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

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(49000+id)
trigger1=roundstate=[1,2]
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[190,194])||PrevStateNo=5900
Trigger1=!ctrl&&stateno=0
Trigger1=time <= 1
helpertype=normal
name="AI"
stateno=49000
ID=49000+id
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;Ô߁tĂ
[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(49000+id)
trigger1= stateno!=49000
value=49000

[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(49000+id) > 0 && RoundState = 2
trigger14= Helper(49000+id),var(59)=1
trigger15= Helper(15000+id),var(0);                                                                  trigger16= Command = "start"
;trigger16 = 1  ; 1ԍ;OΏ펞AIN
var(59) = 10 ;@LVI𕝁@1|11 @11͒L

[State -3, {CXpb`pXCb`]
type = VarSet
trigger1 = 1
fvar(30) = 0 ;1ɂƃ{CXpb`Kp܂
             ;Kp@́uޏ`.txtvɏĂ܂
             ;{CXpb`KohakũTCg肵ĉ

[State -3, D0^bOXCb`]
type = VarSet
triggerall = RoundState = 2
triggerall = var(59) > 8                 ;LV9ȏ㎞
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
trigger1 = Partner,authorName = "hoe2"
trigger1 = Partner,Name = "MARISA,K"
var(56) = 1 ; 1Őpsǉ
            ; 0OFF

[State -3, ݒ]
type = VarSet
triggerall = RoundState = 2
trigger1 = var(59)
fvar(38) = 1 ;0~3͈̔͂ŕύX
             ; 0͒
             ; 1͏̂݁@2͐퓬̂
             ; 3͗L
             ; 퓬LV9ȉ

;==================================================================================

[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

;==================================================================================
;{̃VXe
[State -3, Landing Sound]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106 
value = 40, 0

[State -3, Wv]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = time = 1
trigger1 = stateno = [34,40]
trigger1 = var(15) <= 0
value = 40, 1

[State -3, nCWv]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = time = 1
trigger1 = stateno = [34,40]
trigger1 = var(15) > 1
value = 40, 2

[State -3, _bV]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = time = 1
trigger1 = stateno = [99,100]
value = 100, 0

[State -3, obNXebv]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = time = 1
trigger1 = stateno = 105
value = 105, 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; nCWv
[State -3, nCWv]
type = varset
triggerall = Var(50) = 0
trigger1 = !var(59)
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
trigger3 = stateno = [35,36]
trigger4 = stateno = 34
trigger4 = P2BodyDist X > 80
v = 15
value = 20

[State -3, nCWv]
type = varset
triggerall = Var(50) = 0
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; Wv
[State -3, Wv]
type = varset
triggerall = Var(50) = 0
trigger1 = stateno = 40
trigger1 = !var(59)
trigger1 = command != "holdup"
trigger2 = var(59)
trigger2 = stateno = 34 ||(stateno = 38 && P2BodyDist X < 50)
v = 16
value = 1

[State -3, Wv]
type = varset
triggerall = Var(50) = 0
trigger1 = stateno = 40
trigger1 = !var(59)
trigger1 = command = "holdup"
trigger2 = var(59)
trigger2 = stateno = 52
trigger2 = time = 0
v = 16
value = 0

[State -3, velset_1]
type = velset
triggerall = Var(50) = 0
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, velset_2]
type = velset
triggerall = Var(50) = 0
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, Wv]
type = veladd
triggerall = Var(50) = 0
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, AfterImage]
type = AfterImage
triggerall = Var(50) = 0
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State -3, AILVs΍]
type = VarSet
triggerall = RoundState = 2
triggerall = var(59) > 11
trigger1 = Helper(15000+id),var(0) != 8901
var(59) = 11

;==================================================================================
;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

