var(53) != 5
trigger1 = !var(54) && !var(58)
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X < 45
trigger1 = !inguarddist
trigger1 = Random <= 500
trigger2 = (Life >= 0.35*LifeMax)|| Power < 3000
trigger2 = var(54)
trigger2 = var(56) = 1
trigger2 = var(53) <= 2
trigger2 = EnemyNear(var(55)),MoveType != H
trigger2 = P2BodyDist X = [70,150]
trigger2 = !inguarddist
trigger2 = Random <= 120
trigger3 = !var(58)
trigger3 = facing != EnemyNear(var(55)),facing
trigger3 = EnemyNear(var(55)),MoveType = A
trigger3 = P2BodyDist X = [30,90]
trigger3 = Random <= 120
trigger4 = !var(58)
trigger4 = facing != EnemyNear(var(55)),facing
trigger4 = EnemyNear(var(55)),HitDefAttr = SC, AT
trigger4 = P2BodyDist X = [-5,60]
trigger4 = Random <= 150 || (var(59) > 10)
trigger5 = var(59) > 7
trigger5 = !fvar(39)
trigger5 = !var(53) && !var(58)
trigger5 = facing != EnemyNear(var(55)),facing
trigger5 = P2BodyDist X = [35,115]
trigger5 = !inguarddist
trigger5 = Random <= 15

;---------------------------------------------------------------------------
;O
[State -3, sway]
type = ChangeState
value = 2200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = BackEdgeBodyDist < 20 || var(52) < 40
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),StateNo = [5100,5120]
trigger1 = P2BodyDist X < 30

;------------------------------------------------------------------------------
;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 = 99
triggerall = !var(58)
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;OWv
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(59) > 3 && RoundState = 2
Triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = !fvar(39)
trigger1 = (var(59)<10&&Random<=30) || (var(59)>=10&&Random<=15)
trigger1 = P2BodyDist X = [80,120]
trigger2 = fvar(39) = [3,4]
trigger2 = P2BodyDist X <= 120

;------------------------------------------------------------------------------
;OnCWv
[State -3,Wv]
Type     = ChangeState
Value    = 36
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = !var(58)
triggerall = var(56) != 1
triggerall = var(54) <= 1
triggerall = !fvar(39)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = !var(56)
trigger1 = P2BodyDist X = [160,260]
trigger1 = (var(59)<10&&Random<=20) || (var(59)>=10&&Random<=12) || (fvar(39) = [3,4])
trigger2 = !var(53)
trigger2 = P2BodyDist X = [150,265]
trigger2 = (EnemyNear(var(55)),HitDefAttr = SC, NP, SP)|| Enemy,numproj
trigger2 = Random <= 150

;---------------------------------------------------------------------------
;󒆌_bV
[State -3, air buck run]
type = ChangeState
value = 2350
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype = A && ctrl
triggerall = stateno != 2300
triggerall = stateno != 2350
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = inguarddist
trigger1 = P2bodydist X = [60,135]
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;2iWv
[State -3,Wv]
Type = ChangeState
Value = 45
triggerall = var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype = A && ctrl
triggerall = Vel Y >= 0
trigger1 = var(58) = 20
trigger1 = var(58) := 21

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type = ChangeState
Value = 38
Triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58) && !var(53)
triggerall = !fvar(39)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),StateNo != 40
trigger1 = EnemyNear(var(55)),Vel X > 0 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = P2BodyDist X = [110,175]
trigger1 = Random <= 50
trigger2 = var(52) < 40
trigger2 = P2BodyDist X = [130,190]
trigger2 = var(58) := 20
trigger2 = Random <= 100

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58) && !var(53)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = var(59) < 10
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),StateNo != 40
trigger1 = EnemyNear(var(55)),Vel X >= 0 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = P2BodyDist X = [50,95]
trigger1 = var(52) > 120
trigger1 = Random <= 70

;==============================================================================
;nZUEԂ
;҂̐
[State -3, philosopher's stone]
type = ChangeState
value = 7000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 4 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y > -50
triggerall = power >= 3000
trigger1 = var(59) < 9 || EnemyNear(var(55)),Life < 70
trigger1 = Random <= 25 - var(59)*2
trigger2 = EnemyNear(var(55)),Life = [70,120]
trigger2 = Random <= 140

