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

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,192])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

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

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

[State -3, WXgfBtFXݒ]
type = VarSet
triggerall = var(59)
trigger1 = 1
fvar(37) = 10 ;(1~100)͈̔͂Őݒ肵ĉ
              ;m͑́@=%@ł

[State -3, ]
type = VarSet
triggerall = var(59) && RoundState = 2
trigger1 = 1
fvar(38) = 0 ; 1ɂƏ
             ; LV8ȏ㎞݂̂ł

;---------------------------------------------------------------------------
;ȉAIp

[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, ナXgBKǌp]
type = VarSet
triggerall = var(59) > 5
trigger1 = stateno = 1000 && movehit
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
var(58) = 1

[State -3, XgBKǌp]
type = VarSet
triggerall = var(59) > 6
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = stateno = 11010 && movehit
trigger2 = stateno = 1010 && movehit
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),BackEdgeBodyDist < 15
trigger2 = P2BodyDist X < 45
var(58) = 2

[State -3, [fgłグǌp]
type = VarSet
triggerall = var(59) > 6
trigger1 = var(58) = [2,3]
trigger1 = stateno = 1060 && time = 10
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
var(58) = var(58)+1

[State -3, AJ[hBKǌp]
type = VarSet
triggerall = var(59) > 6
trigger1 = stateno = 1046
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
var(58) = 5

[State -3, K[Nǌp]
type = VarSet
triggerall = var(59) > 5
triggerall = !var(53)
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),MoveType = I
trigger1 = !EnemyNear(var(55)),Ctrl
trigger1 = EnemyNear(var(55)),stateno = 6130
var(58) = 6

[State -3, ǌtOZbg]
type = VarSet
triggerall = var(59) > 0
triggerall = var(58)
trigger1 = EnemyNear(var(55)),Ctrl
trigger2 = EnemyNear(var(55)),StateType = L
trigger3 = stateno = 1045 || stateno = [3200,3400]
trigger4 = var(58) = 2
trigger4 = stateno = 1010 && Time >= 30
trigger5 = var(58) = 6
trigger5 = EnemyNear(var(55)),stateno != 6130
var(58) = 0

[State -3, ʏZHITډǌp]
type = VarSet
triggerall = var(59) > 0
trigger1 = (stateno = [200,210])||(stateno = [400,405])
trigger1 = movehit
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
var(57) = 1

[State -3, ǌtOZbg]
type = VarSet
triggerall = var(59) > 0
triggerall = var(57)
trigger1 = EnemyNear(var(55)),Ctrl
trigger2 = EnemyNear(var(55)),stateno != [5000,5099]
trigger3 = EnemyNear(var(55)),StateType = L
trigger4 = stateno = [1000,3999]
trigger5 = var(58)
var(57) = 0

;==================================================================================
;߂Ήwp[
[State -3]
Type = HelPer
Trigger1 = StateType != A
Trigger1 = !NumHelper(95000+ID)
HelPerType = normal
Name = "mekuri"
StateNo = 95000
ID = 95000+ID
OwnPal = 1
pos = 5, 0
postype = p1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3]
type = changestate
Trigger1 = IsHelper
Trigger1 = IsHelper(95000+root,ID)
Trigger1 = StateNo != 95000
value = 95000

[State -3]
type = changeanim
Trigger1 = IsHelper
Trigger1 = IsHelper(95000+root,ID)
Trigger1 = Anim != 0
value = 0

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

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

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

;p[gi[Oq
[State -3,]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner && 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 = NumEnemy = 2
triggerall = TeamMode = Simul
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 = NumEnemy = 2
triggerall = TeamMode = Simul
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 = NumEnemy = 2
triggerall = TeamMode = Simul
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 = 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

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

[State -3, Oʒ[]
Type = VarSet 
trigger1 = roundstate = 2 
trigger1 = numhelper(27800+id) = 1
trigger1 = numhelper(27810+id) = 1
var(51) = floor(ifelse(teamside = 1,facing*(helper(27800+id+(facing=-1)*10),pos x-pos x), -(-facing*(helper(27800+id+(facing=1)*10),pos x-pos x))))

[State -3, ʒ[]
Type = VarSet 
trigger1 = roundstate = 2 
trigger1 = numhelper(27800+id) = 1
trigger1 = numhelper(27810+id) = 1
var(52) = floor(ifelse(teamside = 1,-facing*(helper(27800+id+(facing=1)*10),pos x-pos x), -(facing*(helper(27800+id+(facing=-1)*10),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(var(55)),NumHelper(1002)
Trigger3 = EnemyNear(var(55)),Name = "eddie"
Trigger3 = EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850
Trigger4 = EnemyNear(var(55)),Name = "eddie" || EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 210
Trigger5 = EnemyNear(var(55)),Name = "Lyndis"
Trigger5 = EnemyNear(var(55)),StateNo = 1020 || EnemyNear(var(55)),StateNo = 1053
Trigger6 = EnemyNear(var(55)),Name = "Death Adder" && EnemyNear(var(55)),NumHelper(1022)
Trigger7 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;H×tEu͂ꔖv
Trigger8 = EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger8 = EnemyNear(var(55)),StateNo = 970
Trigger9 = fvar(32) && EnemyNear(var(55)),StateNo = fvar(32)
fvar(39) = 2

