[Statedef -3]

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000+id)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,191])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000+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"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"|| Command = "AI51"
trigger14= NumHelper(10000+id) > 0 && RoundState = 2
trigger14= Helper(10000+id),var(59)=1;                                                                  trigger15= Command = "start"
;trigger15 = 1  ; 1ԍ;OΏ펞AIN
var(59) = 10 ;@LVI𕝁@1|11 @11͒L

[state -3, ꌂKEZgpݒ]
type = varset
trigger1 = var(59)
var(57) = 1 ; 0 - gpȂ
            ; 1 - gp邪AϋɓIɂ͑_Ȃ
            ; 2 - Q[Wđ_₷Ȃ邪A肪キȂ

[state -3, \LZpɂQ[W^ݒ]
type = varset
trigger1 = var(59)
var(56) = 1 ;1ON@0OFF

[state -3, {CXݒ]
type = varset
trigger1 = 1
var(17) = 1 ; 0-{CX
            ; 1-{CXL

;==================================================================================
;ȉ͂Ȃł

[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)

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

[State 821, 1] ;R}hꂽVarON
type = varset
trigger1 = !var(59)
trigger1 = command = "jump"
trigger1 = ctrl = 1
trigger1 = statetype = s
trigger2 = var(59)
trigger2 = stateno = 39
trigger2 = P2bodydist X > 100
v = 1
value = 1

[State 821, 1] ;varOFFɂXe[g
type = varset
trigger1 = stateno = 50
trigger1 = time >= 2
trigger2 = stateno != [36,52]
trigger2 = statetype != A
v = 1
value = 0

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

[State 821, 1] ;OɃ{^ĂOɂ
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

;==============================================================================
;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)
;WM^EK
Trigger6 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;fBXEu(EX)Eiv
Trigger7 = EnemyNear(var(55)),Name = "Lyndis"
Trigger7 = EnemyNear(var(55)),StateNo = 1020 || EnemyNear(var(55)),StateNo = 1053
;H×tEu͂ꔖv
Trigger8 = EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger8 = EnemyNear(var(55)),StateNo = 970
;TVEuTQCU[v
Trigger9 = EnemyNear(var(55)),Name = "hakurou" && EnemyNear(var(55)),AuthorName = "ria-coarst"
Trigger9 = EnemyNear(var(55)),StateNo = 3230
Trigger10= 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" || 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= (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]))
;QCAWEI[@[hCuVC
Trigger5 = EnemyNear(var(55)),Name = "Gale_s"
Trigger5 = EnemyNear(var(55)),StateNo = 3200
Trigger5 = EnemyNear(var(55)),Time = [115,135]
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
;QCEŌŗ󕗌
trigger1 = EnemyNear(var(55)),Name = "Gale"
trigger1 = EnemyNear(var(55)),StateNo = 2200 || EnemyNear(var(55)),StateNo = 2250
trigger1 = EnemyNear(var(55)),Time < 30
trigger1 = P2bodydist X < 96
;A-KUE]fBAbNEfBATX
trigger2 = EnemyNear(var(55)),AuthorName = "A-KUE" && EnemyNear(var(55)),Name = "Zodiac"
trigger2 = EnemyNear(var(55)),StateNo = 1055 && EnemyNear(var(55)),Time < 34
trigger2 = P2bodydist X < 195
;hoehoe D0JEO[Xvbh
trigger3 = EnemyNear(var(55)),AuthorName = "hoe2" && EnemyNear(var(55)),Name = "MARISA,K"
trigger3 = (EnemyNear(var(55)),StateNo = [1600,1620])&& P2BodyDist X < 120
;VgES
trigger4 = EnemyNear(var(55)),AuthorName = "Shiroto" && EnemyNear(var(55)),Name = "Reisen Udongein Inaba"
trigger4 = EnemyNear(var(55)),StateNo = 2030 && EnemyNear(var(55)),animelemtime(55) <= 1
;ugES
trigger5 = EnemyNear(var(55)),AuthorName = "RYU-SAN" && EnemyNear(var(55)),Name = "Buront"
trigger5 = EnemyNear(var(55)),StateNo = 420 && P2BodyDist X < 143

[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),Name = "Gale"
trigger1 = EnemyNear(1),StateNo = 2200 || EnemyNear(1),StateNo = 2250
trigger1 = EnemyNear(1),Time < 30
trigger1 = P2bodydist X < 96
trigger2 = EnemyNear(1),AuthorName = "A-KUE" && EnemyNear(1),Name = "Zodiac"
trigger2 = EnemyNear(1),StateNo = 1055 && EnemyNear(1),Time < 34
trigger2 = P2bodydist X < 195
trigger3 = EnemyNear(1),AuthorName = "hoe2" && EnemyNear(1),Name = "MARISA,K"
trigger3 = (EnemyNear(1),StateNo = [1600,1620])&& P2BodyDist X < 120
trigger4 = EnemyNear(1),AuthorName = "Shiroto" && EnemyNear(1),Name = "Reisen Udongein Inaba"
trigger4 = EnemyNear(1),StateNo = 2030 && EnemyNear(1),animelemtime(55) <= 1
trigger5 = EnemyNear(1),AuthorName = "RYU-SAN" && EnemyNear(1),Name = "Buront"
trigger5 = EnemyNear(1),StateNo = 420 && P2BodyDist X < 143

[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" || EnemyNear(var(55)),AuthorName = "{T"
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
fvar(34) = 1

;==============================================================================
;R{ptO

[State -3, nDUEǌ]
Type = VarSet
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = !var(58)
trigger1 = var(13) < 2
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = stateno = 210 || stateno = 215
trigger1 = movehit
var(58) = 1

[State -3, ח2Cǌ]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
triggerall = stateno = 3000 && movehit
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = Power >= 1000
var(58) = 2

[State -3, חGA]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
triggerall = stateno = 3000 && movehit
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = Power < 2000 || Helper(15000+id),var(11) >= 2
trigger2 = var(58) = 2
trigger2 = Helper(15000+id),var(11) >= 3 || var(57) = 2
var(58) = 3

[State -3, u6A]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = stateno = 1000 && movehit
var(58) = 4

[State -3, 6A}[N_]
Type = VarSet
triggerall = var(59) > 2 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = var(13) = 0
trigger1 = Helper(15000+id),var(51) < 130
trigger1 = stateno = 205 ||(stateno = 240 && EnemyNear(var(55)),StateType = A)
trigger1 = movehit
var(58) = 5

[State -3, 6AGAR{]
type = VarRandom
triggerall = var(59) > 2 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = var(58) != 5
trigger1 = var(13) = [0,3]
trigger1 = stateno = 205 ||(stateno = 240 && EnemyNear(var(55)),StateType = A)
trigger1 = movehit
v = 58
range = 5,7

[State -3, }[NMAX5ȊO]
type = VarRandom
triggerall = var(59) > 2 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = var(13) >= 4
trigger1 = stateno = 205 ||(stateno = 240 && EnemyNear(var(55)),StateType = A)
trigger1 = movehit
v = 58
range = 6,7

[State -3, ʒ[6ȊO]
type = VarSet
triggerall = var(59) > 2 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = Helper(15000+id),var(51) < 150
trigger1 = var(58) = 6
var(58) = ifelse(Random < 500 || var(13) >= 4, 7, 5)

[State -3, ׃AHIT]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = stateno = 1030 && movehit
var(58) = 8

[State -3, XChǌ]
Type = VarSet
triggerall = var(59) >= 9 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = Helper(15000+id),var(51) < 200
trigger1 = var(58) != [6,7]
trigger1 = (stateno = 810 && time = 1)||(stateno = 1610 && movehit)
var(58) = 9

[State -3, Dǌ]
Type = VarSet
triggerall = var(59) >= 7 && RoundState = 2
triggerall = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = stateno = 610 && movehit
var(58) = 11