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

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

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

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

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

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

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

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

;==============================================================================
;K[h؂ւ
[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = EnemyNear(var(55)),Name = "millia"
Trigger1 = EnemyNear(var(55)),StateNo = 1500
Trigger2 = EnemyNear(var(55)),Name = "eddie"
Trigger2 = EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear,NumHelper(1002);||EnemyNear,NumHelper(1001)
Trigger3 = EnemyNear(var(55)),Name = "eddie"
Trigger3 = EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850
Trigger4 = EnemyNear(var(55)),Name = "eddie" || EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 210
Trigger5 = EnemyNear(var(55)),Name = "Death Adder" && EnemyNear(var(55)),NumHelper(1022)
Trigger6 = EnemyNear(var(55)),Name = "Rucheca" && EnemyNear(var(55)),AuthorName = "Teaf"
Trigger6 = EnemyNear(var(55)),StateNo = 1210
Trigger7 = EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger7 = EnemyNear(var(55)),StateNo = 950
;WM^EK
Trigger8 = EnemyNear(var(55)),Name = "jagyuta" && EnemyNear(var(55)),StateNo = 215
;fBXEu(EX)Eiv
Trigger9 = EnemyNear(var(55)),Name = "Lyndis"
Trigger9 = EnemyNear(var(55)),StateNo = 1020 || EnemyNear(var(55)),StateNo = 1053
;H×tEu͂ꔖv
Trigger10= EnemyNear(var(55)),Name = "shizuha" && EnemyNear(var(55)),AuthorName = "stel2"
Trigger10= EnemyNear(var(55)),StateNo = 970
;TVEuTQCU[v
Trigger11= EnemyNear(var(55)),Name = "hakurou" && EnemyNear(var(55)),AuthorName = "ria-coarst"
Trigger11= EnemyNear(var(55)),StateNo = 3230
;D0p`FEuハCvCX`[v
Trigger12= EnemyNear(var(55)),authorName = "hoe2" || EnemyNear(var(55)),authorName = "hoe2+seizi"
Trigger12= EnemyNear(var(55)),Name = "Patchouli_K"
Trigger12= EnemyNear(var(55)),StateNo = 1250
Trigger13= fvar(37) && EnemyNear(var(55)),StateNo = fvar(37)
fvar(39) = 2

[State -3,iK[hp]
Type = VarSet
triggerall = var(59) >= 1 && RoundState = 2
Trigger1 = AutHorName = "muteki" || AutHorName = "Akutagawa"
Trigger1 = EnemyNear,StateNo = 240
Trigger2 = EnemyNear(var(55)),Name!="Kurenai Misuzu" || EnemyNear(var(55)),StateNo != 1210
Trigger2 = EnemyNear(var(55)),Name!="millia"||EnemyNear(var(55)),StateNo!=1500
Trigger2 = EnemyNear(var(55)),Name!="eddie"||!(EnemyNear(var(55)),StateNo=1000||EnemyNear(var(55)),StateNo=1050||EnemyNear(var(55)),StateNo=1800||EnemyNear(var(55)),StateNo=1850||EnemyNear,NumHelper(1001)||EnemyNear,NumHelper(1002))
Trigger2 = EnemyNear(var(55)),StateType=A
Trigger3 = EnemyNear(var(55)),Name = "testa" || EnemyNear(var(55)),Name = "lehyu"
Trigger3 = EnemyNear(var(55)),StateNo = 205
Trigger4 = EnemyNear(var(55)),Name="millia"||EnemyNear(var(55)),Name="BRIDGET"||EnemyNear(var(55)),Name="eddie"||EnemyNear(var(55)),Name = "jam"
Trigger4 = EnemyNear(var(55)),StateNo = 215
Trigger5 = EnemyNear(var(55)),Name = "faust"
Trigger5 = EnemyNear(var(55)),StateNo = 235
Trigger6 = EnemyNear(var(55)),Name = "johnny"
Trigger6 = EnemyNear(var(55)),StateNo = 1500||EnemyNear(var(55)),StateNo = [3500,3501]
Trigger7 = EnemyNear(var(55)),Name = "order-Sol=Badguy"
Trigger7 = EnemyNear(var(55)),StateNo = 432
Trigger8 = EnemyNear(var(55)),Name = "Sion_Eltnam_Atlasia"
Trigger8 = EnemyNear(var(55)),StateNo = [240,241]
Trigger9 = EnemyNear(var(55)),Name = "Gale" || EnemyNear(var(55)),Name = "Gale_s"
Trigger9 = (EnemyNear(var(55)),StateNo = [320,330]) || (EnemyNear(var(55)),StateNo = [1100,1150])
Trigger10= EnemyNear(var(55)),Name = "Kim Kaphwan" && EnemyNear(var(55)),AuthorName = "Ahuron"
Trigger10= EnemyNear(var(55)),StateNo = 260
Trigger11= EnemyNear(var(55)),Name = "jagyuta" && (EnemyNear(var(55)),StateNo = [1040,1047])
Trigger12= EnemyNear(var(55)),Name = "Heavy D!" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger12= EnemyNear(var(55)),StateNo = 300
Trigger13= EnemyNear(var(55)),Name = "Mukai" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger13= EnemyNear(var(55)),StateNo = 230
Trigger14= EnemyNear(var(55)),Name = "Clark Stil" && EnemyNear(var(55)),StateNo = 1410
Trigger15= EnemyNear(var(55)),Name = "Iori" && EnemyNear(var(55)),AuthorName = "RYO 2005"
Trigger15= EnemyNear(var(55)),StateNo = 300
Trigger16= EnemyNear(var(55)),Name = "Geese Howard" && EnemyNear(var(55)),AuthorName = "Cannon Musume"
Trigger16= EnemyNear(var(55)),StateNo = 230
Trigger17= (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
;Ȃ݂EF
Trigger11= EnemyNear(var(55)),Name = "Kurenai Misuzu" && EnemyNear(var(55)),AuthorName = "MAITAKE"
Trigger11= EnemyNear(var(55)),StateNo = 2200 && EnemyNear(var(55)),time > 3
fvar(39) = 5