[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = AutHorName = "muteki" || AutHorName = "Akutagawa"
Trigger1 = EnemyNear(var(55)),StateNo = 240
Trigger2 = EnemyNear(var(55)),Name!="millia"||EnemyNear(var(55)),StateNo!=1500
Trigger2 = EnemyNear(var(55)),Name!="eddie"||!(EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850||EnemyNear,NumHelper(1001)||EnemyNear,NumHelper(1002))
Trigger2 = EnemyNear(var(55)),StateType=A
Trigger3 = EnemyNear(var(55)),Name = "testa" || EnemyNear(var(55)),Name = "jagyuta" || EnemyNear(var(55)),Name = "lehyu"
Trigger3 = EnemyNear(var(55)),StateNo = 205
Trigger4 = EnemyNear(var(55)),Name="millia"||EnemyNear(var(55)),Name="BRIDGET"||EnemyNear(var(55)),Name="eddie"||EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 215
Trigger5 = EnemyNear(var(55)),Name = "faust" && EnemyNear(var(55)),StateNo = 235
Trigger6 = EnemyNear(var(55)),Name = "johnny"
Trigger6 = EnemyNear(var(55)),StateNo = 1500||EnemyNear(var(55)),StateNo = [3500,3501]
Trigger7 = EnemyNear(var(55)),Name = "order-Sol=Badguy" && EnemyNear(var(55)),StateNo = 432
Trigger8 = EnemyNear(var(55)),Name = "Sion_Eltnam_Atlasia" && (EnemyNear(var(55)),StateNo = [240,241])
Trigger9 = EnemyNear(var(55)),Name = "Gale" || 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)),StateNo = 300
Trigger13= EnemyNear(var(55)),Name = "Mukai" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger13= EnemyNear(var(55)),StateNo = 230
Trigger14= EnemyNear(var(55)),Name = "Karman" && EnemyNear(var(55)),StateNo = 250
Trigger15= EnemyNear(var(55)),Name = "Clark Still" && EnemyNear(var(55)),StateNo = [1400,1410]
Trigger16= (fvar(30) && EnemyNear(var(55)),StateNo = fvar(30))||(fvar(31) && EnemyNear(var(55)),StateNo = fvar(31))
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
;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) = 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])
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 = [24,40]
;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 = [65,100]
;H×tEu̗tEieBbNvuƂӂށv
Trigger4 = EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger4 = (EnemyNear(var(55)),StateNo = 2600 &&(EnemyNear(var(55)),time = [18,32]))||(EnemyNear(var(55)),StateNo = 20007 && EnemyNear(var(55)),time < 30)
fvar(39) = 6

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

;==============================================================================
;̑x
[State -3, ]
type = VarSet
triggerall = var(59) && RoundState = 3
trigger1 = stateno = [195,197]
fvar(38) = 1

;==============================================================================
;؂Ԃ
;XJ
[State -3,Wv]
Type     = ChangeState
Value    = ifelse(P2BodyDist X < 60 && fvar(39) = 3, 38, 39)
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
trigger1 = fvar(39) = [3,5]

;---------------------------------------------------------------------------
;OT
[State -3, seishikigeten]
type = changeState
value = ifelse(palNo = 12, 3500, 3300)
triggerall = power >= 2000
triggerall = var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||stateno = [18,19]
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [0,72]
triggerall = P2BodyDist Y > -75
triggerall = Random<=var(59)*50||var(59)>10
triggerall = EnemyNear(var(55)),AnimTime <= -9 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30 || (!Time&&var(59)>8) || var(59)>10
trigger1 = Enemynear(var(55)),Time >= 50 || var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(StateNo=[950,960])||(PrevStateNo = 1005)||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;KoJ[ / OT
[State -3, bunker]
type = changeState
value = ifelse(palNo = 12, 3400, 3200)
triggerall = power >= 1000
triggerall = var(59) >= 5 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||stateno = [18,19]
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [0,72]
triggerall = P2BodyDist Y > -70
triggerall = Random<=var(59)*50||var(59)>10
triggerall = (palNo = 12 && EnemyNear(var(55)),AnimTime <= -9)||(EnemyNear(var(55)),AnimTime <= -11)|| var(59)<8
triggerall = Enemynear(var(55)),Time >= 30 || (!Time&&var(59)>8) || var(59)>10
trigger1 = Enemynear(var(55)),Time >= 50 || var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(StateNo=[950,960])||(PrevStateNo = 1005)||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;vXEA[t^Ng
[State -3, Auftakt]
type = ChangeState
value = 1040
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl ||stateno = [18,19]
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [-5,25]
triggerall = P2BodyDist Y = [-60,0]
triggerall = Random<=var(59)*50||var(59)>10
triggerall = EnemyNear(var(55)),AnimTime <= -4 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30 || (!Time&&var(59)>9) || var(59)>10
trigger1 = Enemynear(var(55)),Time >= 50 || var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(StateNo=[950,960])||(PrevStateNo = 1005)||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;XgEsbcBJ[g
[State -3, pizzicato]
type = changeState
value = 1020
triggerall = var(59) > 9 && roundstate = 2
triggerall = !var(53)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),stateno != Helper(27800+id),var(51)
triggerall = EnemyNear(var(55)),stateno != Helper(27800+id),var(52)
triggerall = P2BodyDist X > 30 || EnemyNear(var(55)),StateType = S
triggerall = P2BodyDist Y > -95
triggerall = EnemyNear(var(55)),StateType = S || (EnemyNear(var(55)),StateType = A && P2Dist Y < -20)
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !Enemy,numproj
triggerall = (PrevStateNo = [50,52])||(PrevStateNo = [120,159])||(StateNo = [950,960])||(PrevStateNo = 1005)||(PrevStateNo=[5000,5270])|| Random<=200 ||var(59)>10
triggerall = Random<=var(59)*30 || var(59) > 10
triggerall = inguarddist || EnemyNear(var(55)),MoveType = A
trigger1 = Helper(27800+id),var(53)