[State -3, tOZbg]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(58)
trigger1 = var(58) = 10
trigger1 = stateno = 105 || stateno = 1255
trigger2 = var(58) != 10
trigger2 = EnemyNear(var(55)),Ctrl
trigger3 = stateno = 3255
trigger4 = var(58) = 11
trigger4 = stateno = 205 || stateno = 430 || stateno = 465
trigger5 = Movetype = H
var(58) = 0

[State -3, CqbgtO];var(58)=10
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(54)
triggerall = EnemyNear(var(55)),StateType = L || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = P2BodyDist X < 90
trigger1 = stateno = [2501,2503]
var(58) = 10

;==============================================================================
;؂Ԃ
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = ifelse(P2BodyDist X > 40, 39, 38)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random<=var(59)*50||var(59)>10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),facing != facing
trigger1 = P2BodyDist X <= 180
trigger1 = fvar(39) = 3
trigger2 = P2BodyDist X > 100
trigger2 = fvar(39) = 4

;---------------------------------------------------------------------------
;ړZ@
[State -3, Fast Kung Fu Palm]
type = ChangeState
value = 1025
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random<=var(59)*50||var(59)>10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),facing != facing
trigger1 = P2BodyDist X <= 100
trigger1 = fvar(39) = 4

;---------------------------------------------------------------------------
;ړZ@O
[State -3, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random<=var(59)*50||var(59)>10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),facing != facing
trigger1 = fvar(39) = 5

;------------------------------------------------------------------------------
;aT
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 3300
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(57)
triggerall = Random<=var(59)*50||var(59)>10
triggerall = power >= 3000
triggerall = life <= 300
triggerall = P2BodyDist X = [-3,26]
triggerall = P2BodyDist Y = [-75,50]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),AnimTime <= -15 || var(59)<8
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=[120,159])||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;ח
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random<=var(59)*50||var(59)>10
triggerall = power >= 1000
triggerall = var(57) <= 1 || power >= 3000
triggerall = P2BodyDist X = [-3,26]
triggerall = P2BodyDist Y = [-90,50]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),AnimTime <= -13 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 28-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])|| PrevStateNo = 1020

;---------------------------------------------------------------------------
;oX^[EtƂ
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 1255
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 8 && RoundState = 2
triggerall = Random<=var(59)*18||var(59)>10
triggerall = power >= 1000
triggerall = var(57) <= 1 || power >= 3000
triggerall = P2BodyDist X = [-3,80]
triggerall = P2BodyDist Y = [-50,50]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),HitDefAttr = SC, NA, SA, AT
triggerall = !Enemy,numproj
triggerall = EnemyNear(var(55)),AnimTime <= -13 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 28-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])|| PrevStateNo = 1020

;---------------------------------------------------------------------------
;Dinj
[State -3, ]
type = ChangeState
value = 1050
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(13) >= 1
triggerall = Random<=var(59)*30||var(59)>10
triggerall = P2BodyDist X = [-5,44]
triggerall = P2BodyDist Y = [-90,50]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),AnimTime <= -10 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 28-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])|| PrevStateNo = 1020

;---------------------------------------------------------------------------
;Di󒆁j
[State -3, ]
type = ChangeState
value = 1055
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(13) >= 1
triggerall = Random<=var(59)*25||var(59)>10
triggerall = P2BodyDist X = [-9,44]
triggerall = P2BodyDist Y = [-90,50]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),AnimTime <= -10 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])|| PrevStateNo = 1020

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 9 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
trigger1 = EnemyNear(var(55)),HitDefAttr = SC, AT
trigger1 = P2BodyDist X = [-9,60]
trigger1 = Random <= var(59)*35 || var(59) > 10

;---------------------------------------------------------------------------
;
[State -3, Stand Light Punch]
type = ChangeState
value = 800
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 8 && RoundState = 2
triggerall = Random<=var(59)*30||var(59)>10
triggerall = P2BodyDist X = [-6,20]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),AnimTime <= -3 || var(59)< 8
triggerall = (var(59) > 7 &&(Enemynear(var(55)),Time >= 28-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])|| PrevStateNo = 1020

;---------------------------------------------------------------------------
;D
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 9 && RoundState = 2
triggerall = !var(58)
triggerall = Helper(30000+id),var(53) || Random <= 150
triggerall = Random <= var(59)*20||var(59)>10
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),AnimTime <= -14 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10
triggerall = P2bodyDist X = [-5,45]
triggerall = P2BodyDist Y >= -40
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10 || Random <= 100
trigger2 = (PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])
trigger3 = EnemyNear(var(55)),HitDefAttr = SC, NA, SA
trigger3 = Random <= 100

;-----------------------------------------------------
;2D
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 8 && RoundState = 2
triggerall = !var(58)
triggerall = Helper(30000+id),var(53)
triggerall = Random <= var(59)*15
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),AnimTime <= -10 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10
triggerall = P2bodyDist X = [40,95]
triggerall = P2BodyDist Y >= -40
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10 || Random <= 50
trigger2 = (PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])
trigger3 = Random <= 100

;---------------------------------------------------------------------------
;6A
[State -3, Stand Strong Punch]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random<=var(59)*25||var(59)>10
triggerall = P2BodyDist X = [-5,35]
triggerall = P2BodyDist Y = [-85,0]
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = EnemyNear(var(55)),HitDefAttr = SA, NA, SA, NP, SP
triggerall = EnemyNear(var(55)),AnimTime <= -13 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>8)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(PrevStateNo=[5000,5270])|| PrevStateNo = 1020

;---------------------------------------------------------------------------
;ړZ@O
[State -3, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10 && Random<=var(59)*18) || (var(59)>10 && Random<=333)
triggerall = !var(58) && !var(54)
triggerall = Enemynear(var(55)),animtime = [-43,-33]
triggerall = EnemyNear(var(55)),movetype = A
triggerall = EnemyNear(var(55)),HitDefAttr = SA, NA, NP, SA
trigger1 = (!Enemy,numproj &&(P2BodyDist X = [72,135]))||(Enemy,numproj &&(P2BodyDist X = [83,130]))
trigger1 = InGuardDist || Random <= 333

;---------------------------------------------------------------------------
;K[L
[State -3]
type = ChangeState
value = 820
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = power >= 1000
triggerall = var(57) <= 1 || power >= 3000
triggerall = movetype = H
triggerall = stateno = [150,153]
triggerall = alive
triggerall = P2BodyDist X = [-9,40]
triggerall = P2BodyDist Y = [-50,10]
triggerall = Enemynear(var(55)),animtime <= -9
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = life <= lifemax * 0.6
trigger1 = enemynear(var(55)),life < 25
trigger2 = BackEdgeBodyDist < 30
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger2 = Random <= 200
trigger3 = BackEdgeBodyDist < 10 || Helper(15000+id),var(52) < 90
trigger3 = Random <= 5
trigger4 = life <= lifemax * 0.1
trigger4 = Random <= 10

;==============================================================================
;˂p
;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 5 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = P2BodyDist X = [0,40+Floor(vel X * 8)]
triggerall = P2BodyDist Y = [-55,48+Floor(vel Y * 8)]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Random <= var(59)*100
trigger1 = (prevstateno = [120,155]) || (prevstateno = [5000,5210])
trigger1 = EnemyNear(var(55)),AnimTime = [-16,-4]
trigger1 = Random <= 300

;---------------------------------------------------------------------------
;󒆎LbN
[State -3, Jump Light Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 5 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = P2BodyDist X+Floor(vel X * 11) = [-12,70]
triggerall = P2BodyDist Y = [-35,78]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Random <= var(59)*100
trigger1 = (prevstateno = [120,155]) || (prevstateno = [5000,5210])
trigger1 = EnemyNear(var(55)),AnimTime = [-21,-8]
trigger1 = Random <= 300