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


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

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

;lȂ畁ʂɃK[ho邯
;AIFoȂUK[hԂɂ

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

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

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

[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
triggerall = EnemyNear(var(55)),AuthorName = "Ambasa"
trigger1 = EnemyNear(var(55)),Name = "King"
trigger2 = EnemyNear(var(55)),Name = "kyoko_typeP"
trigger3 = EnemyNear(var(55)),Name = "Geese"
fvar(34) = 1

;==============================================================================
;WOvZ

[State -3, WOvZ +1  / Az]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateno = 810 || stateno = 851 || stateno = 1900 || stateno = 1905 || stateno = 1910 || stateno = 1915
trigger1 = time = 1
fvar(33) = -1

[State -3, WOvZ +2 ʏZ ]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = fvar(33) < 15
trigger1 = stateno = [200,205]
fvar(33) = -2

[State -3, WOvZ +3 ʏZ ]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = fvar(33) < 15
trigger1 = stateno = [230,235]
fvar(33) = -3

[State -3, WOvZ +4 ʏZ ]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = fvar(33) < 15
trigger1 = stateno = [210,215]
fvar(33) = -4

[State -3, WOvZ +6 ʏZ / r]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = movehit = 1
trigger1 = stateno = 300 || stateno = 440 ||(stateno = [1100,1102])|| stateno = 1105
trigger2 = fvar(33) < 15
trigger2 = (stateno = [240,245])|| stateno = 410
trigger2 = time = 1
fvar(33) = -6

[State -3, WOvZ +7 ʏZ / r]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = movehit = 1
trigger1 = stateno = 250 ||(stateno = [1050,1051])||(stateno = [1055,1056])
fvar(33) = -7

[State -3, WOvZ +8 ʏZ / rEǉ / w / z_u]
type = varadd
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = movehit = 1
trigger1 = stateno = 251 || stateno = 255 || stateno = 1125
trigger2 = stateno = 1700 || stateno = 1601
trigger2 = time = 1
fvar(33) = -8

[State -3, WOvZZbg]
type = varset
triggerall = EnemyNear(var(55)),Movetype != H
trigger1 = EnemyNear(var(55)),stateType = S || EnemyNear(var(55)),stateType = C
trigger2 = EnemyNear(var(55)),stateType = L
trigger3 = EnemyNear(var(55)),Ctrl
trigger4 = EnemyNear(var(55)),stateno = [120,159]
fvar(33) = 15

;==============================================================================
;R{p

[State -3, o̘AZEQ[Worʒ[ȊO]
type = varset
triggerall = var(59)
triggerall = !var(58)
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = Helper(15000+id),var(51) >= 220 || Power < 1000
trigger1 = stateno = 300 && movehit
var(58) = 1