[State -3, pizzicato]
type = changeState
value = 1020
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(53)||var(59)<11
triggerall = StateType != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random<=var(59)*15
triggerall = (life>lifemax * 0.3&&Random<=333)||life<=lifemax * 0.3
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),stateno != Helper(27800+id),var(51)
triggerall = EnemyNear(var(55)),stateno != Helper(27800+id),var(52)
triggerall = EnemyNear(var(55)),HitDefAttr = SA, NA, SA
triggerall = EnemyNear(var(55)),AnimTime <= -6 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(!Time&&var(59)>8)
triggerall = P2BodyDist X = [0,70]
triggerall = P2BodyDist X > 30 || EnemyNear(var(55)),StateType != A
triggerall = P2BodyDist Y > -80
triggerall = !Enemy,numproj
triggerall = inguarddist
trigger1 = var(59) < 10
trigger1 = Enemynear(var(55)),Time >= 50
trigger2 = (PrevStateNo = [120,159])
trigger2 = var(59) < 10
trigger3 = (var(59) > 9 && Enemynear(var(55)),Time <= 10) || var(59) <= 9
trigger3 = (PrevStateNo = [120,139])||(PrevStateNo = 1005)||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;XgEsbcBJ[g
[State -3, heavy pizzicato]
type = changeState
value = 1030
triggerall = var(59) > 9 && roundstate = 2
triggerall = !var(53)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),stateno != Helper(27800+id),var(51)
triggerall = EnemyNear(var(55)),stateno != Helper(27800+id),var(52)
triggerall = EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist Y > -35
triggerall = !Enemy,numproj
triggerall = (PrevStateNo = [50,52])||(PrevStateNo = [120,159])||(StateNo = [950,960])||(PrevStateNo = 1005)||(PrevStateNo=[5000,5270])|| Random<=200 ||var(59)>10
triggerall = Random<=var(59)*30 || var(59) > 10
triggerall = inguarddist || EnemyNear(var(55)),MoveType = A
trigger1 = Helper(27800+id),var(53)

[State -3, heavy pizzicato]
type = changeState
value = 1030
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(53)||var(59)<11
triggerall = StateType != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random<=var(59)*15
triggerall = (life>lifemax * 0.3&&Random<=333)||life<=lifemax * 0.3
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),stateno != Helper(27800+id),var(51)
triggerall = EnemyNear(var(55)),stateno != Helper(27800+id),var(52)
triggerall = EnemyNear(var(55)),HitDefAttr = C, NA, SA
triggerall = EnemyNear(var(55)),AnimTime <= -6 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(!Time&&var(59)>8)
triggerall = P2BodyDist X = [0,70]
triggerall = P2BodyDist Y > -35
triggerall = !Enemy,numproj
triggerall = inguarddist
trigger1 = var(59) < 10
trigger1 = Enemynear(var(55)),Time >= 50
trigger2 = (PrevStateNo = [120,159])
trigger2 = var(59) < 10
trigger3 = (var(59) > 9 && Enemynear(var(55)),Time <= 10) || var(59) <= 9
trigger3 = (PrevStateNo = [120,139])||(PrevStateNo = 1005)||(PrevStateNo=[5000,5270])

;---------------------------------------------------------------------------
;݃XgX^bJ[g
[State -3, p. staccato]
type = changeState
value = 3100
triggerall = power >= 2000
triggerall = var(59) >= 8 && RoundState = 2
triggerall = !var(57) && !var(58)
triggerall = statetype != A
triggerall = ctrl ||stateno = [18,19]
triggerall = prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = EnemyNear(var(55)),life > 150
triggerall = P2BodyDist X = [-5,60+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = Random<=var(59)*25||var(59)>10
triggerall = Enemynear(var(55)),Time >= 30 ||(!Time&&var(59)>9)|| var(59)>10
trigger1 = EnemyNear(var(55)),stateno != [5000,5500]
trigger1 = EnemyNear(var(55)),AnimTime <= -2
trigger1 = (prevstateno = [140,155])||(StateNo=[950,960])||(PrevStateNo = 1005)||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NA
trigger2 = EnemyNear(var(55)),stateno = [200,699]
trigger2 = EnemyNear(var(55)),AnimTime = [-9,-2]
trigger2 = (prevstateno = [140,155])||(StateNo=[950,960])||(PrevStateNo = 1005)||(prevstateno = [5000,5210])||Random <= var(59)*20||var(59)>10

;---------------------------------------------------------------------------
;KXgX^bJ[g
[State -3, s. staccato]
type = changeState
value = 3000
triggerall = power >= 1000
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(57) && !var(58)
triggerall = statetype != A
triggerall = ctrl ||stateno = [18,19]
triggerall = prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = EnemyNear(var(55)),life > 150
triggerall = P2BodyDist X = [-5,60+Floor(EnemyNear(var(55)),vel X * 4)]
triggerall = Random<=var(59)*15||var(59)>10
triggerall = Enemynear(var(55)),Time >= 30 ||(!Time&&var(59)>9)|| var(59)>10
trigger1 = EnemyNear(var(55)),stateno != [5000,5500]
trigger1 = EnemyNear(var(55)),AnimTime <= -3
trigger1 = (prevstateno = [140,155])||(StateNo=[950,960])||(PrevStateNo = 1005)||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = Random <= 500
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NA
trigger2 = EnemyNear(var(55)),stateno = [200,699]
trigger2 = EnemyNear(var(55)),AnimTime = [-9,-3]
trigger2 = (prevstateno = [140,155])||(StateNo=[950,960])||(PrevStateNo = 1005)||(prevstateno = [5000,5210])||Random <= var(59)*20||var(59)>10

;==============================================================================
;˂p
;WvD
[State -3, jump D]
type = ChangeState
value = 615
triggerall = statetype = A && ctrl
triggerall = var(59) >= 1 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = P2BodyDist X = [0,60+Floor(vel X * 10)]
triggerall = P2BodyDist Y = [-45,65+Floor(vel Y * 10)]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Random <= var(59)*100
trigger1 = (prevstateno = [120,155])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger1 = EnemyNear(var(55)),AnimTime = [-20,-8]
trigger1 = Random <= 300

;---------------------------------------------------------------------------
;WvB
[State -3, jump B]
type = ChangeState
value = 605
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = Random <= var(59)*100
triggerall = vel X >= 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X+Floor(vel X * 10) = [-15,30]
trigger1 = vel Y >= 0
trigger1 = Pos Y > -50

;---------------------------------------------------------------------------
;A
[State -3, A]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = var(59) > 9 && RoundState = 2
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -5
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [0,56]
triggerall = (prevstateno = [140,155])||(prevstateno = [5000,5210])||Random<=200||var(59)>10||(EnemyNear(var(55)),facing = facing)
triggerall = Random <= 500||var(59)>10
trigger1 = Helper(27800+id),var(54)