;---------------------------------------------------------------------------
;gtQCU[
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(13) >= 1
triggerall = Random <= var(59)*18
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 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||(EnemyNear(var(55)),facing = facing)||Random <= var(59)*20 ||var(59)>10
trigger1 = (EnemyNear(var(55)),AnimTime <= -22 &&(P2Dist X = [110,149]))
trigger2 = (EnemyNear(var(55)),AnimTime <= -26 &&(P2Dist X = [150,189]))||(EnemyNear(var(55)),AnimTime <= -30 &&(P2Dist X = [190,229]))
trigger3 = (EnemyNear(var(55)),AnimTime <= -34 &&(P2Dist X = [230,269]))||(EnemyNear(var(55)),AnimTime <= -38 &&(P2Dist X = [270,299]))

;---------------------------------------------------------------------------
;\Eh
[State -3, Stand Light Kick]
type = ChangeState
value = 32002
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 5 && RoundState = 2
triggerall = Random <= var(59)*25
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 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 10) = [65,111]
triggerall = EnemyNear(var(55)),AnimTime <= -15
trigger1 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||(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 > -21
trigger2 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;A
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 5 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,35]
triggerall = EnemyNear(var(55)),stateno != [90,159]
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) = [-9,14]
triggerall = P2bodydist Y > -45
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||(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 > -12
trigger2 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;ႪA
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 5 && 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 * 7) = [-5,28]
triggerall = EnemyNear(var(55)),AnimTime <= -7
trigger1 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||(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 > -12
trigger2 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;ႪB
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 4 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType = S
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 * 7) = [14,36]
triggerall = EnemyNear(var(55)),AnimTime <= -9
trigger1 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||(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 > -14
trigger2 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;3C
[State -3, Stand Light Punch]
type = ChangeState
value = 465
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 4 && RoundState = 2
triggerall = Random <= var(59)*25
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 * 12) = [32,72]
triggerall = EnemyNear(var(55)),AnimTime <= -14
trigger1 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||(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 > -19
trigger2 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||Random <= var(59)*20 ||var(59)>10

;---------------------------------------------------------------------------
;oX^[EtƂ
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 1255
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 10 && RoundState = 2
triggerall = Random<=var(59)*8
triggerall = power >= 1000
triggerall = var(57) <= 1 || power >= 3000
triggerall = P2BodyDist X = [-3,80]
triggerall = P2BodyDist Y = [-50,50]
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 = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HT, AP)
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 12) = [32,72]
triggerall = EnemyNear(var(55)),AnimTime <= -15
trigger1 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||(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 > -24
trigger2 =(prevstateno = [140,155])||(prevstateno = [5000,5210])|| PrevStateNo = 1020 ||Random <= var(59)*20 ||var(59)>10

;==============================================================================
;nZUEړZ
;D
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = StateType != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = stateno = 1020 && time > 5
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = P2bodyDist X = [15,53]
triggerall = P2BodyDist Y >= -40
trigger1 = EnemyNear(var(55)),MoveType = I
trigger1 = Random <= 35
trigger2 = EnemyNear(var(55)),MoveType = A
trigger2 = Random <= 150

;==============================================================================
;^bOLq
;C\EO
[State -3, Stand Light Kick]
type = ChangeState
value = 2500
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = var(54)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = ((EnemyNear(var(55)),Vel X > 0)&&(P2bodydist X = [65,90]))||((EnemyNear(var(55)),Vel X = 0)&&(P2bodydist X = [55,84]))||((EnemyNear(var(55)),Vel X < 0)&&(P2bodydist X = [40,67]))
triggerall = P2bodydist Y > -105
triggerall = Random <= var(59)*6
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,StateType != L
trigger2 = Partner,MoveType != A
trigger2 = !EnemyNear(var(55)),Ctrl
trigger2 = !InGuardDist || (EnemyNear(var(55)),facing = facing)

;---------------------------------------------------------------------------
;C\E
[State -3, Stand Light Kick]
type = ChangeState
value = 25002
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 8 && RoundState = 2
triggerall = !var(58)
triggerall = var(54)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = ((EnemyNear(var(55)),Vel X < 0)&&(P2bodydist X = [100,140]))||((EnemyNear(var(55)),Vel X = 0)&&(P2bodydist X = [120,160]))||((EnemyNear(var(55)),Vel X > 0)&&(P2bodydist X = [155,190]))
triggerall = P2bodydist Y > -105
triggerall = Random <= var(59)*6
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,StateType != L
trigger2 = Partner,MoveType != A
trigger2 = !EnemyNear(var(55)),Ctrl
trigger2 = !InGuardDist || (EnemyNear(var(55)),facing = facing)

;---------------------------------------------------------------------------
;C\E
[State -3, Stand Light Kick]
type = ChangeState
value = 25003
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = var(54)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = ((EnemyNear(var(55)),Vel X < 0)&&(P2bodydist X = [180,220]))||((EnemyNear(var(55)),Vel X = 0)&&(P2bodydist X = [190,234]))||((EnemyNear(var(55)),Vel X > 0)&&(P2bodydist X > 235))
triggerall = P2bodydist Y > -105
triggerall = Random <= var(59)*9
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,StateType != L
trigger2 = Partner,MoveType != A
trigger2 = !EnemyNear(var(55)),Ctrl
trigger2 = !InGuardDist || (EnemyNear(var(55)),facing = facing)

;---------------------------------------------------------------------------
;q\EgtQCU[
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = Random <= var(59)*30
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(53) != 5
triggerall = var(13) >= 1
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),AnimTime <= -18
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = P2BodyDist X = [110,260]
triggerall = P2bodydist Y > -100
trigger1 = var(54) = 1
trigger1 = Random <= 50
trigger2 = var(54) = 1
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Partner,MoveType = H
trigger2 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])

;---------------------------------------------------------------------------
;p[gi[~opE\Eh
[State -3, Stand Light Kick]
type = ChangeState
value = 32002
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(54)
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),movetype != H
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 12) = [40,114]
triggerall = P2BodyDist Y-Floor(EnemyNear(var(55)),vel Y * 8) = [-40,5]
triggerall = Random <= 300
trigger1 = Partner,MoveType = H
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = (var(53)=[1,3])||EnemyNear(var(55)),facing = facing
trigger2 = EnemyNear(var(55)),AnimTime <= -14

;---------------------------------------------------------------------------
;\EtFCg
[State -3, Stand Light Kick]
type = ChangeState
value = 32001
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = var(57)
triggerall = var(53) <= 2
triggerall = Random <= var(59)*100
triggerall = power < powermax
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !InGuardDist
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = Partner,MoveType = A
trigger1 = (Partner,StateNo = [2000,4999])||(Partner,StateNo > 5500)
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger1 = p2bodydist X > 150 || !var(53)
trigger2 = p2bodydist X > 200
trigger2 = var(54) = 1
trigger2 = Partner,MoveType != H

;==============================================================================
;K[hE󂯐gLq
;K[h
[State -3]
type = ChangeState
value = 120
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = stateno != [150,155]
triggerall = ctrl || (stateno = [18,19])
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

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

;---------------------------------------------------------------------------
;oX^[EtƂ
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 1255
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = power >= 1000
triggerall = var(57) <= 1 || power >= 3000
triggerall = P2BodyDist X = [-3,80]
triggerall = P2BodyDist Y = [-60,30]
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Vel Y >= 0
trigger1 = var(58) = 10

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(54)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = BackEdgeBodyDist > 40
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X < 45
trigger1 = Random <= 500
trigger1 = !var(58) ||(EnemyNear(var(55)),stateno = [5110,5120])
trigger2 = var(58) = 10
trigger2 = (var(57) <= 1 && power < 1000) || power < 3000
trigger2 = P2BodyDist X < 60

;==============================================================================
;NU
;AI\EhTQCU[
[State -3,QCU[]
Type = ChangeState
Value = 32003
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)*20) || (var(59)>9&&Random <= 300)
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X = [60,100]
trigger1 = EnemyNear(var(55)),AnimTime = [-25,-18]