[State -3, o̘AZEQ[WL{ʒ[]
type = varset
triggerall = var(59)
triggerall = !var(58)
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = Helper(15000+id),var(51) < 220
trigger1 = Power >= 1000
trigger1 = stateno = 300 && movehit
var(58) = 2

[State -3, gǌ]
type = varset
triggerall = var(59)
triggerall = !var(58)
triggerall = !var(53)
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateno = 1073 && movehit
trigger2 = stateno = 251 && movehit
trigger2 = Helper(15000+id),var(51) = [100,200]
var(58) = 3

[State -3, zǌ]
type = varset
triggerall = var(59)
triggerall = !var(58)
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = stateno = 1500 || stateno = 1505
trigger1 = EnemyNear(var(55)),stateno = [5000,5099]
trigger1 = EnemyNear(var(55)),Pos Y < -30 || !fvar(34)
var(58) = 4

[State -3, wǌ]
type = varset
triggerall = var(59)
triggerall = !var(58) || var(58) = 3
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = Helper(15000+id),var(51) < 205 || fvar(33) >= 6
trigger1 = EnemyNear(var(55)),StateNo = [5000,5099]
trigger1 = stateno = 1700 && time >= 50
trigger1 = facing = 1
var(58) = 5

[State -3, wǌ2]
type = varset
triggerall = var(59)
triggerall = !var(58) || var(58) = 3
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = Helper(15000+id),var(51) < 205 || fvar(33) >= 6
trigger1 = EnemyNear(var(55)),StateNo = [5000,5099]
trigger1 = stateno = 1700 && time >= 50
trigger1 = facing = -1
var(58) = 8

[State -3, zǌ2]
type = varset
triggerall = var(59)
triggerall = !var(53)
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
trigger1 = !var(58)
trigger1 = stateno = 1500 || stateno = 1505
trigger1 = EnemyNear(var(55)),stateno = [150,159]
trigger1 = P2BodyDist X = [-5,45]
var(58) = 6

[State -3, NU߂Ɉڍs]
type = varset
triggerall = var(59) > 8
triggerall = Power < Powermax
trigger1 = var(58) = [1,6]
trigger1 = EnemyNear(var(55)),StateType = L
var(58) = 7

[State -3, AZϐZbg]
type = varset
triggerall = var(58) > 0
triggerall = var(58) != [20,29]
trigger1 = var(58) != 7
trigger1 = EnemyNear(var(55)),Movetype != H
trigger2 = EnemyNear(var(55)),stateno = [5100,5299]
trigger3 = var(58) != 7
trigger3 = EnemyNear(var(55)),Ctrl
trigger4 = (var(58) = [1,2])|| var(58) = 5 || var(58) = 8
trigger4 = stateno = 235
trigger5 = var(58) = [3,5]
trigger5 = stateno = 1000
trigger6 = var(58) = 5 || var(58) = 8
trigger6 = stateno = 1701 && Power < 1000
trigger7 = var(58) = 5 || var(58) = 8
trigger7 = fvar(33) < 3
trigger7 = stateno = 1500 || stateno = 1505
trigger7 = Pos Y >= 0
trigger8 = fvar(33) < 6
trigger8 = (stateno = [1050,1051])||(stateno = [1055,1056])||(stateno = [1100,1102])
trigger9 = var(58) = 6
trigger9 = stateno = 410
trigger10= var(58) = 7
trigger10= stateno = [1020,1021]
trigger11= RoundState != 2
var(58) = 0

[State -3, ʒ[ǌ]
type = varset
triggerall = var(59) > 9
triggerall = !var(53)
triggerall = EnemyNear(var(55)),StateType = A
trigger1 = Helper(15000+id),var(51) < 110
trigger1 = stateno = 1500 || stateno = 1505
trigger1 = EnemyNear(var(55)),Pos Y < -40
trigger1 = P2BodyDist X = [-5,45]
var(58) = 21

[State -3, 󒆐ϐZbg]
type = varset
triggerall = var(58) = [20,29]
trigger1 = Movetype = H
trigger2 = (stateno = [600,640])||(stateno = [5000,5099])
trigger3 = var(58) = 21
trigger3 = stateno = 410 || EnemyNear(var(55)),statetype != A
trigger4 = var(58) != 21
trigger4 = statetype != A
trigger4 = stateno != [30,40]
trigger5 = var(58) != 21
trigger5 = EnemyNear(var(55)),statetype = L || EnemyNear(var(55)),statetype = A
var(58) = 0