;---------------------------------------------------------------------------
;D
[State -3, close D]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = var(59) >= 5 && RoundState = 2
triggerall = prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2BodyDist X <= ceil(20 * const(size.xscale))
triggerall = P2BodyDist Y > -60
triggerall = EnemyNear(var(55)),AnimTime <= -5
triggerall = Random <= var(59)*100
trigger1 = Random <= 500
trigger1 = (prevstateno = [140,155])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NA, SA, AP, AT
trigger2 = EnemyNear(var(55)),stateno = [200,699]
trigger2 = EnemyNear(var(55)),AnimTime > -9
trigger2 = (prevstateno = [120,155])||(prevstateno = [5000,5210])||Random <= var(59)*20||var(59)>10

;---------------------------------------------------------------------------
;A
[State -3, A]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = var(59) >= 5 && RoundState = 2
triggerall = prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [-5,56+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2BodyDist Y > -50
triggerall = EnemyNear(var(55)),AnimTime <= -5
triggerall = Random <= var(59)*100
trigger1 = Random <= 500
trigger1 = (prevstateno = [140,155])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NA, SA, AP, AT
trigger2 = EnemyNear(var(55)),stateno = [200,699]
trigger2 = EnemyNear(var(55)),AnimTime > -9
trigger2 = (prevstateno = [120,155])||(prevstateno = [5000,5210])||Random <= var(59)*20||var(59)>10

;---------------------------------------------------------------------------
;B
[State -3, B]
type = ChangeState
value = ifelse(P2BodyDist X <= ceil(20 * const(size.xscale)), 205, 225)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = var(59) >= 5 && RoundState = 2
triggerall = prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [-5,72+Floor(EnemyNear(var(55)),vel X * 7)]
triggerall = P2BodyDist Y > -30
triggerall = EnemyNear(var(55)),AnimTime <= -7
triggerall = Random <= var(59)*100
trigger1 = Random <= 500
trigger1 = (prevstateno = [140,155])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NA, SA, AP, AT
trigger2 = EnemyNear(var(55)),stateno = [200,699]
trigger2 = EnemyNear(var(55)),AnimTime > -11
trigger2 = (prevstateno = [120,155])||(prevstateno = [5000,5210])||Random <= var(59)*20||var(59)>10

;---------------------------------------------------------------------------
;ႪC
[State -3, crouch C]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = var(59) >= 5 && RoundState = 2
triggerall = prevstateno != [5100,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
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) = [55,102]
triggerall = EnemyNear(var(55)),AnimTime <= -7
triggerall = Random <= var(59)*100
trigger1 = Random <= 500
trigger1 = (prevstateno = [140,155])||(prevstateno = [5000,5210])||(EnemyNear(var(55)),facing = facing)
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NA, SA, AP, AT
trigger2 = EnemyNear(var(55)),stateno = [200,699]
trigger2 = EnemyNear(var(55)),AnimTime > -11
trigger2 = (prevstateno = [120,155])||(prevstateno = [5000,5210])||Random <= var(59)*20||var(59)>10

;---------------------------------------------------------------------------
; pCEAJ[g
[State -3, arcato]
type = ChangeState
value = 1050
triggerall = var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2bodydist X = [-5,30]
triggerall = p2movetype != H
trigger1 = EnemyNear(var(55)),stateno = [120,140]
trigger1 = Random <= 300 ||(stateno = [950,960])|| PrevStateNo = 1005 ||var(59)>10
trigger1 = (var(59)<=10 && Random<=var(59)*10)||(var(59)>10 && Random <= 300)

;---------------------------------------------------------------------------
;
[State -3, throw]
type = ChangeState
value = 800
triggerall = var(59) >= 9 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2bodydist X <= ceil(15 * const(size.xscale))
triggerall = p2movetype != H
trigger1 = (prevstateno = [140,159])||(prevstateno = [5000,5270])
trigger1 = var(59) >= 9
trigger1 = Random <= 300
trigger2 = var(59) > 9
trigger2 = EnemyNear(var(55)),stateno = [120,140]
trigger2 = Random <= 300 ||(stateno = [950,960])|| PrevStateNo = 1005 ||var(59)>10
trigger2 = (var(59)<=10 && Random<=var(59)*30)||(var(59)>10 && Random <= 500)

;==============================================================================
;K[hE󂯐gLq
;nK[h
[State -3]
type = ChangeState
value = 120
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = stateno != [150,155]
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall =!(EnemyNear(var(55)),HitDefAttr = SCA, AT)
triggerall = Random <= var(59)*80 || var(59) > 9
trigger1 = inguarddist
trigger2 = var(59) > 8
trigger2 = numHelper(95000+ID)
trigger2 = Helper(95000+ID),inguarddist
trigger3 = var(59) > 8
trigger3 = numHelper(95000+ID)
Trigger3 = EnemyNear(var(55)),facing = facing || P2Dist X < 0
Trigger3 = Helper(95000+ID),inguarddist && EnemyNear(var(55)),StateType = A

;---------------------------------------------------------------------------
;󒆃K[h
[State -3]
type = ChangeState
value = 132
triggerall = Var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall =!(EnemyNear(var(55)),HitDefAttr = SCA, AT)
triggerall = Random <= fvar(37)*10
trigger1 = inguarddist
trigger2 = var(59) > 8
trigger2 = numHelper(95000+ID)
trigger2 = Helper(95000+ID),inguarddist

;---------------------------------------------------------------------------
;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 = BackEdgeBodyDist > 60
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X < 40
trigger1 = Random <= 500

;---------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type = ChangeState
Value = 38
triggerall = var(59) >= 1 && RoundState = 2
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 < 50
trigger1 = Random <= 500

