[Statedef -3]

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

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

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

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

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

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

;==================================================================================
;{̋Lq
[State -3, Light Hit Guard]
type = VarAdd
triggerall = var(11) > 0
trigger1 = stateno = 5001
trigger1 = anim = 5000
trigger2 = stateno = 5001
trigger2 = anim = 5010
trigger3 = stateno = 5011
trigger3 = anim = 5020
persistent = 0
var(11) = -1
ignorehitpause = 1

[State -3, Medium Hit Guard]
type = VarAdd
triggerall = var(11) > 0
trigger1 = stateno = 5001
trigger1 = anim = 5001
trigger2 = stateno = 5001
trigger2 = anim = 5011
trigger3 = stateno = 5011
trigger3 = anim = 5021
persistent = 0
var(11) = -3
ignorehitpause = 1

[State -3, Strong Hit Guard]
type = VarAdd
triggerall = var(11) > 0
trigger1 = stateno = 5001
trigger1 = anim = 5002
trigger2 = stateno = 5001
trigger2 = anim = 5012
trigger3 = stateno = 5011
trigger3 = anim = 5022
persistent = 0
var(11) = -6
ignorehitpause = 1

[State -3, Fall Hit Guard]
type = VarAdd
trigger1 = var(11) > 0
trigger1 = PrevStateNo = 5050
persistent = 0
var(11) = -10
ignorehitpause = 1

[State -3, Special Add]
type = VarAdd ; Add when hitshaketime had at lease 15 ticks - Heavy Guard
triggerall = GetHitVar(hitshaketime) =15 ;20
trigger1 = stateno = 150
trigger2 = stateno = 152
var(11) =6 ;6
ignorehitpause = 1

[State -3, Special Add 2]
type = Varadd ; Add when hitshaketime had at lease 12 ticks - Medium Guard
triggerall = GetHitVar(hitshaketime) =12  ;15
trigger1 = stateno = 150
trigger2 = stateno = 152
var(11) =4;4
ignorehitpause = 1

[State -3, Special Add 3]
type = Varadd ; Add when hitshaketime had at lease 8 ticks - Light Guard
triggerall = GetHitVar(hitshaketime) =8  ;10
trigger1 = stateno = 150
trigger2 = stateno = 152
var(11) = 2;2
ignorehitpause = 1

[State -3, Guard Crush]
type = Varadd
triggerall = Movetype != H
trigger1 = var(11) > 0
trigger1 = GameTime%40=0
var(11) = -1
ignorehitpause = 1

[State -3, Guard Crush]
type = Varset
trigger1 = var(11) < 0
var(11) = 0
ignorehitpause = 1

[State -3, Guard Crush]
type = ChangeState ; Change To Guard Crush When Var(11) Limits Are Reached.
trigger1 = var(11) >= 55
value = 9000
ctrl = 0
ignorehitpause = 1

;===============================================================================
[State -3, NotHitBy];KOF STYLE
type = NotHitBy
trigger1 = !HitFall && Stateno = [5030,5040]
trigger2 = (!Life || !Alive) && Stateno = 5050
value = SCA
time = 1
ignorehitpause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;==============================================================================
;K[h؂ւ
[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = EnemyNear(var(55)),Name = "millia"
Trigger1 = EnemyNear(var(55)),StateNo = 1500
Trigger2 = EnemyNear(var(55)),Name = "eddie"
Trigger2 = EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger3 = EnemyNear(var(55)),Name = "eddie"
Trigger3 = EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850
Trigger4 = EnemyNear(var(55)),Name = "eddie" || EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 210
Trigger5 = EnemyNear(var(55)),Name = "Death Adder" && EnemyNear(var(55)),NumHelper(1022)
Trigger6 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
Trigger6 = EnemyNear(var(55)),StateNo = 1210
Trigger7 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger7 = EnemyNear(var(55)),StateNo = 950
;WM^EK
Trigger8 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;fBXEu(EX)Eiv
Trigger9 = EnemyNear(var(55)),Name = "Lyndis"
Trigger9 = EnemyNear(var(55)),StateNo = 1020 || EnemyNear(var(55)),StateNo = 1053
;H×tEu͂ꔖv
Trigger10= EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger10= EnemyNear(var(55)),StateNo = 970
;TVEuTQCU[v
Trigger11= EnemyNear(var(55)),Name = "hakurou" && EnemyNear(var(55)),AuthorName = "ria-coarst"
Trigger11= EnemyNear(var(55)),StateNo = 3230
Trigger12= fvar(37) && EnemyNear(var(55)),StateNo = fvar(37)
fvar(39) = 2