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
triggerall = enemynear(var(55)),movetype = H
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = ctrl || (stateno = 19 && time >= 16)
trigger1 = p2bodydist X > 45
trigger2 = var(58) = [3,5]
trigger2 = P2BodyDist X > 16

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = enemynear(var(55)),movetype = H
triggerall = ctrl || (stateno = 18 && time >= 12)
triggerall = BackEdgeBodyDist > 20
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = p2bodydist X < 40
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = p2bodydist X < 5

;==============================================================================
;uEA[}[΍
;D
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = stateno = 200 || stateno = 230
trigger1 = Random <= var(59)*25 || var(59) > 10
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger1 = movecontact
trigger2 = Random <= 75
trigger2 = moveguarded

;ړZ@
[State -3, Fast Kung Fu Palm]
type = ChangeState
value = 1025
triggerall = var(59) > 7 && RoundState = 2
triggerall = var(59) < 12
triggerall = !var(58)
triggerall = Random <= var(59)*30 || var(59) > 10
triggerall = statetype != A
triggerall = EnemyNear(var(55)),facing != facing
triggerall = FrontEdgeBodyDist > 60
triggerall = (stateno = [200,299])||(stateno = [400,499])
trigger1 = movecontact
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger2 = var(59) < 10
trigger2 = moveguarded
trigger2 = Random <= 50

;==============================================================================
;AZEAg
[State -3, חǌ]
type = ChangeState
value = ifelse(var(58) = 2, 430, 205)
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-9,25]
trigger1 = EnemyNear(var(55)),Pos Y = [-285,-265]
trigger1 = var(58) = [2,3]

;ꏊ
[State -3, ҋ@]
type = ChangeState
value = 0
ctrl = 1
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = !InGuardDist
trigger1 = P2BodyDist X = [10,16]
trigger1 = var(58) = [2,3]
trigger2 = stateno = 18
trigger2 = P2BodyDist X < 5
trigger2 = var(58) = 4

[State -3, ]
type = ChangeState
value = 19
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X < 5
triggerall = !InGuardDist
trigger1 = var(58) = [2,3]

;---------------------------------------------------------------------------
;B
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A && ctrl
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-15,55]
triggerall = P2BodyDist Y = [-35,70]
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = var(58) = 5

;---------------------------------------------------------------------------
;C
[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 != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-15,60]
triggerall = !InGuardDist
trigger1 = ctrl
trigger1 = var(20) <= 2
trigger1 = var(58) = 6
trigger2 = stateno= 640 && movehit
trigger2 = var(58) = 5

;---------------------------------------------------------------------------
;A
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A && ctrl
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-9,30]
triggerall = P2BodyDist Y = [-80,60]
trigger1 = var(58) = 7

;---------------------------------------------------------------------------
;6A
[State -3, Stand Strong Punch]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-9,32]
triggerall = P2BodyDist Y = [-60,50]
trigger1 = Helper(15000+id),var(15) > 14
trigger1 = var(58) = 4

;---------------------------------------------------------------------------
;ړZ@
[State -3, Fast Kung Fu Palm]
type = ChangeState
value = 1025
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = var(58) = 1
trigger1 = stateno = 210 || stateno = 215
trigger1 = movehit

;---------------------------------------------------------------------------
;2C
[State -3, Jump Light Kick]
type = ChangeState
value = 636
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = var(58) = 1
trigger1 = stateno = 1025
trigger1 = time > 9

;---------------------------------------------------------------------------
;ႪC
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X < 25
trigger1 = Power >= 1000
trigger1 = Power >= 3000 || var(57) <= 1
trigger1 = (var(58) = [6,7])|| var(58) = 11

;---------------------------------------------------------------------------
;3C
[State -3, Stand Light Punch]
type = ChangeState
value = 465
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),Pos Y = [-20,5]
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = ctrl ||(stateno = [18,19])|| stateno = 100
triggerall = P2BodyDist X < 65
trigger1 = P2BodyDist X < 50
trigger1 = var(58) = 1
trigger2 = var(58) = 9
trigger3 = var(58) = [6,7]
trigger4 = EnemyNear(var(55)),StateType = L
trigger4 = var(58) = 11

;---------------------------------------------------------------------------
;^
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 3255
triggerall = statetype != A
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(57) <= 1 || power >= 3000
triggerall = var(22) = 0 ||(var(22) >= 1 && var(13) >= 2)
triggerall = Random <= var(59)*100
triggerall = power >= 1000
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-9,55]
triggerall = P2BodyDist Y > - 60
trigger1 = var(58) = [6,7]
trigger1 = stateno = 430 || stateno = 465
trigger1 = movehit
trigger2 = ctrl ||(stateno = [18,19])|| stateno = 100
trigger2 = var(58) = 8

;---------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 39
triggerall = var(59) >= 9 && RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HP)
triggerall = !inguarddist
trigger1 = Helper(15000+id),var(51) > 198
trigger1 = var(58) = 9

;---------------------------------------------------------------------------
;󒆑O_bV
[State -3, airrun]
type = ChangeState
value = 2300
Triggerall = var(59) >= 10 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl ||(stateno = [120,140])
triggerall = Random <= var(59)*100
triggerall = stateno != 105 && stateno != 2300 && stateno != 2601
triggerall = EnemyNear(var(55)),alive
triggerall = Pos Y <= -25
trigger1 = var(58) = 9

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = 19 && time >= 16)
triggerall = p2bodydist X > 50
trigger1 = var(58) = 9

;==============================================================================
;AZEKp
;aT
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 3300
triggerall = statetype != A
triggerall = var(59) >= 9 && RoundState = 2
triggerall = var(57)
triggerall = Random <= var(59)*100
triggerall = power >= 3000
triggerall = life <= 300
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist Y > - 60
triggerall = movehit
trigger1 = P2BodyDist X = [-9,24]
trigger1 = stateno = 205 || stateno = 400 || stateno = 430 || stateno = 440
trigger2 = P2BodyDist X = [-9,10]
trigger2 = stateno = 465

;---------------------------------------------------------------------------
;ח
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = statetype != A
triggerall = var(59) >= 5 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = var(22) = 0 ||(var(22) >= 1 && var(13) >= 2)
triggerall = var(57) <= 1 || power >= 3000
triggerall = power >= 2000 || var(59) < 10 ||(EnemyNear(var(55)),Life = [30,150])||(Life <= Lifemax * 0.6)
triggerall = power >= 1000
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = Helper(15000+id),var(11) < 2
triggerall = P2BodyDist Y > - 65
triggerall = P2BodyDist X = [-9,27]
triggerall = movehit
trigger1 = stateno = 430 || stateno = 440
trigger2 = P2BodyDist X < 8
trigger2 = var(13) < 2
trigger2 = stateno = 230 || stateno = 240
trigger3 = var(57) <= 1 && power >= 3000
trigger3 = stateno = 205
trigger4 = stateno = 3031 || stateno =3033
trigger4 = var(22) >= 1
trigger4 = var(13) >= 2
trigger5 = var(58) != 9
trigger5 = Helper(15000+id),var(51) < 100
trigger5 = stateno = 430 || stateno = 440 || stateno = 465

;==============================================================================
;nRrl[V
;WvLZ 
[State -3,JC]
type = ChangeState
value = ifelse((EnemyNear(var(55)),StateNo != [120,159]), 39, 37)
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-9,60]
triggerall = movecontact= [1,8]
trigger1 = enemy,statetype = A
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = stateno = 240
trigger2 = stateno = 205
trigger3 = stateno = 240
trigger3 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;łグU
[State -3, 6A]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = var(59) >= 5 && RoundState = 2
triggerall = (var(13) = 1 && Random <= 250)||(var(13) >= 2 && Random <= 150)|| EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist Y > -90
triggerall = !InGuardDist
trigger1 = stateno = 200
trigger1 = movehit ||(moveguarded && Random <= 150)