[State -3, ^bOAIFMS_p]
type = varset
triggerall = var(59) >= 9
triggerall = var(56) && var(54)
triggerall = power >= 3000
triggerall = NumPartner && Partner,Alive
trigger1 = Partner,var(57)
trigger1 = Partner,Life < Partner,Lifemax * 0.35
var(57) = 1

[State -3, FMS_Zbg]
type = varset
triggerall = var(57)
triggerall = NumPartner
trigger1 = !var(54) || !var(56)
trigger2 = power < 3000
trigger3 = Partner,Life >= Partner,Lifemax * 0.35
var(57) = 0

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

;---------------------------------------------------------------------------
;ً}O
[State -3, Taunt900]
type = ChangeState
value = 900
triggerall = var(59) >= 6 && 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

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 10 && RoundState = 2
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -75
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2dist X <=50
triggerall = EnemyNear(var(55)),AnimTime <= -3
trigger1 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 333)|| var(59) > 10
trigger1 = Helper(39800+id),var(53)
trigger1 = Random <= 250

;---------------------------------------------------------------------------
;Ⴊݎp`
[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) >= 10 && RoundState = 2
triggerall = Var(50) = 0
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 * 5) = [0,38]
triggerall = P2bodydist Y > -30
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger1 = Helper(39800+id),var(53)
trigger1 = Random <= 200

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[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) >= 10 && RoundState = 2
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [20,72]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger1 = Helper(39800+id),var(53)
trigger1 = Random <= 130

;---------------------------------------------------------------------------
;zV
[State -3, M_Tensei]
type = ChangeState
value = 2000
triggerall = power >= 3000
triggerall = var(59) >= 8 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*20)||(var(59)>10&&Random<=333)
triggerall = !var(53) && !var(57)
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = power >= 3000
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y > -25
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),AnimTime <= -27
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*3)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)

;---------------------------------------------------------------------------
;z_u
[State -3, M_Huin_S]
type = ChangeState
value = 1600
triggerall = var(59) > 8 && roundstate = 2
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = power >= 2000
triggerall = (PrevStateNo = [120,159])|| var(59) > 9
triggerall = P2BodyDist Y > -70 || helper(39800+id),var(55)
triggerall = EnemyNear(var(55)),StateType != L
triggerall = inguarddist || EnemyNear(var(55)),MoveType = A
triggerall = EnemyNear(var(55)),HitDefAttr = SCA, AA || helper(39800+id),var(54) || helper(39800+id),var(55)
triggerall = !Enemy,numproj
trigger1 = EnemyNear(var(55)),StateType != A
trigger1 =(var(59)<10 && Random <= 140)||(var(59)=10 && Random <= 200)||(var(59)>10 && Random <= 333) || Helper(15000+id),var(2)
trigger1 = numhelper(39800+id)
trigger1 = helper(39800+id),var(54) > 0
trigger2 = !helper(39800+id),var(54)
trigger2 =(var(59)<10 && Random <= 60)||(var(59)=10 && Random <= 80)||(var(59)>10 && Random <= 150)
trigger2 = Enemynear(var(55)),Time <= 3
trigger3 = EnemyNear(var(55)),MoveType = A
trigger3 = Enemynear(var(55)),Time <= 5
trigger3 = P2bodydist X <= 60
trigger3 = var(53) = 1 || var(53) = 5
trigger3 = (var(59)=10 && Random <= 150)||(var(59)>10 && Random <= 333)
trigger4 = EnemyNear(var(55)),StateType = A
trigger4 =(var(59)<10 && Random <= 140)||(var(59)=10 && Random <= 200)||(var(59)>10 && Random <= 333) || Helper(15000+id),var(2)
trigger4 = numhelper(39800+id)
trigger4 = helper(39800+id),var(55)

;---------------------------------------------------------------------------
;z
[State -3, M_Huin]
type = ChangeState
value = 1505
triggerall = var(59) >= 7 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*20)||(var(59)>10&&Random<=333)
triggerall = !var(53)
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = power >= 1000
triggerall = P2bodydist X = [-5,40]
triggerall = P2bodydist Y > -55
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),AnimTime <= -16
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*2)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 250 || var(59) > 10