;---------------------------------------------------------------------------
;ggVFCNixPEyEy{^j
[State -3, trilithonshake]
type = ChangeState
value = 3200
triggerall = var(59) >= 8 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = power >= 2000
triggerall = P2bodydist X = [28,95]
triggerall = P2bodydist Y = [-130,-50]
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !Enemy,numproj
trigger1 = Random <= 50

;---------------------------------------------------------------------------
;vZXEfBlij
[State -3, Light princessundine]
type = ChangeState
value = 1300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [15,45]
triggerall = P2BodyDist Y = [-145,-50]
trigger1 = Random <= 50

;---------------------------------------------------------------------------
;^t@eB[Oij
[State -3, Light MetalFatigue]
type = ChangeState
value = 1050
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 4 && RoundState = 2
triggerall = var(59) < 11
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
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 = [150,190]
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 10

;---------------------------------------------------------------------------
;^t@eB[Oij
[State -3, middle MetalFatigue]
type = ChangeState
value = 1060
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
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 = [172,220]
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 12

;---------------------------------------------------------------------------
;󒆃^t@eB[Oij
[State -3, middle A MetalFatigue]
type = ChangeState
value = 1160
triggerall = statetype = A
triggerall = ctrl || (stateno = [120,140])
triggerall = var(59) >= 4 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
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 = [82,125]
triggerall = !inguarddist || var(59) < 9
triggerall = pos y <= -100
triggerall = pos y >= -160
trigger1 = Random <= 25

;---------------------------------------------------------------------------
;CvCX`[ij
[State -3, wipemoisture_a]
type = ChangeState
value = 1250
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
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 = [75,90]
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 15

;---------------------------------------------------------------------------
;CvCX`[ij
[State -3, wipemoisture_b]
type = ChangeState
value = 1260
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
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 = [75,120]
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 20

;---------------------------------------------------------------------------
;CvCX`[ij
[State -3, wipemoisture_c]
type = ChangeState
value = 1270
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = !var(53)
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 = [60,110]
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 20

;---------------------------------------------------------------------------
;CWBggij
[State -3, Light lazytrilithon]
type = ChangeState
value = 1500
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = var(53) != 5
triggerall = !numhelper(1550)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [70,110]
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 20

;---------------------------------------------------------------------------
;CWBggij
[State -3, middle lazytrilithon]
type = ChangeState
value = 1510
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = var(53) != 5
triggerall = !numhelper(1560)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [115,170]
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 20

;---------------------------------------------------------------------------
;CWBggij
[State -3, Strong lazytrilithon]
type = ChangeState
value = 1520
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = var(53) != 5
triggerall = !numhelper(1570)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [175,250]
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 20

;---------------------------------------------------------------------------
;I[^GbWij
[State -3, autumnedge_a]
type = ChangeState
value = 1600
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = var(53) <= 2
triggerall = Helper(15000+id),var(46) > 30
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 = [155,215]
triggerall = P2BodyDist Y > -50
trigger1 = Random <= 20

;---------------------------------------------------------------------------
;I[^GbWij
[State -3, autumnedge_b]
type = ChangeState
value = 1601
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = var(53) <= 2
triggerall = Helper(15000+id),var(46) > 30
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [155,215]
triggerall = P2BodyDist Y > -40
trigger1 = Random <= 10

;---------------------------------------------------------------------------
;AOjVCij
[State -3, Light Agnishine]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = !var(54)
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 > 165
triggerall = P2BodyDist Y > -50
trigger1 = ((var(59) = [1,8])&& Random <= 30)||(var(59) > 8 && Random <= 12)
trigger2 = var(54) = 1
trigger2 = Random <= 50

;---------------------------------------------------------------------------
;AOjVCij
[State -3, middle Agnishine]
type = ChangeState
value = 1010
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = !var(54)
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 > 135
triggerall = P2BodyDist Y > -50
trigger1 = ((var(59) = [1,8])&& Random <= 25)||(var(59) > 8 && Random <= 12)
trigger2 = var(54) = 1
trigger2 = Random <= 30