[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = AutHorName = "muteki" || AutHorName = "Akutagawa"
Trigger1 = EnemyNear,StateNo = 240
Trigger2 = EnemyNear(var(55)),Name!="millia"||EnemyNear(var(55)),StateNo!=1500
Trigger2 = EnemyNear(var(55)),Name!="eddie"||!(EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850||EnemyNear,NumHelper(1001)||EnemyNear,NumHelper(1002))
Trigger2 = EnemyNear(var(55)),StateType=A
Trigger3 = EnemyNear(var(55)),Name = "testa" || EnemyNear(var(55)),Name = "lehyu"
Trigger3 = EnemyNear(var(55)),StateNo = 205
Trigger4 = EnemyNear(var(55)),Name="millia"||EnemyNear(var(55)),Name="BRIDGET"||EnemyNear(var(55)),Name="eddie"||EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 215
Trigger5 = EnemyNear(var(55)),Name = "faust"
Trigger5 = EnemyNear(var(55)),StateNo = 235
Trigger6 = EnemyNear(var(55)),Name = "johnny"
Trigger6 = EnemyNear(var(55)),StateNo = 1500||EnemyNear(var(55)),StateNo = [3500,3501]
Trigger7 = EnemyNear(var(55)),Name = "order-Sol=Badguy"
Trigger7 = EnemyNear(var(55)),StateNo = 432
Trigger8 = EnemyNear(var(55)),Name = "Sion_Eltnam_Atlasia"
Trigger8 = EnemyNear(var(55)),StateNo = [240,241]
Trigger9 = EnemyNear(var(55)),Name = "Gale_s"
Trigger9 = (EnemyNear(var(55)),StateNo = [320,330]) || (EnemyNear(var(55)),StateNo = [1100,1150])
Trigger10= EnemyNear(var(55)),Name = "Kim Kaphwan" && EnemyNear(var(55)),AuthorName = "Ahuron"
Trigger10= EnemyNear(var(55)),StateNo = 260
Trigger11= EnemyNear(var(55)),Name = "jagyuta" && (EnemyNear(var(55)),StateNo = [1040,1047])
Trigger12= EnemyNear(var(55)),Name = "Heavy D!" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger12= EnemyNear(var(55)),StateNo = 300
Trigger13= EnemyNear(var(55)),Name = "Mukai" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger13= EnemyNear(var(55)),StateNo = 230
Trigger14= EnemyNear(var(55)),Name = "Clark Stil" && EnemyNear(var(55)),StateNo = 1410
Trigger15= EnemyNear(var(55)),Name = "Iori" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger15= EnemyNear(var(55)),StateNo = 300
Trigger16= (fvar(35) && EnemyNear(var(55)),StateNo = fvar(35))||(fvar(36) && EnemyNear(var(55)),StateNo = fvar(36))
fvar(39) = 3

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

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

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


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

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

;lȂ畁ʂɃK[ho邯
;AIFoȂUK[hԂɂ

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

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

[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
trigger5 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
fvar(34) = 1

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

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

;==============================================================================
;؂Ԃ
;Wv(ߋ΍)
[State -3,Wv]
Type = ChangeState
Value = ifelse(fvar(39) = 4, 36, 38)
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),facing != facing
triggerall = Random <= var(59)*50 || var(59) > 9
trigger1 = p2bodydist X < 80
trigger1 = fvar(39)= 3
trigger2 = fvar(39)= 4

;-------------------------------------------------------------------------------
[State -3, O]]
type = ChangeState
value = 700
triggerall = var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = EnemyNear(var(55)),facing != facing
triggerall = Random <= var(59)*50 || var(59) > 9
triggerall = fvar(39)= 5
trigger1 = p2bodydist X < 120
trigger2 = EnemyNear(var(55)),Name = "doppo orochi" && EnemyNear(var(55)),AuthorName = "tokage"
trigger2 = p2bodydist X < 190

;-------------------------------------------------------------------------------
[State -3, ]
type = ChangeState
value = 3100
triggerall = var(59) >= 7 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*20)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = power>= 2000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X < 30
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = EnemyNear(var(55)),Movetype = A
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)*2)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])