;==============================================================================
;NU
; XgE[fg
[State -3, heavy mordent]
type = changeState
value = 1070
triggerall = StateType != A
triggerall = ctrl || stateno = [18,19]
triggerall = var(59) >= 6 && RoundState = 2
triggerall = (var(59) <= 9 && Random <= var(59)*20) || (var(59)>9&&Random <= 300)
triggerall = EnemyNear(var(55)),StateType = L
trigger1 = P2BodyDist X = [30,45]
trigger1 = EnemyNear(var(55)),AnimTime = [-16,-13]

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = stateno != 100
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
triggerall = enemynear(var(55)),movetype = H
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
trigger1 = ctrl || (stateno = 19 && time >= 16)
trigger1 = p2bodydist X > 35

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = stateno != 100
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),StateType = L
triggerall = enemynear(var(55)),movetype = H
triggerall = BackEdgeBodyDist > 30
trigger1 = ctrl || (stateno = 18 && time >= 12)
trigger1 = p2bodydist X < 25

;==============================================================================
;^bOLq
; ナXgX^bJ[g
[State -3, staccato]
type = ChangeState
value = 1000
triggerall = var(59) > 5 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
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 = [45,72]
triggerall = P2BodyDist Y = [-50,5]
triggerall = Random <= var(59)*20
trigger1 = Partner,MoveType = H
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = EnemyNear(var(55)),facing = facing
trigger2 = EnemyNear(var(55)),AnimTime <= -10

;---------------------------------------------------------------------------
; XgX^bJ[g
[State -3, heavy staccato]
type = ChangeState
value = 1010
triggerall = var(59) >= 5 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
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 = [50,82]
triggerall = P2BodyDist Y = [-50,5]
triggerall = Random <= var(59)*15
trigger1 = Partner,MoveType = H
trigger1 = (Partner,StateNo = [120,159]) || (Partner,StateNo = [5000,5099])
trigger2 = EnemyNear(var(55)),facing = facing
trigger2 = EnemyNear(var(55)),AnimTime <= -13

;---------------------------------------------------------------------------
;2gp`I
[State -3, staccato]
type = ChangeState
value = 1000
triggerall = var(59) > 5 && RoundState = 2
triggerall = power < powermax
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = (Partner,StateNo = [1000,4999]) || Partner,StateNo > 5500
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo != [5000,5500]
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = Random <= var(59)*50
triggerall = !InGuardDist
trigger1 = P2BodyDist X > 100
trigger2 = !var(53)
trigger2 = P2BodyDist X > 60

;==============================================================================
;uEA[}[΍
; XgE[fg
[State -3, heavy mordent]
type = changeState
value = 1070
triggerall = var(59) >= 8 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = EnemyNear(var(55)),StateNo != [5000,5099]
triggerall = P2BodyDist X = [-5,45]
triggerall = P2BodyDist Y > -100
trigger1 = stateNo = 215 || stateNo = 235
trigger1 = movecontact
trigger1 = Random <= var(59)*50 || var(59) > 8

;==============================================================================
;ډ
;D
[State -3, close D]
type = ChangeState
value = 215
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(57)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X <= ceil(20 * const(size.xscale))
triggerall = P2bodydist Y > -70
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 5
trigger1 = EnemyNear(var(55)),BackEdgeBodyDist < 20
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = P2BodyDist X = [-5,6]

;==============================================================================
;AZEʒ[
;tFCgsbcBJ[g
[State -3, feint pizzicato]
type = changeState
value = 950
triggerall = var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateNo = 215 && movehit
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),BackEdgeBodyDist < 20
trigger2 = stateNo = 215 && moveguarded
trigger2 = Random <= var(59)*50 || var(59) > 8
trigger3 = stateNo = 235 && moveguarded
trigger3 = Random <= 250

;---------------------------------------------------------------------------
; XgX^bJ[gBK
[State -3, heavy staccato]
type = ChangeState
value = 11010
triggerall = var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),BackEdgeBodyDist < 20
triggerall = P2BodyDist X = [-5,55]
trigger1 = stateno = 215 || stateno = 250
trigger1 = movehit

;---------------------------------------------------------------------------
; ナXgE[fg
[State -3, mordent]
type = changeState
value = 1060
triggerall = var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = [2,3]

;---------------------------------------------------------------------------
;OT
[State -3, seishikigeten]
type = changeState
value = ifelse(palNo = 12, 3500, 3300)
triggerall = var(59) >= 6 && RoundState = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = [4,5]

;---------------------------------------------------------------------------
;KoJ[ / OT
[State -3, bunker]
type = changeState
value = ifelse(palNo = 12, 3400, 3200)
triggerall = var(59) >= 3 && RoundState = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = [4,5]

;---------------------------------------------------------------------------
;vXEA[t^Ng
[State -3, heavy Auftakt]
type = ChangeState
value = 1045
triggerall = var(59) >= 7 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = var(58) = 4

;---------------------------------------------------------------------------
;D
[State -3, close D]
type = ChangeState
value = 215
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(53)
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])||stateno = 100
trigger1 = var(58) = 6
trigger1 = P2BodyDist X <= ceil(20 * const(size.xscale))

;---------------------------------------------------------------------------
;_bV
[State -3, dash]
type = ChangeState
value = 100
ctrl = 0
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(53)
triggerall = statetype != A
triggerall = stateno != 100
triggerall = ctrl || stateno = [18,19]
trigger1 = var(58) = 6
trigger1 = P2BodyDist X > ceil(20 * const(size.xscale))

;==============================================================================
;AZEKp
;݃XgX^bJ[g
[State -3, p. staccato]
type = changeState
value = 3100
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = power >= 3000 || life <= lifemax * 0.6 || life <= EnemyNear(var(55)),Life * 0.5
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Life > 200
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X = [-5,80]
triggerall = !InGuardDist
trigger1 = ctrl || stateno = [18,19]
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = var(57) = 1 || var(58) = 1

;---------------------------------------------------------------------------
;KXgX^bJ[g
[State -3, s. staccato]
type = changeState
value = 3000
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = power >= 1000
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 = [-5,70]
triggerall = !InGuardDist
trigger1 = ctrl || stateno = [18,19]
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 =(EnemyNear(var(55)),gethitvar(hittime) >= 1 && var(57) = 1)|| var(58) = 1