;---------------------------------------------------------------------------
;D
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2bodyDist X = [-7,45]
triggerall = P2BodyDist Y >= -45
trigger1 = stateno = 200 || stateno = 230
trigger1 = moveguarded && Random <= 150 + var(59)*5

;-----------------------------------------------------
;B
[State -3, Standing Strong Kick]
type = ChangeState
value = 240
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)),MoveType = H
trigger1 = stateno = 200
trigger1 = movehit ||(moveguarded && Random <= 150 - var(59)*7)

;---------------------------------------------------------------------------
;C
[State -3, Stand Light Kick]
type = ChangeState
value = 230
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)),MoveType = H
triggerall = movehit
trigger1 = stateno = 200
trigger2 = stateno = 240
trigger2 = P2BodyDist X = [-9,50] 

;-----------------------------------------------------
;hCuU
[State -3, 2D]
type = ChangeState
value = 215
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)),MoveType = H
triggerall = P2BodyDist Y > -60
triggerall = !InGuardDist
triggerall = movehit
trigger1 = stateno = 230
trigger1 = P2BodyDist X = [-9,54]
trigger2 = stateno = 240
trigger2 = P2BodyDist X = [-9,46]

;---------------------------------------------------------------------------
;ႪB
[State -3, Crouching Strong 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)),MoveType = H
triggerall = !InGuardDist
trigger1 = stateno = 400 && movecontact
trigger1 = P2BodyDist X = [-9,27]
trigger1 = P2BodyDist Y > -25

;---------------------------------------------------------------------------
;ႪC
[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)),MoveType = H
triggerall = !InGuardDist
trigger1 = stateno = 440 && movehit
trigger1 = P2BodyDist X = [-9,25]
trigger1 = P2BodyDist Y > -50

;---------------------------------------------------------------------------
;3C
[State -3, Stand Light Punch]
type = ChangeState
value = 465
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
;triggerall = EnemyNear(var(55)),StateNo != [5100,5120]
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-9,65]
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = Random <= 100
trigger1 = stateno = 200 || stateno = 230 || stateno = 240 || stateno = 430 || stateno = 440
trigger1 = moveguarded
trigger2 = Random <= 250 ||(Life <= LifeMax * 0.6)|| var(59) > 9 || EnemyNear(var(55)),StateType = L
trigger2 = stateno = 430 || stateno = 440
trigger2 = movehit
trigger3 = var(59) > 8
trigger3 = EnemyNear(var(55)),StateType != L
trigger3 = P2BodyDist X < 50
trigger3 = Helper(15000+id),var(51) < 270
trigger3 = stateno = 230 || stateno = 240
trigger3 = movehit

;==============================================================================
;󒆖ډ(Rrl[V)
[State -3, GAWvLZ]
type = ChangeState
value = 45
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(20) < 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-15,50]
triggerall = P2BodyDist Y < 50
triggerall = !InGuardDist
triggerall = movecontact = [1,5]
trigger1 = var(58) != 5
trigger1 = stateno = 640
;trigger2 = var(20) < 1
trigger2 = var(58) = 6
trigger2 = stateno = 637;stateno = 635

;---------------------------------------------------------------------------
;D
[State -3, Jump Light Kick]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(13) < 4
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-15,60]
triggerall = P2BodyDist Y = [-60,55]
triggerall = !InGuardDist
trigger1 = var(58) = 5 ||(var(58) = 6 && var(20) >= 2 && Helper(15000+id),var(51) < 100)
trigger1 = stateno = 630 && movehit

;---------------------------------------------------------------------------
;hCu
[State -3, }[NhCu]
type = ChangeState
value = 1610
triggerall = statetype = A
triggerall = var(59) >= 9 && RoundState = 2
triggerall = var(57) <= 1
triggerall = var(13) >= 1
triggerall = Power >= 800 || Helper(15000+id),var(51) < 90
triggerall = Helper(15000+id),var(51) < 265
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-9,55]
triggerall = P2BodyDist Y = [-60,60]
trigger1 = var(58) = [6,7]
trigger1 = stateno = 640
trigger1 = movehit

;---------------------------------------------------------------------------
;xA
[State -3, Light Kung Fu Palm]
type = ChangeState
value = 1030
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(13) >= 1
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-9,25]
triggerall = P2BodyDist Y = [-25,75]
triggerall = !InGuardDist
triggerall = movehit
trigger1 = Power < 2000 || var(57) = 2
trigger1 = var(58) = 7
trigger1 = stateno = 640
trigger2 = Power < 1000 || var(57) = 2 || Random <= 333
trigger2 = var(58) = [6,7]
trigger2 = stateno = 636

;---------------------------------------------------------------------------
;qg
[State -3, 傤イI]
type = ChangeState
value = 3030
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 9 || Random <= 150
triggerall = var(57) <= 1
triggerall = var(22) = 0 ||(var(22) >= 1 && var(13) >= 2)
triggerall = power >= 1000
triggerall = power >= 3000 || Random <= 200
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-15,45]
triggerall = P2BodyDist Y = [-65,75]
triggerall = !InGuardDist
triggerall = movehit
trigger1 = var(58) = [6,7]
trigger1 = stateno = 636
trigger1 = time < 15

;---------------------------------------------------------------------------
;C2
[State -3, Jump Light Kick]
type = ChangeState
value = 637
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-15,60]
triggerall = P2BodyDist Y = [-60,50]
triggerall = !InGuardDist
trigger1 = var(58) = 6
trigger1 = var(20) < 2
trigger1 = stateno= 635 && movehit
trigger1 = time = [10,19]

;---------------------------------------------------------------------------
;2C
[State -3, Jump Light Kick]
type = ChangeState
value = 636
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-15,45]
triggerall = P2BodyDist Y = [-65,75]
triggerall = !InGuardDist
triggerall = movehit
trigger1 = var(58) = 6
trigger1 = stateno = 635
trigger2 = var(58) = 6
trigger2 = var(20) >= 2
trigger2 = stateno = 630
trigger3 = var(58) = 7
trigger3 = stateno = 640

;---------------------------------------------------------------------------
;C2
[State -3, Jump Light Kick]
type = ChangeState
value = 635
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-15,60]
triggerall = P2BodyDist Y = [-60,50]
triggerall = !InGuardDist
trigger1 = var(58) = 6
trigger1 = stateno = 630 && movehit
trigger1 = time = [10,19]

;---------------------------------------------------------------------------
;C
[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 != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-15,60]
triggerall = P2BodyDist Y = [-60,50]
triggerall = !InGuardDist
trigger1 = !var(58)
trigger1 = stateno= 635 && movecontact
trigger1 = time = [10,19]
trigger2 = stateno= 640
trigger2 = movecontact

;---------------------------------------------------------------------------
;xA
[State -3, Light Kung Fu Palm]
type = ChangeState
value = 1030
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(58) != 6
triggerall = var(13) >= 1
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-9,25]
triggerall = P2BodyDist Y = [-15,70]
triggerall = Pos Y < -60
triggerall = !InGuardDist
trigger1 = var(58) != 7 || var(20) >= 2
trigger1 = stateno = 630 || stateno = 635 || stateno = 640
trigger1 = movehit
trigger2 = stateno = 1050 || stateno = 1055
trigger2 = movehit

;---------------------------------------------------------------------------
;C2
[State -3, Jump Light Kick]
type = ChangeState
value = 635
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-15,60]
triggerall = P2BodyDist Y = [-60,50]
triggerall = !InGuardDist
trigger1 = stateno = 630 && movecontact
trigger1 = time = [10,19]

;---------------------------------------------------------------------------
;B
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-15,55]
triggerall = P2BodyDist Y = [-55,70]
triggerall = !InGuardDist
trigger1 = stateno = 600 && movecontact