;---------------------------------------------------------------------------
;AOjVCij
[State -3, Strong Agnishine]
type = ChangeState
value = 1020
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType != A || var(59) < 9
triggerall = P2BodyDist X > 180
triggerall = P2BodyDist Y > -50
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 15
trigger2 = var(54) = 1
trigger2 = Random <= 30

;==============================================================================
;nZUE΍
;vZXEfBlij
[State -3, Light princessundine]
type = ChangeState
value = 1300
triggerall = statetype != A && RoundState = 2
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = P2bodydist X = [-5,35]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = !InGuardDist
triggerall = ((var(59) = [5,10]) && Random <= var(59)*10) || ((var(59) > 10) && Random <= 250)
trigger1 = var(59) < 9
trigger1 = EnemyNear(var(55)),Time > 30
trigger2 = var(59) >= 9
trigger2 = EnemyNear(var(55)),Time > 15

;==============================================================================
;nZUE
;  (Punch)
[State -3, Throw P]
type = ChangeState
value = ifelse(Power < 2500 && Random <= 333, 850, 800)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != 100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H ||(EnemyNear(var(55)),stateno = [120,159])
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = p2bodydist X = [-5,18]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = (EnemyNear(var(55)),facing = facing) ||(prevstateno = [2200,2249])||(prevstateno = [5000,5270])|| prevstateno = 700
trigger3 = var(59) >= 9
trigger3 = Random <= 300 || var(59) > 10
trigger4 = var(59) > 9
trigger4 = Random <= 150 ||(prevstateno = [200,450])
trigger4 = EnemyNear(var(55)),stateno = [120,159]
trigger4 = Random <= 500 || var(59) > 10

;==============================================================================
;nZUE΋(i)
;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 7) = [15,60]
triggerall = P2BodyDist Y >= -75
triggerall = !InGuardDist
trigger1 = Random <= 80

;---------------------------------------------------------------------------
;ߗp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 225
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [9,24]
triggerall = P2BodyDist Y >= -95
triggerall = !InGuardDist
trigger1 = Random <= 80

;---------------------------------------------------------------------------
;Ⴊݒp`
[State -3, Crouching middle Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) <= -60
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (EnemyNear(var(55)),StateNo != [120,159]) || EnemyNear(var(55)),StateType = A
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 7) = [38,85]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = var(59) < 11
trigger1 = (Random <= 50 && var(59) < 9)|| Random <= 20
trigger2 = P2BodyDist X < 60
trigger2 = EnemyNear(var(55)),AnimTime <= -7
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]
trigger3 = EnemyNear(var(55)),Vel Y >= 0
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = Random <= 120

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Vel X > 0
triggerall = P2BodyDist Y = [-130,-60]
triggerall = !InGuardDist
trigger1 = P2BodyDist X = [5,40]
trigger1 = Random <= 70

;==============================================================================
;nZUEi
;no idia
;==============================================================================
;nZUEi
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X = [-3,50+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2BodyDist Y >= -40
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*8
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = Random <= var(59)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -5
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
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 = [-3,52+Floor(EnemyNear(var(55)),vel X * 7)]
triggerall = P2BodyDist Y >= -30
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 70
trigger3 = Random <= var(59)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -7
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
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 = [38,75+Floor(EnemyNear(var(55)),vel X * 9)]
triggerall = P2BodyDist Y >= -40
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 70

;---------------------------------------------------------------------------
;ႪݒLbN
[State -3, Crouching middle Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99||(stateno = [120,140])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
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+Floor(EnemyNear(var(55)),vel X * 12) = [45,130]
triggerall = P2BodyDist Y >= -30
trigger1 = !InGuardDist
trigger1 = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 12) > 70
trigger1 = var(59) < 8
trigger1 = Random <= 40 - var(59)*3
trigger2 = (!InGuardDist && !Enemy,numproj)||(enemy,hitdefattr = S, NA, SA)
trigger2 = P2BodyDist X > 90
trigger2 = var(59) >= 8
trigger2 = Random <= 50