;==============================================================================
;AZEKEZp
; XgEX^bJ[g
[State -3, TOP attack]
type = ChangeState
value = 1080
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X = [-5,50]
triggerall = !InGuardDist
triggerall = ((stateno = 215 || stateNo = 250)&& Random <=150)|| stateno = 235
triggerall = moveguarded
trigger1 = EnemyNear(var(55)),StateType = C || Random <= 150

;---------------------------------------------------------------------------
; ナXgX^bJ[g BK
[State -3, staccato]
type = ChangeState
value = 1000
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X = [-5,70]
triggerall = !InGuardDist
trigger1 = power >= 1000
trigger1 = stateno = 215 || stateno = 250
trigger1 = movehit
trigger2 = stateno = 215 || stateNo = 235
trigger2 = moveguarded

;---------------------------------------------------------------------------
; XgX^bJ[g
[State -3, heavy staccato]
type = ChangeState
value = 1010
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X = [-5,75]
triggerall = !InGuardDist
trigger1 = stateno = 215 || stateno = 250
trigger1 = movehit
trigger2 = stateno = 215 && moveguarded

;---------------------------------------------------------------------------
;vXEA[t^Ng
[State -3, heavy Auftakt]
type = ChangeState
value = 1045
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2BodyDist X = [-5,35]
triggerall = P2BodyDist Y > -90
triggerall = !InGuardDist
trigger1 = stateno = 215 || stateno = 250
trigger1 = movehit
trigger2 = ctrl || stateno = [18,19]
trigger2 = EnemyNear(var(55)),gethitvar(hittime) >= 4 || EnemyNear(var(55)),GetHitVar(fall.RecoverTime) > 6
trigger2 = (P2BodyDist X = [-5,15])|| EnemyNear(var(55)),BackEdgeBodyDist < 20 || EnemyNear(var(55)),StateType = A
trigger2 = var(57) = 1

;==============================================================================
;nq
;D
[State -3, close D]
type = ChangeState
value = 215
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X <= ceil(20 * const(size.xscale))
triggerall = P2bodydist Y > -70
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger2 = EnemyNear(var(55)),StateNo = [120,159]
trigger2 = Random <= 250

;---------------------------------------------------------------------------
;iU
[State -3, crouching dodge attack]
type = ChangeState
value = 250
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)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [0,36]
triggerall = P2BodyDist Y >= -75-Floor(EnemyNear(var(55)),vel Y * 10)
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Ⴊݎ
[State -3, crouch AorB]
type = ChangeState
value = ifelse((EnemyNear(var(55)),StateNo = [120,159])||Random <= 333, 405, 400)
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,30]
triggerall = P2bodydist Y > -30
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;B
[State -3, far B]
type = ChangeState
value = 225
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X > ceil(20 * const(size.xscale))
triggerall = P2bodydist X = [30,70]
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),gethitvar(hittime) > 5
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ႪC
[State -3, crouch C]
type = ChangeState
value = 410
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [60,105]
trigger1 = EnemyNear(var(55)),StateType != L
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 = EnemyNear(var(55)),gethitvar(hittime) > 9
trigger1 = EnemyNear(var(55)),StateNo != [120,159]
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = !InGuardDist

;==============================================================================
;
; ナXgX^bJ[g
[State -3, staccato]
type = ChangeState
value = 1000
triggerall = var(59) > 8 && RoundState = 2
triggerall = power < powermax
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),Movetype != A
triggerall = !InGuardDist
trigger1 = P2bodydist X > 90
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = EnemyNear(var(55)),StateNo != [5110,5120]
trigger2 = P2bodydist X > 180
trigger2 = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
trigger2 = !Enemy,numproj
trigger2 = Random <= 100

;---------------------------------------------------------------------------
;_bV
[State -3, dash]
type = ChangeState
value = 100
ctrl = 1
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = stateno != 100
triggerall = !inguarddist
triggerall = !Enemy,NumProj
trigger1 = P2BodyDist X > 120
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = Random <= 200
trigger2 = P2BodyDist X > 180 && Random <= 50
trigger2 = EnemyNear(var(55)),StateType != L
trigger2 = EnemyNear(var(55)),MoveType != A
trigger3 = EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),StateType != A
trigger3 = EnemyNear(var(55)),MoveType != A
trigger3 = P2BodyDist X = [40,80]
trigger3 = ((var(59)=[6,8])&& Random <=30)||(var(59)>=9&& Random <=10)

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = stateno != 100
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = Random <= 50
trigger1 = p2bodydist X > 75
trigger1 = ctrl || (stateno = 19 && time >= 16)
trigger2 = ctrl && stateno = 950

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
Triggerall = Var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = stateno != 100
triggerall = ctrl || (stateno = 18 && time >= 16)
triggerall = BackEdgeBodyDist > 20
trigger1 = EnemyNear(var(55)),MoveType != H
trigger1 = p2bodydist X < 80
trigger1 = Random <= 25
trigger2 = p2bodydist X < 10
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = Random <= 50

;---------------------------------------------------------------------------
;oOh~
[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 = Random <= 30
trigger2 = Roundstate = 3

;---------------------------------------------------------------------------
;
[State -3, taunt]
type = changeState
value = 195
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(53) && !var(54)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = I
triggerall = !inguarddist
triggerall = P2BodyDist X > 150
trigger1 = var(59) < 8
trigger1 = life > lifemax * 0.5
trigger1 = Random <= 30
trigger2 = var(59) = [8,9]
trigger2 = life > lifemax * 0.7
trigger2 = Random <= 20
trigger3 = var(59) = 10
trigger3 = life > lifemax * 0.8
trigger3 = EnemyNear(var(55)),Life < life * 0.3
trigger3 = Random <= 15

;---------------------------------------------------------------------------
;tFCg
[State -3, feint ]
type = changeState
value = ifelse(Random <=333 , 950, 960)
triggerall = var(59) >= 4 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType = I
triggerall = EnemyNear(var(55)),Ctrl
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = P2BodyDist X = [30,100]
trigger1 = var(59) < 9
trigger1 = Random <= 30+var(59)*2
trigger2 = var(59) >= 9
trigger2 = Random <= 15