;---------------------------------------------------------------------------
;ig
[State -3, H_HitBy]
type = ChangeState
value = 1070
triggerall = var(59) > 9 && roundstate = 2
triggerall = !var(53)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),stateno != Helper(39800+id),var(51)
triggerall = EnemyNear(var(55)),stateno != Helper(39800+id),var(52)
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99 ||(stateno = [120,131])
triggerall = (PrevStateNo=[140,159])||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])|| Random <= 333 || Helper(15000+id),var(50) || Helper(15000+id),var(2) || var(59)>10
triggerall = P2BodyDist Y+Floor(EnemyNear(var(55)),Vel Y * 1) > -105
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),Facing != facing
triggerall = inguarddist || EnemyNear(var(55)),MoveType = A
triggerall = !(Enemy,HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = Random<=var(59)*40 || var(59) > 10
triggerall = numhelper(39800+id)
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = helper(39800+id),var(54)
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = helper(39800+id),var(55)

;---------------------------------------------------------------------------
;ig
[State -3, H_HitBy]
type = ChangeState
value = 1070
triggerall = var(59) > 5 && roundstate = 2
triggerall = Var(50) = 0
triggerall = !helper(39800+id),var(54)
triggerall = !helper(39800+id),var(55)
triggerall = EnemyNear(var(55)),stateno != Helper(39800+id),var(51)
triggerall = EnemyNear(var(55)),stateno != Helper(39800+id),var(52)
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99 ||(stateno = [120,131])
triggerall = (PrevStateNo = [120,159]) || var(59) > 9
triggerall = P2BodyDist X < 80
triggerall = P2BodyDist Y+Floor(EnemyNear(var(55)),Vel Y * 1) > -105
triggerall = EnemyNear(var(55)),StateType = S ||(EnemyNear(var(55)),StateType = A && P2Dist Y < -20)
triggerall = EnemyNear(var(55)),Facing != facing
triggerall = inguarddist || EnemyNear(var(55)),MoveType = A
triggerall = (EnemyNear(var(55)),HitDefAttr = SA, NA, SA, HA)
triggerall = !Enemy,numproj
trigger1 =(var(59)<10 && Life <= Lifemax * 0.3 && Random <= 30)||(var(59)=10 && Life <= Lifemax * 0.6 && Random <= 60)||(var(59)>10 && Random <= 100)
trigger1 = Enemynear(var(55)),Time <= 3
trigger2 =(var(59)=10 && Random <= 60)||(var(59)>10 && Random <= 150)
trigger2 = Enemynear(var(55)),Time <= 2
trigger2 = (PrevStateNo = [120,139])

;---------------------------------------------------------------------------
;ig
[State -3, L_Hitby]
type = ChangeState
value = 1075
triggerall = var(59) > 9 && roundstate = 2
triggerall = !var(53)
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99 ||(stateno = [120,131])
triggerall = EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist Y > -30
triggerall = inguarddist || EnemyNear(var(55)),MoveType = A
triggerall = !Enemy,numproj
triggerall = (PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])|| Random <= 250 || Helper(15000+id),var(50) || Helper(15000+id),var(2) || var(59)>10
trigger1 = Random<=var(59)*25 || var(59) > 10
trigger1 = numhelper(39800+id)
trigger1 = helper(39800+id),var(54) || helper(39800+id),var(55)

;---------------------------------------------------------------------------
;ig
[State -3, L_Hitby]
type = ChangeState
value = 1075
triggerall = var(59) > 5 && RoundState = 2
triggerall = var(53)||var(59)<11
triggerall = Var(50) = 0
triggerall = !helper(39800+id),var(54)
triggerall = StateType != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = Random<=var(59)*8
triggerall = (life>lifemax * 0.3&&Random<=333)||life<=lifemax * 0.3
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = EnemyNear(var(55)),HitDefAttr = C, AA
triggerall = EnemyNear(var(55)),AnimTime <= -6 || var(59)<8
triggerall = Enemynear(var(55)),Time >= 30||(!Time&&var(59)>8)
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y > -25
triggerall = !Enemy,numproj
triggerall = inguarddist
trigger1 = (PrevStateNo = [120,159])
trigger1 = var(59) < 10
trigger2 = (var(59) > 9 && Enemynear(var(55)),Time <= 5) || var(59) <= 9
trigger2 = (PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [900,959])||(PrevStateNo=[5000,5270]) || Helper(15000+id),var(50)