;-------------------------------------------------------------------------------
[State -3, ]
type = ChangeState
value = 2100
triggerall = var(59) >= 6 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*20)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = power >= 1000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X < 30
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = EnemyNear(var(55)),Movetype = A
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)*2)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])

;-------------------------------------------------------------------------------
;Ryu Gakusai Weak
[State -3, {ӁE]
type = ChangeState
value = 1080
triggerall = var(59) >= 4 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*20)||(var(59)>10&&Random<=333)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = P2bodydist X = [-5,30]
triggerall = P2bodydist Y > -95
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = EnemyNear(var(55)),Movetype = A
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)*2)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])

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

;-------------------------------------------------------------------------------
[State -3, GCO]]
type = ChangeState
value = 700
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = facing != EnemyNear(var(55)),facing
triggerall = stateno = [150,153]
triggerall = power >= 1000
triggerall = life <= lifemax * 0.5
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = Enemynear(var(55)),animtime = [-43,-34]
trigger1 = P2BodyDist X = [30,100]
trigger1 = Random <= 50
trigger2 = Helper(15000+id),var(52) < 60
trigger2 = Enemynear(var(55)),animtime < -30
trigger2 = P2BodyDist X = [0,50]
trigger2 = Random <= 120

;-------------------------------------------------------------------------------
[State -3, O]]
type = ChangeState
value = 700
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58) && !var(53)
triggerall = !fvar(39)
triggerall = Prevstateno != [150,153]
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = facing != EnemyNear(var(55)),facing
triggerall = !Enemy,numproj
trigger1 = (var(59)<=10 && Random<=var(59)*18) || (var(59)>10 && Random<=333)
trigger1 = EnemyNear(var(55)),movetype = A
trigger1 = Enemynear(var(55)),animtime = [-43,-34]
trigger1 = P2BodyDist X = [0,110]
trigger1 = InGuardDist || Random <= 333
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),Movetype != H
trigger2 = P2BodyDist X = [-35,-10]
trigger2 = Random <= 250 || var(59) > 10

[State -3, O]]
type = ChangeState
value = 700
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
trigger1 = BackEdgeBodyDist < 60
trigger1 = P2BodyDist X < 35
trigger1 = EnemyNear(var(55)),StateType = L

;-------------------------------------------------------------------------------
[State -3, ӂ΂]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = stateno != 100
triggerall = Random <= var(59)*100
triggerall = Power >= 1000
triggerall = stateno = [150,153]
triggerall = P2BodyDist X = [-9,50]
triggerall = P2BodyDist Y = [-70,10]
triggerall = Enemynear(var(55)),animtime <= -20
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = life <= lifemax * 0.6
trigger1 = BackEdgeBodyDist < 30
trigger1 = TeamMode = Simul
trigger1 = NumPartner && Partner,Alive
trigger1 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger1 = Random <= 200
trigger2 = BackEdgeBodyDist < 15
trigger2 = Random <= 10
trigger3 = life <= lifemax * 0.1
trigger3 = Random <= 15

;-------------------------------------------------------------------------------
[State -3, ]]
type = ChangeState
value = 710
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = !fvar(39)
triggerall = Prevstateno != [150,153]
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),statetype != L
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = P2BodyDist X = [40,110]
triggerall = !var(53) || BackEdgeBodyDist > 50
trigger1 = var(59) <= 8
trigger1 = Random <= 60-var(59)*5
trigger2 = var(59) > 8
trigger2 = Enemynear(var(55)),time <= 10
trigger2 = !Enemy,numproj
trigger2 = Random <= 20

;==============================================================================
;˂p
[State -3, WvLbN]
type = ChangeState
value = ifelse(vel X != 0 , 645, 640)
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = P2BodyDist X = [-5,60+Floor(vel X * 7)]
triggerall = P2BodyDist Y = [-50,80]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Random <= var(59)*100
trigger1 = (prevstateno = [120,155]) || (prevstateno = [5000,5210])
trigger1 = EnemyNear(var(55)),StateType = A || Vel Y > 1
trigger1 = EnemyNear(var(55)),AnimTime = [-20,-4]
trigger1 = Random <= 300
trigger2 = Vel Y > 1
trigger2 = fvar(39) = 3||((stateno = [132,140])&&(EnemyNear(var(55)),HitDefAttr = SCA, AT))