;---------------------------------------------------------------------------
;2C
[State -3, Jump Light Kick]
type = ChangeState
value = 636
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-15,45]
triggerall = P2BodyDist Y = [-65,75]
triggerall = !InGuardDist
trigger1 = stateno = 630 || stateno = 635 || stateno = 640
trigger1 = movehit

;==============================================================================
;AZEKEZp
;\ETQCU[
[State -3, Stand Light Kick]
type = ChangeState
value = 32003
triggerall = statetype != A
triggerall = var(59) >= 9 && RoundState = 2
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2bodydist X = [-9,80]
triggerall = !Helper(15000+id),var(14)
triggerall = !InGuardDist
trigger1 = !var(53)
trigger1 = Helper(15000+id),var(9) < 3
trigger1 = Helper(15000+id),var(9) < 2 || var(59) > 10
trigger1 = Helper(15000+id),var(51) < 275
trigger1 = stateno = 465 && movehit
trigger1 = var(58) := 9

;---------------------------------------------------------------------------
;oX^[Et
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 1255
triggerall = statetype != A
triggerall = var(59) >= 10 && RoundState = 2
triggerall = var(22) = 0 ||(var(22) >= 1 && var(13) >= 2)
triggerall = var(57) <= 1 || power >= 3000
triggerall = power >= 1000
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-9,60]
triggerall = P2BodyDist Y > - 40
trigger1 = var(58) != 9
trigger1 = Helper(15000+id),var(51) < 220
trigger1 = stateno = 400 || stateno = 430 || stateno = 465
trigger1 = movehit

;---------------------------------------------------------------------------
;^
[State -3, Triple Kung Fu Palm]
type = ChangeState
value = 3255
triggerall = statetype != A
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(22) = 0 ||(var(22) >= 1 && var(13) >= 2)
triggerall = var(57) <= 1 || power >= 3000
triggerall = power >= 1000
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-9,90]
triggerall = P2BodyDist Y > - 60
trigger1 = stateno = 400 || stateno = 430 || stateno = 465
trigger1 = movehit

;---------------------------------------------------------------------------
;u
[State -3, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(13) >= 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 = P2BodyDist X = [-9,75]
triggerall = P2BodyDist Y > -70
trigger1 = stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 430
trigger1 = movehit

;---------------------------------------------------------------------------
;\Eh
[State -3, Stand Light Kick]
type = ChangeState
value = 32002
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)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-9,105]
trigger1 = stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 430 || stateno = 440
trigger1 = movehit

;---------------------------------------------------------------------------
;OړAh
[State -3, Stand Light Punch]
type = ChangeState
value = 11020
triggerall = statetype != A
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 = P2BodyDist X > 45 || EnemyNear(var(55)),BackEdgeBodyDist < 10
triggerall = P2BodyDist Y > -80
trigger1 = stateno = 465 && movehit

;---------------------------------------------------------------------------
;C\EO
[State -3, Stand Light Kick]
type = ChangeState
value = 2500
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [0,60]
triggerall = P2BodyDist Y > -90
trigger1 = stateno = 465 && movehit

;---------------------------------------------------------------------------
;Dinj
[State -3, ]
type = ChangeState
value = 1050
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(13) >= 1
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-9,45]
triggerall = P2BodyDist Y > -95
trigger1 = stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 245 || stateno = 400 || stateno = 465
trigger1 = movehit

;---------------------------------------------------------------------------
;C\E
[State -3, Stand Light Kick]
type = ChangeState
value = 25002
triggerall = statetype != A
triggerall = var(59) >= 7 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2bodydist X = [-9,110]
triggerall = !InGuardDist
trigger1 = stateno = 465 && movehit

;---------------------------------------------------------------------------
;hCu
[State -3, ]
type = ChangeState
value = 1610
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(13) >= 1
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 = [-9,55]
triggerall = P2BodyDist Y = [-60,60]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = stateno = 1050 || stateno = 1055
trigger1 = movehit

;---------------------------------------------------------------------------
;3C
[State -3, Stand Light Punch]
type = ChangeState
value = 465
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)),MoveType = H
triggerall = P2BodyDist X = [-9,65]
triggerall = !InGuardDist
trigger1 = stateno = 430 || stateno = 440
trigger1 = movehit

;---------------------------------------------------------------------------
;DtH[pEOړAh
[State -3, Stand Light Punch]
type = ChangeState
value = 11020
triggerall = statetype != A
triggerall = var(59) >= 8 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = (stateno = [200,299]) || (stateno = [400,499])
trigger1 = moveguarded

;==============================================================================
;nq
;ႪB
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-9,30]
triggerall = P2bodydist Y > -25
triggerall = !InGuardDist
trigger1 = var(59) < 11
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = Random <= 250

;---------------------------------------------------------------------------
;A
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-9,14]
triggerall = P2bodydist Y > -60
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ႪC
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [-3,26]
triggerall = P2bodydist Y > -75
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ႪA
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-9,30]
triggerall = P2bodydist Y > -35
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ႪB
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-9,35]
triggerall = P2bodydist Y > -30
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;3C
[State -3, Stand Light Punch]
type = ChangeState
value = 465
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2bodydist X = [-9,70]
triggerall = P2bodydist Y > -30
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 13
trigger2 = P2bodydist X > 40
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;==============================================================================
;
;\EtFCg
[State -3, Stand Light Kick]
type = ChangeState
value = 32001
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = var(57)
triggerall = var(53) <= 2
triggerall = Random <= var(59)*100
triggerall = power < powermax
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !InGuardDist
trigger1 = P2bodydist X > 80
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger2 = !var(54)
trigger2 = P2bodydist X > 180
trigger2 = Random <= 150 ||(var(59)>9&&power<1000&&Random<=300)
trigger3 = !var(54)
trigger3 = P2bodydist X > 150
trigger3 = EnemyNear(var(55)),StateType = L || EnemyNear(var(55)),StateType = A
trigger3 = EnemyNear(var(55)),Movetype = H
trigger3 = EnemyNear(var(55)),StateNo != [120,159]
trigger3 = Random <= 200

;---------------------------------------------------------------------------
;ړZ@O
[State -3, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
trigger1 = ctrl || (stateno = [18,19])
trigger1 = var(59) = [8,11]
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X = [70,140]
trigger1 = Random <= 35-var(59)*3
trigger2 = ctrl || (stateno = [18,19])
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = P2BodyDist X <= 60
trigger2 = BackEdgeBodyDist < 50
trigger2 = Random <= 500
trigger3 = stateno = 100
trigger3 = P2BodyDist X = [75,178]
trigger3 = inguarddist
trigger3 = Random <= 250

;---------------------------------------------------------------------------
;ړZ@
[State -3, Fast Kung Fu Palm]
type = ChangeState
value = 1025
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X = [110,164]
trigger1 = Random <= 20
trigger2 = var(53)=2 && var(54)=1
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(var(55)),Pos X - EnemyNear(NumEnemy = 2),Pos X) = [-40,40]
trigger2 = P2BodyDist X = [20,60]
trigger2 = var(51) > 180
trigger2 = Random <= 150

;---------------------------------------------------------------------------
;Xebv
[State -3, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !inguarddist
trigger1 = P2BodyDist X > 150
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = Random <= 50
trigger2 = P2BodyDist X > 180
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = Random <= 15

;---------------------------------------------------------------------------
;󒆑O_bV
[State -3, airrun]
type = ChangeState
value = 2300
Triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl ||(stateno = [120,140])
triggerall = Random <= var(59)*100
triggerall = stateno != 105 && stateno != 2300 && stateno != 2601
triggerall = EnemyNear(var(55)),alive
triggerall = Pos Y <= -35
trigger1 = P2BodyDist X = [90,200]
trigger1 = EnemyNear(var(55)),MoveType != A
trigger1 = !inguarddist
trigger1 = Random <= 400
trigger2 = P2BodyDist X > 150
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType = A
trigger2 = Enemy,numproj
trigger2 = Random <= 500
trigger3 = Helper(15000+id),var(13) = 1