;---------------------------------------------------------------------------
;㏸r
[State -3, L_Summer]
type = ChangeState
value = 1050
triggerall = var(59) >= 3 && RoundState = 2
triggerall = (var(59)<=10&&Random<=var(59)*12)||(var(59)>10&&Random<=333)
triggerall = Var(50) = 0
triggerall = !fvar(39)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y > -150
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),AnimTime <= -8
triggerall = EnemyNear(var(55)),Movetype = A
triggerall = !Enemy,numproj
triggerall = Enemynear(var(55)),Time >= 30||(var(59) > 7 &&(Enemynear(var(55)),Time >= 25-var(59)*1))||(!Time&&var(59)>9)|| var(59)>10
trigger1 = (Enemynear(var(55)),Time >= 50-var(59)*2)|| var(59) > 10
trigger2 = (PrevStateNo=[120,159])||(prevstateno = 440)||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])
trigger3 = Helper(15000+id),var(50)
trigger3 = Random <= 333 || var(59) > 11

;---------------------------------------------------------------------------
;ރ_bV
[State -3, Run Back]
type = ChangeState
value = 105
triggerall = var(59) >= 9 && RoundState = 2
triggerall = Var(50) = 0
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

;---------------------------------------------------------------------------
;K[hLZً}O
[State -3, 900]
type = ChangeState
value = 900
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = statetype != A
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 = [-40,-32]
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
trigger3 = var(59) > 11
trigger3 = power >= 2500 || Life < Lifemax * 0.3
trigger3 = EnemyNear(var(55)),movetype = A
trigger3 = Enemynear(var(55)),animtime < -20
trigger3 = Random <= 150

;---------------------------------------------------------------------------
;ً}O
[State -3, Taunt900]
type = ChangeState
value = 900
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58) && !var(53)
triggerall = fvar(39) < 3
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,140])
triggerall = facing != EnemyNear(var(55)),facing
trigger1 = (var(59)<=10 && Random<=var(59)*18) || (var(59)>10 && Random<=333)
trigger1 = EnemyNear(var(55)),movetype = A
trigger1 = Enemynear(var(55)),animtime = [-38,-30]
trigger1 = (!Enemy,numproj &&(P2BodyDist X = [0,110]))||(Enemy,numproj &&(P2BodyDist X = [30,140]))
trigger1 = InGuardDist || Random <= 333
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = EnemyNear(var(55)),Movetype != H
trigger2 = P2BodyDist X = [-40,-15]
trigger2 = Random <= 250 || var(59) > 10
trigger3 = Enemy,numproj = 1
trigger3 = P2BodyDist X = [120,190]
trigger3 = InGuardDist
trigger3 = Random <= 100
trigger4 = var(59) > 11
trigger4 = InGuardDist || Helper(15000+id),InGuardDist
trigger4 = P2BodyDist X > 60
trigger5 = var(59) > 11
trigger5 = EnemyNear(var(55)),movetype = A
trigger5 = Enemynear(var(55)),animtime < -20
trigger5 = Random <= 150

;---------------------------------------------------------------------------
;K[hLZӂ΂U
[State -3, c_blow_off]
type = ChangeState
value = 251
triggerall = statetype != A
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = Power >= 500
triggerall = stateno = [150,153]
triggerall = P2BodyDist X = [-9,30]
triggerall = P2BodyDist Y = [-70,10]
triggerall = Enemynear(var(55)),animtime <= -18
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = life <= lifemax * 0.6
trigger1 = enemynear(var(55)),life < 50
trigger2 = BackEdgeBodyDist < 30
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Floor(Partner,Pos X - Pos X = [-50,50])
trigger2 = Random <= 200
trigger3 = BackEdgeBodyDist < 15 || Helper(15000+id),var(52) < 90
trigger3 = Random <= 10
trigger4 = life <= lifemax * 0.1
trigger4 = Random <= 15
trigger5 = enemynear(var(55)),life < 180 || life <= lifemax * 0.3
trigger5 = Helper(15000+id),var(51) < 200
trigger5 = Random <= 30