;-------------------------------------------------------------------------------
; ߗK
[State -3, Close Standing Strong Kick]
type = ChangeState
value = 245
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*33
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Abs(P2dist x) <= 63
triggerall = P2bodydist Y > -60
triggerall = EnemyNear(var(55)),AnimTime <= -6
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = (EnemyNear(var(55)),stateno = [200,699])||(EnemyNear(var(55)),HitDefAttr = SC, NA)
trigger2 = EnemyNear(var(55)),AnimTime > -11
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])||Random <= var(59)*20

;-------------------------------------------------------------------------------
; ߗK
[State -3, Close Stand Light Kick]
type = ChangeState
value = 235
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*33
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Abs(P2dist x) <= 58
triggerall = P2bodydist Y > -60
triggerall = EnemyNear(var(55)),AnimTime <= -4
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])||(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 > -9
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])||Random <= var(59)*20

;-------------------------------------------------------------------------------
; P
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 6) = [0,48]
triggerall = P2bodydist Y > -30
triggerall = EnemyNear(var(55)),AnimTime <= -4
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])||(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 > -9
trigger2 =(prevstateno = [140,155])||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])||Random <= var(59)*20

;-------------------------------------------------------------------------------
; K
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*25
triggerall = EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [30,78]
triggerall = P2bodydist Y > -30
triggerall = EnemyNear(var(55)),AnimTime <= -8
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])||(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 = [700,759])||(PrevStateNo=[5000,5270])||Random <= var(59)*20

[State -3, ]
type = ChangeState
value = ifelse((BackEdgeBodyDist < 60 && !var(53))|| var(53) = 5, 800, 801)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Random <= var(59)*25
triggerall = stateno != 100
triggerall = p2bodydist X = [-8,15]
triggerall = p2statetype != A && p2movetype != H
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)),AnimTime <= -1
trigger1 =(prevstateno = [140,155])||(prevstateno = [700,759])||(PrevStateNo=[5000,5270])||(EnemyNear(var(55)),facing = facing)|| Helper(15000+id),var(50)
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 = [700,759])||(PrevStateNo=[5000,5270])||Random <= var(59)*20|| Helper(15000+id),var(50)
trigger3 = var(59) > 9
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 500

;==============================================================================
;^bOLq
[State -3, ȂHȂI]
type = ChangeState
value = 3000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 9
triggerall = Random <= var(59)*10
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = power >= 2000
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = var(54) = 1
trigger1 = var(53) = 2
trigger1 = P2bodydist X > 200 && Random <= 20

[State -3, ܂HĂꍇI]
type = ChangeState
value = 2000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*25
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = power >= 2000
triggerall = life > lifemax * 0.3
triggerall = life < lifemax * 0.8
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = var(54) = 1
trigger1 = var(53) = 2
trigger1 = P2bodydist X > 200 && Random <= 50

;e
[State -3]
type = ChangeState
value = 1010
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(54) = 1
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2BodyDist X > 120
triggerall = P2BodyDist Y > -40
triggerall = Random <= var(59)*20
triggerall = Numproj = 0
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

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

;-------------------------------------------------------------------------------
; _E
[State -3, UKEMI]
type = ChangeState
value = 52000
triggerall = alive
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = stateno = 5050
triggerall = pos y > -30
triggerall = vel y > 0 && vel y < 9
trigger1 = CanRecover
trigger2 = var(59) >= 10
trigger2 = pos y > -5 || var(59) > 11
trigger2 = Random <= 15 || var(59) > 10

;==============================================================================
;NU
[State -3, ܂H]
type = ChangeState
value = 2000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = power>= 1000
triggerall = Life < Lifemax - 200
triggerall = Life > Lifemax * 0.3
triggerall = Random <= 200 - var(59)*18
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X > 230
trigger1 = EnemyNear(var(55)),AnimTime < -20

;e
[State -3, e]
type = ChangeState
value = 1000
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*30
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
triggerall = Numproj = 0
trigger1 = P2BodyDist X > 135
trigger1 = EnemyNear(var(55)),AnimTime < -20

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(54) && !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = 19 && time >= 16) ||(stateno = 99 && P2bodydist X <= 10)
triggerall = enemynear(var(55)),movetype = H
trigger1 = EnemyNear(var(55)),StateType = A 
trigger1 = p2bodydist X > 50
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = p2bodydist X > 80