;==============================================================================
;nZUEi
;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -75 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [15,52]
triggerall = P2BodyDist Y >= -40
triggerall = !InGuardDist
trigger1 = Random <= 50

;---------------------------------------------------------------------------
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -75 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 7) = [-5,35]
triggerall = P2BodyDist Y >= -65
triggerall = !InGuardDist
trigger1 = Random <= 50
trigger2 = var(59) > 5 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -7
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;p`
[State -3, Stand middle Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X > 25
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [45,80]
triggerall = P2BodyDist Y >= -50
triggerall = !InGuardDist
trigger1 = var(59) < 9
trigger1 = Random <= 25 - var(59)*2
trigger2 = var(59) >= 9
trigger2 = Random <= 7

;---------------------------------------------------------------------------
;LbN
[State -3, Standing middle Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
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+Floor(EnemyNear(var(55)),vel X * 7) = [35,65]
triggerall = P2BodyDist Y >= -35
triggerall = !InGuardDist
trigger1 = Random <= 20

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X > 25
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [40,60]
triggerall = P2BodyDist Y >= -50
triggerall = !InGuardDist
trigger1 = var(59) < 9
trigger1 = Random <= 45 - var(59)*3
trigger2 = var(59) >= 9
trigger2 = Random <= 10

;---------------------------------------------------------------------------
;LbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
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 > 25
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 7) = [35,72]
triggerall = P2BodyDist Y >= -35
triggerall = !InGuardDist
trigger1 = Random <= 20

;==============================================================================
;󒆋ZU
;󒆁p`
[State -3, special Jump middle Punch]
type = ChangeState
value = 615
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*15
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = pos y = [-95,-50]
trigger1 = P2BodyDist X = [20,55]

;---------------------------------------------------------------------------
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(58) != 21
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
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 Y >= -10
triggerall = vel X > 0
trigger1 = P2BodyDist X = [15,48]
trigger1 = pos y <= -95

;---------------------------------------------------------------------------
;󒆋p`
[State -1, Jump Strong Punch1]
type = ChangeState
value = ifelse(Vel X , 620, 621)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(58) != 21
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
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 Y >= -10
trigger1 = P2BodyDist X = [-25,5]
trigger1 = pos y <= -95

;---------------------------------------------------------------------------
;󒆎LbN
[State -3, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist Y = [-30,60+Floor(vel Y * 7)]
triggerall = vel X >= 0
trigger1 = !var(58)
trigger1 = StateNo != 2300
trigger1 = P2BodyDist X = [-15,30+Floor(vel X * 7)]
trigger1 = vel Y >= 0 || StateNo = 2350
trigger2 = !var(58)
trigger2 = StateNo = 2300 && time > 8
trigger2 = P2BodyDist X = [-15,50]

;---------------------------------------------------------------------------
;󒆒p`
[State -3, Jump middle Punch]
type = ChangeState
value = 610
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist Y = [-50,50+Floor(vel Y * 9)]
triggerall = P2BodyDist X = [-15,30+Floor(vel X * 7)]
triggerall = vel X >= 0
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = vel Y >= 0
trigger2 = EnemyNear(var(55)),StateType = A

;---------------------------------------------------------------------------
;󒆒LbN
[State -3, Jump middle Kick]
type = ChangeState
value = 640
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = P2BodyDist X = [-10,78]
triggerall = P2BodyDist Y = [-75,50]
trigger1 = EnemyNear(var(55)),Vel X >= 0
trigger1 = vel X <= 0

;==============================================================================
;̑
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = FrontEdgeBodyDist < 70

;_bV
[State -3, Dush]
type=changestate
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
trigger1 = P2BodyDist X > 20
trigger1 = BackEdgeBodyDist <= 35

;Wv
[State -3, Wv]
type = ChangeState
value = 36
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
trigger1 = P2BodyDist X <= 20
trigger1 = BackEdgeBodyDist <= 30

;
[State -3, Taunt]
type = ChangeState
value = 195
ctrl = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 3
triggerall = fvar(38) = 1 || fvar(38) = 3
triggerall = Life > Lifemax * 0.5
trigger1 = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 70