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = 19 && time >= 16)
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist X > 50
trigger1 = Random <= 50
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = (EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),MoveType = H)
trigger2 = Random <= 120

;---------------------------------------------------------------------------
;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 < 60
trigger1 = Random <= 25
trigger2 = p2bodydist X < 0
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = Random <= 100

;---------------------------------------------------------------------------
;svĒEEE
[State -3, wait]
type = ChangeState
Value = 0
ctrl = 1
Triggerall = !var(58)
triggerall = statetype != A
triggerall = alive
triggerall = stateno = [18,19]
trigger1 = var(59) >= 1 && Roundstate = 2
trigger1 = p2bodydist X = [0,70]
trigger1 = Random <= 25
trigger2 = Roundstate = 3

;------------------------------------------------------------------------------
;OWv
[State -3,Wv]
Type     = ChangeState
Value    = 39
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HP)
triggerall = !inguarddist
trigger1 = P2BodyDist X = [40,120]
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),MoveType = A ||(EnemyNear(var(55)),HitDefAttr = SCA, NP, SP)||Enemy,numproj
trigger2 = P2BodyDist X = [140,210]
trigger2 = Random <= 125
trigger3 = P2BodyDist X = [140,210]
trigger3 = Random <= 12

;------------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = BackEdgeBodyDist > 60
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = P2BodyDist X = [30,90]
trigger1 = Random <= 120

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = var(59) < 12
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = !inguarddist
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = P2BodyDist X = [50,140]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),vel X > 0
trigger1 = Random <= 45

;---------------------------------------------------------------------------
;󒆃obN_bV
[State -3, airrun]
type = ChangeState
value = 2601
triggerall = statetype = A
triggerall = ctrl ||(stateno = [120,140])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = stateno != 2300 && stateno != 2601
triggerall = !Enemy,numproj
triggerall = BackEdgeBodyDist > 40
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = P2BodyDist X = [80,120]
trigger1 = Random <= 50
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType = A
trigger2 = P2BodyDist X = [20,80]
trigger2 = Random <= 50
trigger3 = Helper(15000+id),var(12) = 1
trigger3 = Helper(15000+id),var(52) > 150
trigger3 = Vel X < 0


;==============================================================================
;nZUEԂ
;C\EO
[State -3, Stand Light Kick]
type = ChangeState
value = 2500
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = P2bodydist Y > -105
triggerall = Random <= var(59)*2
trigger1 = (EnemyNear(var(55)),Vel X > 0)&&(P2bodydist X = [73,96])
trigger2 = (EnemyNear(var(55)),Vel X = 0)&&(P2bodydist X = [63,89])
trigger3 = (EnemyNear(var(55)),Vel X < 0)&&(P2bodydist X = [45,72])

;---------------------------------------------------------------------------
;C\E
[State -3, Stand Light Kick]
type = ChangeState
value = 25002
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = ((EnemyNear(var(55)),Vel X < 0)&&(P2bodydist X = [100,140]))||((EnemyNear(var(55)),Vel X = 0)&&(P2bodydist X = [130,160]))||((EnemyNear(var(55)),Vel X > 0)&&(P2bodydist X = [165,190]))
triggerall = P2bodydist Y > -105
trigger1 = Random <= var(59)*2
trigger2 = var(59) >= 9
trigger2 = P2BodyDist Y < -40 &&(var(54)|| var(59) >= 10)
trigger2 = Random <= 100
trigger3 = var(59) >= 9
trigger3 = EnemyNear(var(55)),MoveType=A
trigger3 = (Random <= 100) || (EnemyNear(var(55)),numproj)

;---------------------------------------------------------------------------
;C\E
[State -3, Stand Light Kick]
type = ChangeState
value = 25003
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 5 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = ((EnemyNear(var(55)),Vel X < 0)&&(P2bodydist X = [180,220]))||((EnemyNear(var(55)),Vel X = 0)&&(P2bodydist X = [202,234]))||((EnemyNear(var(55)),Vel X > 0)&&(P2bodydist X > 235))
triggerall = P2bodydist Y > -105
trigger1 = Random <= var(59)*2
trigger2 = var(59) >= 9
trigger2 = P2BodyDist Y < -40 &&(var(54)|| var(59) >= 10)
trigger2 = Random <= 120
trigger3 = var(59) >= 9
trigger3 = EnemyNear(var(55)),MoveType=A
trigger3 = (Random <= 120) || (EnemyNear(var(55)),numproj)

;---------------------------------------------------------------------------
;hCuCEgtQCU[
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = var(13)>=1
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = P2bodydist X = [125,272]
triggerall = P2bodydist Y > -100
trigger1 = var(13) < 2
trigger1 = Random <= var(59)*2
trigger2 = var(13) >= 2
trigger2 = Random <= var(59)*3
trigger3 = var(59) >= 9
trigger3 = P2bodydist X > 150
trigger3 = EnemyNear(var(55)),StateType != A
trigger3 = EnemyNear(var(55)),MoveType=A
trigger3 = (Random <= 120) || (EnemyNear(var(55)),numproj)

;---------------------------------------------------------------------------
;C\EtFCg
[State -3, Stand Light Kick]
type = ChangeState
value = 25001
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) > 6 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2bodydist X = [60,200]
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*2
trigger2 = var(59) >= 10
trigger2 = Random <= 8

;---------------------------------------------------------------------------
;\E
[State -3, Stand Light Kick]
type = ChangeState
value = 32002
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = P2bodydist X = [65,115]
trigger1 = var(59) < 9
trigger1 = Random <= var(59)*3
trigger2 = var(59) >= 9
trigger2 = P2bodydist X > 74
trigger2 = Random <= 25

;---------------------------------------------------------------------------
;\ETQCU[
[State -3, Stand Light Kick]
type = ChangeState
value = 32003
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2bodydist X = [65,115]
triggerall = !InGuardDist
trigger1 = var(59) < 9
trigger1 = Random <= var(59)*3
trigger2 = var(59) >= 9
trigger2 = Random <= 15

;==============================================================================
;nZUE
;
[State -3, Stand Light Punch]
type = ChangeState
value = 800
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (p2statetype = S)||(p2statetype = C)
triggerall = p2movetype != H
triggerall = p2bodydist X = [-8,20]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = (EnemyNear(var(55)),facing = facing) ||(prevstateno = [900,950])||(prevstateno = [5000,5270])
trigger3 = var(59) >= 9
trigger3 = Random <= 300 || var(59) > 10

;==============================================================================
;nZUE΍
;Dinj
[State -3, ]
type = ChangeState
value = 1050
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(13) >= 1
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 6) = [-5,45]
triggerall = P2bodydist Y > -95
triggerall = EnemyNear(var(55)),StateType != L
Triggerall = EnemyNear(var(55)),MoveType != H
Triggerall = EnemyNear(var(55)),MoveType = A || EnemyNear(var(55)),Ctrl
triggerall = !InGuardDist
trigger1 = Random <= var(59)*10
trigger1 = EnemyNear(var(55)),Time > 25

;==============================================================================
;nZUE΋(i)
;6A
[State -3, Stand Strong Punch]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
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])|| EnemyNear(var(55)),StateType = A
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [5,38]
triggerall = P2BodyDist Y > -95
triggerall = (!InGuardDist)||(life >= lifemax * 0.5)
triggerall = EnemyNear(var(55)),MoveType = A || var(59) < 10
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),Vel X >= 0
trigger2 = Random <= 75

;---------------------------------------------------------------------------
;ႪC
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
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)),Pos X >= 0
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [-3,26]
triggerall = P2BodyDist Y > -75
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
trigger1 = var(59) < 10 || EnemyNear(var(55)),StateType = A
trigger1 = Random <= var(59)*5