;---------------------------------------------------------------------------
;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)||(stateno = 99 && P2bodydist X <= 10)
trigger1 = enemynear(var(55)),movetype = H
trigger1 = EnemyNear(var(55)),StateType = A 
trigger1 = p2bodydist X < 30
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = p2bodydist X < 55

;---------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = BackEdgeBodyDist > 40
triggerall = P2BodyDist X < 45
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = !inguarddist
trigger1 = var(53) != 5
trigger1 = !var(54) && !var(58)
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 500
trigger2 = EnemyNear(var(55)),StateNo = 5120
trigger2 = EnemyNear(var(55)),AnimTime > -10

;==============================================================================
;uEA[}[΍
[State -3, ]
type = ChangeState
value = 2100
triggerall = statetype != A
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(53) && !var(58)
triggerall = power>= 1000
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),StateNo != [5000,5099]
triggerall = EnemyNear(var(55)),facing != facing
triggerall = EnemyNear(var(55)),alive
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X < 30
triggerall = movecontact
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger3 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger4 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger5 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger6 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger7 = stateno = 325 && animelemtime(7) > 0 && animelemtime(11) < 0

;==============================================================================
;ډ(Rrl[V)
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,40]
trigger1 = stateno = 430 && time >= 4 && movecontact

;==============================================================================
;AZEKp
[State -3, nbPC]
type = ChangeState
value = 3100
triggerall = var(59) > 6 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = power >= 2000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X < 30
triggerall = movehit
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger3 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger4 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger5 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger6 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger7 = stateno = 325 && animelemtime(7) > 0 && animelemtime(11) < 0

[State -3, MAX_Vr]
type = ChangeState
value = 3500
triggerall = var(59) > 5 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,55]
triggerall = P2BodyDist Y > -70
triggerall = power >= 2000
triggerall = movehit
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 210 && animelemtime(9) > 0 && animelemtime(11) < 0
trigger3 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger4 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger5 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger6 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger7 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger8 = stateno = 325 && animelemtime(7) > 0 && animelemtime(11) < 0

;-------------------------------------------------------------------------------
[State -3, nbPC]
type = ChangeState
value = 2100
triggerall = var(59) > 4 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = power>= 1000
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X < 30
triggerall = movehit
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger3 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger4 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger5 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger6 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger7 = stateno = 325 && animelemtime(7) > 0 && animelemtime(11) < 0

[State -3, _Vr]
type = ChangeState
value = 2300
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,30]
triggerall = P2BodyDist Y > -70
triggerall = power >= 1000
triggerall = movehit
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger3 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0

[State -3, _r]
type = ChangeState
value = 2200
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),Const(size.mid.pos.y) < -70
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,80]
triggerall = power >= 1000
triggerall = movehit
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 210 && animelemtime(9) > 0 && animelemtime(11) < 0
trigger3 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger4 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger5 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger6 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger7 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger8 = stateno = 325 && animelemtime(7) > 0 && animelemtime(11) < 0

;==============================================================================
;AZEKEZp
[State -3, AEV]
type = ChangeState
value = 1060
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,30]
triggerall = P2BodyDist Y > -80
triggerall = movehit
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger3 = EnemyNear(var(55)),StateType = A
trigger3 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger4 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger5 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger6 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0

;-------------------------------------------------------------------------------
[State -3, AEn]
type = ChangeState
value = 1050
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,60]
triggerall = movehit
trigger1 = stateno = 210 && animelemtime(9) > 0 && animelemtime(11) < 0
trigger2 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger3 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger4 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger5 = stateno = 325 && animelemtime(7) > 0 && animelemtime(11) < 0

;-------------------------------------------------------------------------------
[State -3, A]
type = ChangeState
value = 1200
triggerall = var(59) > 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X < 30
triggerall = movehit ||(moveguarded && Random <= 150)
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger3 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0

[State -3,{ӁE]
type = ChangeState
value = 1070
triggerall = var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y > -95
triggerall = movecontact
trigger1 = stateno = 205 && animelemtime(2) > 0 && animelemtime(4) < 0
trigger2 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger3 = stateno = 235 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger4 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger5 = stateno = 400 && animelemtime(1) > 0 && animelemtime(3) < 0
trigger6 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger7 = stateno = 325 && animelemtime(7) > 0 && animelemtime(11) < 0