;------------------------------------------------------------------------------
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = stateno != 100
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),stateno != [5000,5999]
triggerall = !Enemy,numproj
triggerall = BackEdgeBodyDist > 60
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = P2BodyDist X = [30,90]
trigger1 = Random <= 120
trigger2 = EnemyNear(var(55)),HitDefAttr = SC, NT, ST, HT
trigger2 = P2BodyDist X = [-5,60]
trigger2 = Random <= 150 || (var(59) > 10)
trigger3 = EnemyNear(var(55)),MoveType != H ||(EnemyNear(var(55)),MoveType = H&&(EnemyNear(var(55)),stateno != [5000,5099]))
trigger3 = (stateno = 1005 && animTime = 0) || PrevStateNo = 1005
trigger3 = Random <= 300

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

;------------------------------------------------------------------------------
;Em[}OWv
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
trigger1 = (var(59)<10&&Random<=20) || (var(59)>=10&&Random<=12) || (fvar(39) = [3,4])
trigger1 = P2BodyDist X = [80,160]
trigger2 = (var(59)<10&&Random<=30) || (var(59)>=10&&Random<=15) || (fvar(39) = [3,4])
trigger2 = P2BodyDist X < 80
trigger3 = EnemyNear(var(55)),StateType != A
trigger3 = P2BodyDist X = [150,200]
trigger3 = EnemyNear(var(55)),MoveType = A || Enemy,numproj
trigger3 = Random <= 150
trigger4 = EnemyNear(var(55)),StateType != A
trigger4 = P2BodyDist X = [150,200]
trigger4 = (var(59)<10 && Random <= 20) || (var(59)>=10 && Random <= 10)

;------------------------------------------------------------------------------
;EWv
[State -3,Wv]
Type     = ChangeState
Value    = ifelse(Random <=200,37,38)
Triggerall = Var(59) > 3 && RoundState = 2
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 = [70,140]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = EnemyNear(var(55)),vel Y > 0
trigger1 = EnemyNear(var(55)),Pos Y < -60
trigger1 = Random <= 50

;==============================================================================
;nZUEԂ
; XgE[fg
[State -3, heavy mordent]
type = changeState
value = 1070
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = RoundState = 2
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [24,50]
triggerall = P2BodyDist Y > -50-Floor(EnemyNear(var(55)),vel Y * 10)
trigger1 = var(59) < 8
trigger1 = Random <= var(59)*5
trigger2 = var(59) = [8,9]
trigger2 = Random <= 20

;---------------------------------------------------------------------------
; ナXgX^bJ[g
[State -3, staccato]
type = ChangeState
value = 1000
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = RoundState = 2
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 8) = [30,75]
trigger1 = var(59) = [1,8]
trigger1 = Random <= var(59)*5
trigger2 = var(59) > 8
trigger2 = Random <= 30

;---------------------------------------------------------------------------
; XgX^bJ[g
[State -3, heavy staccato]
type = ChangeState
value = 1010
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = RoundState = 2
triggerall = EnemyNear(var(55)),MoveType=A || EnemyNear(var(55)),Ctrl
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 8) = [50,84]
trigger1 = var(59) = [1,8]
trigger1 = Random <= var(59)*5
trigger2 = var(59) > 8
trigger2 = Random <= 30

;==============================================================================
;nZUE΍
;vXEA[t^Ng
[State -3, Auftakt]
type = ChangeState
value = 1040
triggerall = statetype != A && RoundState = 2
triggerall = ctrl || stateno = [18,19]
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 = [0,25]
triggerall = P2BodyDist Y > -75
triggerall = !InGuardDist
triggerall = ((var(59) = [5,10]) && Random <= var(59)*10) || ((var(59) > 10) && Random <= 300)
trigger1 = var(59) < 9
trigger1 = EnemyNear(var(55)),Time > 30
trigger2 = var(59) >= 9
trigger2 = EnemyNear(var(55)),Time > 15

;==============================================================================
;nZUE
; pCEAJ[g
[State -3, arcato]
type = ChangeState
value = 1050
triggerall = var(59) >= 4 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = P2bodydist X = [0,30]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 10

;---------------------------------------------------------------------------
;
[State -3, throw]
type = ChangeState
value = 800
triggerall = var(59) >= 2 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = EnemyNear(var(55)),prevstateno != [5000,5999]
triggerall = stateno != 100
triggerall = p2bodydist X <= ceil(15 * const(size.xscale))
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2movetype != H
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*10
trigger2 = var(59) >= 10
trigger2 = Random <= 150
trigger3 = (EnemyNear(var(55)),facing = facing) || (prevstateno = [140,159]) || (prevstateno = [5000,5270])
trigger3 = var(59) >= 9
trigger3 = Random <= 300
trigger4 = var(59) > 9 && prevstateno = 200
trigger4 = EnemyNear(var(55)),stateno = [120,140]
trigger4 = Random <= 500 || var(59) > 10

;==============================================================================
;nZUE΋(i)
;vXEA[t^Ng
[State -3, Auftakt]
type = ChangeState
value = 1040
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = A
triggerall = (Enemynear(var(55)),Time >= (55-var(59)*5)) || var(59)>10
triggerall = P2BodyDist X + Floor(EnemyNear(var(55)),vel X * 4) = [0,25]
triggerall = P2BodyDist Y = [-70-Floor(EnemyNear(var(55)),vel Y * 4),5]
triggerall = !InGuardDist
trigger1 = var(59) < 10 && Random <= 30
trigger2 = var(59) = 10 && Random <= 70
trigger3 = var(59) > 10 && Random <= 120

;---------------------------------------------------------------------------
;iU
[State -3, crouching dodge attack]
type = ChangeState
value = 250
triggerall = var(59) >= 6 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist || (life >= lifemax * 0.5)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [-3,45]
triggerall = P2BodyDist Y >= -75-Floor(EnemyNear(var(55)),vel Y * 10)
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = Random <= 150
trigger2 = EnemyNear(var(55)),StateType != C
trigger2 = P2BodyDist X >= 30
trigger2 = Random <= 20