;---------------------------------------------------------------------------
;\ER肠
[State -3, Stand Light Kick]
type = ChangeState
value = 3200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (EnemyNear(var(55)),StateNo != [120,159])|| EnemyNear(var(55)),StateType = A
triggerall = P2BodyDist Y = [-150,-70]
triggerall = (!InGuardDist)||(life >= lifemax * 0.5)
trigger1 = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [40,70]
trigger1 = EnemyNear(var(55)),Vel X > 0
trigger1 = Random <= 50

;==============================================================================
;nZUEi
;No Idia
;==============================================================================
;nZUEi
;ႪA
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
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 = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) = [-3,32]
triggerall = P2BodyDist Y > -25
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*7
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = Random <= var(59)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -7
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;ႪB
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) = [-3,38]
triggerall = (!InGuardDist) || (life >= lifemax * 0.7)
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 60
trigger3 = Random <= var(59)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -9
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;3C
[State -3, Stand Light Punch]
type = ChangeState
value = 465
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [50,72]
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*4
trigger2 = var(59) >= 10
trigger2 = Random <= 25

;==============================================================================
;nZUEi
;A
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && 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 = [-9,15]
triggerall = P2BodyDist Y >= -40
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
trigger1 = Random <= 120
trigger2 = var(59) > 5 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -5
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;--------------------------------------------
;B
[State -3, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2bodyDist X = [35,55]
triggerall = P2BodyDist Y >= -35
triggerall = !InGuardDist
trigger1 = Random <= 25 - var(59)*2

;---------------------------------------------------------------------------
;C
[State -3, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2bodyDist X = [45,80]
triggerall = P2BodyDist Y >= -30
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= 50 - var(59)*4
trigger2 = var(59) > 5 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -14
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;D
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2bodyDist X = [15,53]
triggerall = P2BodyDist Y >= -40
triggerall = (!InGuardDist)||(life >= lifemax * 0.5)
trigger1 = Random <= 20

;-----------------------------------------------------
;2D
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
triggerall = var(59) >= 3 && 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 = [65,115]
triggerall = P2BodyDist Y >= -40
triggerall = (!InGuardDist)||(life >= lifemax * 0.5)
trigger1 = var(59) < 10
trigger1 = Random <= 20

;==============================================================================
;󒆋ZU
;󒆎p`
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = (P2BodyDist X = [-9,45])||(stateno = 2300 && (P2BodyDist X = [5,65]))
triggerall = P2BodyDist Y = [-50,60]
triggerall = vel X >= 0
triggerall = vel Y >= 0
trigger1 = EnemyNear(var(55)),StateType = A || Pos Y >= -25
trigger1 = ctrl || (StateNo = [120,140])
trigger2 = stateno = 1025 && time > 8

;---------------------------------------------------------------------------
;C
[State -3, Jump Light Kick]
type = ChangeState
value = 630
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-9,65]
triggerall = P2BodyDist Y = [-60,40]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = ctrl ||(StateNo = [120,140])||(stateno = 1025 && time > 8)
trigger2 = StateNo = 105 && ctrl

;---------------------------------------------------------------------------
;D
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist Y = [-65,60]
trigger1 = ctrl || (StateNo = [120,140])
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),Vel X > 0
trigger1 = P2BodyDist X = [-9,75]
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),MoveType = A
trigger2 = EnemyNear(var(55)),Vel X > 0
trigger2 = stateno = 1025 && time > 8
trigger2 = P2BodyDist X = [-9,83]
trigger3 = StateNo = 105 && ctrl
trigger3 = EnemyNear(var(55)),MoveType = A

;---------------------------------------------------------------------------
;B
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = StateNo != 105
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 = vel X >= 0
trigger1 = P2BodyDist Y = [-50,85]
trigger1 = vel Y >= 0
trigger1 = ctrl || (StateNo = [120,140])
trigger1 = P2BodyDist X = [-25,63]
trigger2 = stateno = 1025 && time > 8
trigger2 = vel Y >= -1 || time > 21
trigger2 = P2BodyDist Y = [-50,85]
trigger2 = (P2BodyDist X = [-15,75]) || time > 21
trigger3 = stateno = 1025 && time > 14
trigger3 = P2Dist X+Floor(vel X * 11) = [-40,8]
trigger4 = stateno = 2300
trigger4 = Pos Y < -30
trigger4 = P2BodyDist X = [65,95]

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

;ړZ@O
[State -3, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = Alive
triggerall = var(59) >= 1 && RoundState = 3
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 100
trigger1 = BackEdgeBodyDist <= 25

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

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106 
value = 40, 0

;-----------------------------------------------------------------------------
;_[W{CX
;-----------------------------------------------------------------------------
[State -3]
type = PlaySnd
triggerall =var(17)=1
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = prevstateno != [120,159]
trigger1 = GetHitvar(animtype) = 0
value = 849,0
persistent = 0

[State -3]
type = PlaySnd
triggerall =var(17)=1
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = prevstateno != [120,159]
trigger1 = GetHitvar(animtype) = 1
value = 823,0
persistent = 0
channel = 0

[State -3]
type = PlaySnd
triggerall =var(17)=1
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = prevstateno != [120,159]
trigger1 = GetHitvar(animtype) = 2
trigger2 = GetHitvar(animtype) = 3
trigger3 = GetHitvar(animtype) = 4
value = 822,0
persistent = 0

[State -3];K[h
type = PlaySnd
triggerall =var(17)=1
triggerall = movetype = H
triggerall = time = 0
triggerall = Alive
triggerall = Random <= 500
triggerall = stateno != [120,159]
triggerall = prevstateno != [120,159]
trigger1 = GetHitvar(animtype) = 2
trigger2 = GetHitvar(animtype) = 3
trigger3 = GetHitvar(animtype) = 4
value = 836,0
persistent = 0
channel = 0

[State -3, @{CX]
type = PlaySnd
triggerall =var(17)=1
triggerall = Time = 1
triggerall = Alive
triggerall = Random <= 500
trigger1 = stateno = 5100
value = 813,0
channel = 0

[State -3, @{CX]
type = PlaySnd
triggerall =var(17)=1
triggerall = Time = 1
triggerall = Alive
triggerall = Random <= 500
trigger1 = stateno = 5100
value = 818,0
channel = 0

[State -3, g{CX]
type = PlaySnd
triggerall =var(17)=1
triggerall = Time = 1
triggerall = Alive
triggerall = Random <= 500
trigger1 = stateno = 5200 || stateno = 5210 ;g
value = 854,0
channel = 0

[State -3, g{CX]
type = PlaySnd
triggerall =var(17)=1
triggerall = Time = 1
triggerall = Alive
triggerall = Random <= 500
trigger1 = stateno = 5200 || stateno = 5210 ;g
value =852,0
channel = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;//////////////////////////////////////////////////////////////////////////
;_[W{CX2
[state a]
type = PlaySnd
triggerall =var(17)=1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
triggerall = Random <= 500
trigger1 = GetHitVar(animtype) = 0
value = 816,0
persistent = 0
channel = 0
[state a]
type = PlaySnd
triggerall =var(17)=1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
triggerall = Random <= 500
trigger1 = GetHitVar(animtype) = 1
value = 817,0
persistent = 0
channel = 0
[state a]
type = PlaySnd
triggerall =var(17)=1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
triggerall = Random <= 500
trigger1 = GetHitVar(animtype) = 1
value = 838,0
persistent = 0
channel = 0
[state a]
type = PlaySnd
triggerall =var(17)=1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
triggerall = Random <= 500
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 818,0
persistent = 0
channel = 0


[state a]
type = PlaySnd
triggerall =var(17)=1
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
triggerall = Random <= 500
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 837,0
persistent = 0
channel = 0



[state a]
type = PlaySnd
triggerall =var(17)=1
triggerall = time = 0
trigger1 =stateno=5150
value = 870,0
persistent = 0
channel = 0