;Hard_Cho_kyo_Dan
[State -3, eE]
type = ChangeState
value = 1010
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist X = [-5,85]
triggerall = P2BodyDist Y > -60
triggerall = Numproj = 0
triggerall = movehit ||(moveguarded && Random <= 150)
trigger1 = stateno = 210 && animelemtime(9) > 0 && animelemtime(11) < 0
trigger2 = stateno = 215 && animelemtime(4) > 0 && animelemtime(6) < 0
trigger3 = stateno = 245 && animelemtime(4) > 0 && animelemtime(8) < 0
trigger4 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) < 0
trigger6 = stateno = 300 && animelemtime(6) > 0 && animelemtime(8) < 0
trigger7 = stateno = 325 && animelemtime(7) > 0 && animelemtime(11) < 0

;Hard_Cho_kyo_Dan
[State -3, eE]
type = ChangeState
value = 1000
triggerall = var(59) > 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = P2BodyDist Y > -60
triggerall = Numproj = 0
triggerall = movehit ||(moveguarded && Random <= 150)
trigger1 = stateno = 440 && animelemtime(2) > 0 && animelemtime(5) < 0

;==============================================================================
;nq
[State -3, K]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [-8,40]
triggerall = P2bodydist Y > -10
trigger1 = EnemyNear(var(55)),StateNo = [120,159]
trigger1 = !InGuardDist

[State -3, ߗK]
type = ChangeState
value = 245
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = Abs(P2dist x) <= 63
triggerall = P2bodydist Y > -50
trigger1 = !InGuardDist

[State -3, P]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [5,41]
triggerall = P2bodydist Y > -40
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 8

[State -3, ߗK]
type = ChangeState
value = 235
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = Abs(P2dist x) <= 58
triggerall = P2bodydist Y > -50
trigger1 = !InGuardDist

[State -3, P]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
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)),alive
triggerall = P2bodydist X = [-8,45]
triggerall = P2bodydist Y > -35
triggerall = !InGuardDist
trigger1 = !var(58)

[State -3, K]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2bodydist X = [25,78]
triggerall = P2bodydist Y > -20
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 8

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

;---------------------------------------------------------------------------
[State -3, sU܂H]
type = ChangeState
value = 3000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = (var(59) = [1,8]) && RoundState = 2
triggerall = !var(58)
triggerall = fvar(38) = [2,3]
triggerall = life > lifemax * 0.3
triggerall = life < lifemax * 0.8
triggerall = P2BodyDist X > 200
triggerall = power >= 2000
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = Random <= 45 - var(59)* 5

;---------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != [99,101]
triggerall = prevstateno != [99,101]
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = P2BodyDist X > 150
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 100
trigger2 = P2BodyDist X > 120
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger2 = Random <= 60

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
Triggerall = !var(58)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = p2bodydist X > 65
trigger1 = ctrl || (stateno = 19 && time >= 16)
trigger1 = Random <= 50
trigger2 = stateno = 99
trigger2 = p2bodydist X < 120
trigger2 = Random <= 120
trigger3 = ctrl || (stateno = 19 && time >= 16)
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = (EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),MoveType = H)
trigger3 = Partner,MoveType != A
trigger3 = Random <= 150

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

;---------------------------------------------------------------------------
;svĒEEE
[State -3, wait]
type = ChangeState
Value = 0
ctrl = 1
triggerall = statetype != A
triggerall = alive
triggerall = stateno = [18,19]
trigger1 = var(59) >= 1 && Roundstate = 2
trigger1 = p2bodydist X = [0,70]
trigger1 = Random <= 20
trigger2 = Roundstate != 2
trigger3 = stateno = 19
trigger3 = BackEdgeBodyDist > 20
trigger4 = var(58)

;------------------------------------------------------------------------------
;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 = facing != EnemyNear(var(55)),facing
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
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, AT
trigger2 = P2BodyDist X = [-5,60]
trigger2 = Random <= 150 || (var(59) > 10)

;------------------------------------------------------------------------------
;Wv(჌x)
[State -3,Wv]
Type     = ChangeState
Value    = ifelse(Random <= 333, 37, 39)
Triggerall = (Var(59) = [1,3]) && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = !var(58)
trigger1 = Random <= 50