[State -3, crouching dodge attack]
type = ChangeState
value = 250
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = enemynear(var(55)),animtime <= -10
triggerall = enemynear(var(55)),hitdefattr = SA, NA, SA
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [10,45]
triggerall = P2BodyDist Y >= -75-Floor(EnemyNear(var(55)),vel Y * 10)
trigger1 = var(59) = [3,8]
trigger1 = Random <= var(59)*5
trigger2 = var(59) = [9,10]
trigger2 = Random <= 120
trigger3 = var(59) > 10
trigger3 = Random <= 200

;==============================================================================
;nZUEi
; TOP attack
[State -3, TOP attack]
type = ChangeState
value = 1080
triggerall = var(59) >= 5 && RoundState = 2
triggerall = var(16) = 1
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
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) = [65,93]
trigger1 = Random <= 25
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 100

;---------------------------------------------------------------------------
;iU
[State -3, dodge attack]
type = ChangeState
value = 255
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist) || (life >= lifemax * 0.6)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [45,64]
trigger1 = var(59) < 11
trigger1 = Random <= 30-var(59)*2
trigger2 = var(59) < 8
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 50

[State -3, dodge attack]
type = ChangeState
value = 255
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = enemynear(var(55)),animtime <= -20
triggerall = enemynear(var(55)),hitdefattr = C, NA
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [20,64]
trigger1 = var(59) = [3,8]
trigger1 = Random <= var(59)*3
trigger2 = var(59) = [9,10]
trigger2 = Random <= 70
trigger3 = var(59) > 10
trigger3 = Random <= 120

;==============================================================================
;nZUEi
;B
[State -3, close B]
type = ChangeState
value = 205
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X <= ceil(20 * const(size.xscale))
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*8
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = var(59) > 6 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;ႪB
[State -3, crouch B]
type = ChangeState
value = 405
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-5,43+Floor(EnemyNear(var(55)),vel X * 5)]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*7
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = var(59) > 6 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -5
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;ႪC
[State -3, crouch C]
type = ChangeState
value = 410
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 8) = [75,115]
trigger1 = var(59) < 9
trigger1 = Random <= var(59)*5
trigger2 = (var(59) = [9,10]) && Random <= 20

;---------------------------------------------------------------------------
;ႪD
[State -3, crouch D]
type = ChangeState
value = 415
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [45,82]
trigger1 = var(59) < 8
trigger1 = Random <= var(59)*5
trigger2 = (var(59) = [8,9]) && Random <= 10

;==============================================================================
;nZUEi
;ႪA
[State -3, crouch A]
type = ChangeState
value = 400
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) = [-3,37]
triggerall = P2BodyDist Y >= -30
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 50
trigger3 = var(59) > 6 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;B
[State -3, far B]
type = ChangeState
value = 225
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)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X > ceil(20 * const(size.xscale))
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) < 70
triggerall = P2BodyDist Y >= -30
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 70

;---------------------------------------------------------------------------
;A
[State -3, A]
type = ChangeState
value = 200
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) = [0,52]
triggerall = P2BodyDist Y >= -65
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*5
trigger2 = var(59) >= 10
trigger2 = Random <= 50
trigger3 = var(59) > 6 && Random <= 250
trigger3 = EnemyNear(var(55)),AnimTime <= -5
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]
trigger3 = P2BodyDist X > ceil(20 * const(size.xscale))

;---------------------------------------------------------------------------
;D
[State -3, far D]
type = ChangeState
value = 235
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 5) = [50,82]
triggerall = !InGuardDist
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*2
trigger2 = var(59) >= 10
trigger2 = Random <= 30

;---------------------------------------------------------------------------
;D
[State -3, close D]
type = ChangeState
value = 215
triggerall = var(59) >= 3 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X <= ceil(20 * const(size.xscale))
triggerall = P2BodyDist Y >= -40
triggerall = !InGuardDist
trigger1 = Random <= 100
trigger2 = var(59) > 6 && Random <= 250
trigger2 = EnemyNear(var(55)),AnimTime <= -5
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;==============================================================================
;󒆋ZU
;WvC
[State -3, jump C]
type = ChangeState
value = 610
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = !InGuardDist
trigger1 = vel X <= 0
trigger1 = P2BodyDist X+Floor(vel X * 10) = [30,80]
trigger1 = P2BodyDist Y = [-15,75]

;---------------------------------------------------------------------------
;WvB
[State -3, jump B]
type = ChangeState
value = 605
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = Random <= var(59)*100
triggerall = vel X >= 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X+Floor(vel X * 10) = [-45,0]
trigger1 = vel Y >= 0
trigger1 = Pos Y > -70

;---------------------------------------------------------------------------
;WvD
[State -3, jump D]
type = ChangeState
value = 615
triggerall = var(59) >= 1 && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = Random <= var(59)*100
triggerall = vel X >= 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
trigger1 = P2BodyDist X = [0,60+Floor(vel X * 10)]
trigger1 = P2BodyDist Y = [-75,85]
trigger1 = Pos Y < -20
trigger1 = vel Y >= 0

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

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

;---------------------------------------------------------------------------
;1
[State -3, taunt]
type = changeState
value = 196
triggerall = var(59) >= 1 && RoundState = 3
triggerall = !fvar(38)
triggerall = alive
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || ((stateno = 100||stateno = 105) && AnimTime = 0)
triggerall = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 30
trigger1 = var(59) >= 8
trigger1 = life <= lifemax * 0.5

;---------------------------------------------------------------------------
;2
[State -3, taunt]
type = changeState
value = 197
triggerall = var(59) >= 1 && RoundState = 3
triggerall = !fvar(38)
triggerall = alive
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || ((stateno = 100||stateno = 105) && AnimTime = 0)
triggerall = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 30
trigger1 = var(59) >= 8
trigger1 = life > lifemax * 0.5