;------------------------------------------------------------------------------
;OWv
[State -3,Wv]
Type     = ChangeState
Value    = 36
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = (var(59)<10&&Random<=20)||(var(59)>=10&&Random<=15)
trigger1 = P2BodyDist X = [70,150]
trigger2 = fvar(39) = [3,4]
trigger2 = P2BodyDist X = [-3,90]
trigger2 = Random <= var(59)*30 || var(59) > 10
trigger3 = P2BodyDist X < 80
trigger3 = (var(59)<10&&Random<=25)||(var(59)>=10&&Random<=15)

;------------------------------------------------------------------------------
;OnCWv
[State -3,Wv]
Type     = ChangeState
Value    = 36
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = P2BodyDist X = [155,210]
trigger1 = (var(59)<10&&Random<=24)||(var(59)>=10&&Random<=18) || (fvar(39) = [3,4])
trigger2 = !var(53)
trigger2 = P2BodyDist X = [160,215]
trigger2 = (EnemyNear(var(55)),HitDefAttr = SC, NP, SP)|| Enemy,numproj
trigger2 = Random <= 150

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type = ChangeState
Value = 38
Triggerall = var(59) > 3 && RoundState = 2
triggerall = var(59) < 10
triggerall = !var(58) && !var(53)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),Vel X > 0 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),StateNo != 40
trigger1 = P2BodyDist X = [120,150]
trigger1 = Random <= 100

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type     = ChangeState
Value    = 37
triggerall = var(59) >= 7 && RoundState = 2
triggerall = var(59) < 12
triggerall = !var(58) && !var(53)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = EnemyNear(var(55)),StateNo != 40
trigger1 = EnemyNear(var(55)),Vel X >= 0 || EnemyNear(var(55)),StateNo = [35,44]
trigger1 = P2BodyDist X = [30,60]
trigger1 = Helper(15000+id),var(52) > 120
trigger1 = Random <= 60

;==============================================================================
;nZUEԂ

;-------------------------------------------------------------------------------
;AEn
[State -3]
type = ChangeState
value = 1050
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [40,100]
triggerall = P2BodyDist Y > -40
trigger1 = var(59) < 9
trigger1 = Random <= 50 - var(59)*5

;-------------------------------------------------------------------------------
;eE
[State -3]
type = ChangeState
value = 1000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X > 170
triggerall = P2BodyDist Y > -40
triggerall = Numproj = 0
trigger1 = !var(54)
trigger1 = Random <= 20

;eE
[State -3]
type = ChangeState
value = 1010
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X > 190
triggerall = P2BodyDist Y > -40
triggerall = Numproj = 0
trigger1 = !var(54)
trigger1 = Random <= 15
trigger2 = var(54) = 1
trigger2 = Random <= 50

;==============================================================================
;nZUE΍
[State -3, {ӁE]
type = ChangeState
value = 1070
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Pos Y < -30
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !InGuardDist
triggerall = P2BodyDist X = [-10,40]
triggerall = P2BodyDist Y = [-90-Floor(EnemyNear(var(55)),vel Y * 9),10]
triggerall = ((var(59) = [5,10]) && Random <= var(59)*10)||((var(59) > 10) && Random <= 250)
trigger1 = var(59) < 9
trigger1 = EnemyNear(var(55)),Time > 30
trigger2 = var(59) >= 9
trigger2 = EnemyNear(var(55)),Time > 20

;==============================================================================
;nZUE
[State -3, ]
type = ChangeState
value = ifelse((BackEdgeBodyDist < 60 && !var(53))|| var(53) = 5, 800, 801)
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,131])
triggerall = var(59) >= 3 && RoundState = 2
triggerall = stateno != 100
triggerall = p2bodydist X = [-8,15]
triggerall = p2statetype != A && p2movetype != H
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = (EnemyNear(var(55)),facing = facing)||(prevstateno = [700,710])||(prevstateno = [5000,5270])
trigger3 = var(59) >= 9
trigger3 = Random <= 300 || var(59) > 10

;==============================================================================
;nZUE΋(i)
[State -3, {ӁE]
type = ChangeState
value = 1070
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Pos Y < -30
triggerall = P2BodyDist Y = [-90-Floor(EnemyNear(var(55)),vel Y * 9),10]
trigger1 = P2BodyDist X = [-10,40]
trigger1 = (var(59) < 7 && Random <= 15)||((var(59) = [7,9])&& Random <= 40)
trigger2 = (EnemyNear(var(55)),Vel X <= 0 &&(P2BodyDist X = [-20,30]))||(EnemyNear(var(55)),Vel X > 0 &&(P2BodyDist X = [-5,60]))
trigger2 = (var(59) = 10 && Random <= 75)||(var(59) > 10 && Random <= 150)
trigger3 = P2BodyDist X = [-20,35]
trigger3 = var(59) > 9 && Random <= 150
trigger3 = EnemyNear(var(55)),BackEdgeBodyDist < 40

[State -3, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = Abs(P2dist x) > 63
triggerall = P2bodydist Y > -80
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),Vel X > 0 && EnemyNear(var(55)),Vel Y >= 0
trigger1 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) = [25,82]
trigger1 = Random <= var(59)*10


;==============================================================================
;nZUEi
[State -3, GOUHU]
type = ChangeState
value = 325
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(59) < 11
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist)||(life >= lifemax * 0.6)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [30,55]
triggerall = P2BodyDist Y >= -25
trigger1 = Random <= 20
trigger2 = var(59) = [6,9]
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 120

;==============================================================================
;nZUEi
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-3,40+Floor(EnemyNear(var(55)),vel X * 8)]
triggerall = P2BodyDist Y >= -15
triggerall = (!InGuardDist)||(life >= lifemax * 0.6)
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 50

[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-3,45+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2BodyDist Y >= -20
triggerall = (!InGuardDist)||(life >= lifemax * 0.6)
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*7
trigger2 = var(59) >= 10
trigger2 = Random <= 90
trigger3 = var(59) > 5 && Random <= var(59)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && 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 = [36,80+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = P2BodyDist Y >= -20
triggerall = (!InGuardDist)||(life >= lifemax * 0.75)
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*3
trigger2 = var(59) >= 10
trigger2 = Random <= 20
trigger3 = var(59) > 7 && Random <= var(59)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -9
trigger3 = EnemyNear(var(55)),StateType = S
trigger3 = EnemyNear(var(55)),StateNo = [200,499]

;==============================================================================
;nZUEi
[State -3, Close Stand Light Kick]
type = ChangeState
value = 235
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = Abs(P2dist x) <= 58
triggerall = P2BodyDist Y >= -45
triggerall = !InGuardDist
trigger1 = Random <= 120
trigger2 = var(59) > 5 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -4
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

[State -3, Close Standing Strong Kick]
type = ChangeState
value = 245
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = Abs(P2dist x) <= 63
triggerall = P2BodyDist Y >= -45
triggerall = !InGuardDist
trigger1 = Random <= 100
trigger2 = var(59) > 5 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -6
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

[State -3, Close Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = Abs(P2dist x) <= 54
triggerall = P2BodyDist Y >= -45
triggerall = !InGuardDist
trigger1 = Random <= 50

[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 8) = [-5,44]
triggerall = P2BodyDist Y >= -25
triggerall = !InGuardDist
trigger1 = P2BodyDist X < 20
trigger1 = Random <= 40
trigger2 = P2BodyDist X >= 20
trigger2 = Random <= 25
trigger3 = var(59) > 5 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = Abs(P2dist x) > 54
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [25,52]
triggerall = P2BodyDist Y >= -30
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= 35 - var(59)*3

[State -3, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -75
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = Abs(P2dist x) > 58
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 6) = [50,86]
triggerall = P2BodyDist Y >= -50
triggerall = !InGuardDist
trigger1 = var(59) < 11
trigger1 = Random <= 25 - var(59)*2
trigger2 = var(59) > 8 && Random <= 200
trigger2 = EnemyNear(var(55)),AnimTime <= -6
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;==============================================================================
;󒆋ZU
;KiVSj
[State -3, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X = [-10,63]
triggerall = P2BodyDist Y = [-65,60]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = vel X < 0

;-------------------------------------------------------------------------------
[State -3, Wvӂ΂]
type = ChangeState
value = 650
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = Random <= var(59)*5
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-7,60+Floor(vel X * 9)]
triggerall = P2BodyDist Y = [-50,100]
trigger1 = Pos Y < -30
trigger1 = vel Y >= 1

[State -3, WvLbN]
type = ChangeState
value = ifelse(vel X != 0 , 645, 640)
triggerall = stateno != 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-5,60+Floor(vel X * 7)]
triggerall = P2BodyDist Y = [-50,80]
trigger1 = Pos Y < -30
trigger1 = vel Y > 1

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

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

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

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