;---------------------------------------------------------------------------
;ً}
[State -3, Taunt910]
type = ChangeState
value = 910
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = fvar(39) < 3
triggerall = Var(50) = 0
triggerall = Helper(15000+id),var(52) > 120
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 = !var(53) || BackEdgeBodyDist > 50
trigger1 =(P2BodyDist X = [40,110])
trigger1 = var(59) <= 8
trigger1 = Random <= 60-var(59)*5
trigger2 =(P2BodyDist X = [40,110])
trigger2 = var(59) > 8
trigger2 = Enemynear(var(55)),time <= 10
trigger2 = !Enemy,numproj
trigger2 = Random <= 20
trigger3 = var(59) > 11
trigger3 = facing != EnemyNear(var(55)),facing
trigger3 = InGuardDist || Helper(15000+id),InGuardDist
trigger3 = P2BodyDist X < 60
trigger3 = Random <= 50
trigger4 = EnemyNear(var(55)),statetype = A
trigger4 = facing = EnemyNear(var(55)),facing
trigger4 = P2BodyDist X = [-10,25]
trigger4 = Random <= 150

;==============================================================================
;˂p
;󒆋p`
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = EnemyNear(var(55)),stateno != [120,159]
triggerall = P2BodyDist X = [-25,30+Floor(vel X * 6)]
triggerall = P2BodyDist Y = [-40,80+Floor(vel Y * 6)]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = Random <= var(59)*100
trigger1 = Vel Y > 1
trigger1 = fvar(39) = 3||((stateno = [132,140])&&(EnemyNear(var(55)),HitDefAttr = SCA, AT))

;---------------------------------------------------------------------------
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = ctrl || stateno = [120,140]
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
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 * 6)]
triggerall = P2BodyDist Y = [-45,65+Floor(vel Y * 6)]
triggerall = !EnemyNear(var(55)),Ctrl
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))
trigger3 = Vel Y > 0
trigger3 = Pos Y > -25
trigger3 = Random <= 250

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Var(50) = 0
triggerall = Random <= var(59)*33
triggerall = EnemyNear(var(55)),StateType != L && EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -75
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2dist X <=50
triggerall = EnemyNear(var(55)),AnimTime <= -3
trigger1 =(prevstateno = [140,155])||(prevstateno = [900,959])||(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 > -8
trigger2 =(prevstateno = [140,155])||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])|| Helper(15000+id),var(50) ||Random <= var(59)*20
trigger3 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger3 = Helper(39800+id),var(53)
trigger3 = Random <= 250

;---------------------------------------------------------------------------
;ߋLbN
[State -3, 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 = Var(50) = 0
triggerall = Random <= var(59)*40
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = P2dist X <=50
triggerall = P2bodydist Y > -50
triggerall = EnemyNear(var(55)),AnimTime <= -4
trigger1 =(prevstateno = [140,155])||(prevstateno = [900,959])||(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 > -9
trigger2 =(prevstateno = [140,155])||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])||Random <= var(59)*20 
trigger3 = Helper(15000+id),var(50) || var(59) > 10
trigger3 = Helper(39800+id),var(53)
trigger3 = Random <= 150

;---------------------------------------------------------------------------
;Ⴊݎp`
[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 = Var(50) = 0
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 * 5) = [0,38]
triggerall = P2bodydist Y > -30
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 =(prevstateno = [140,155])||(prevstateno = [900,959])||(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 > -10
trigger2 =(prevstateno = [140,155])||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])||Random <= var(59)*20 
trigger3 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger3 = Helper(39800+id),var(53)
trigger3 = Random <= 150

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[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 = Var(50) = 0
triggerall = Random <= var(59)*25
triggerall = EnemyNear(var(55)),StateType = S || EnemyNear(var(55)),StateType = C
triggerall = EnemyNear(var(55)),stateno != [0,159]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 5) = [20,72]
triggerall = EnemyNear(var(55)),AnimTime <= -5
trigger1 =(prevstateno = [140,155])||(prevstateno = [900,959])||(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 > -10
trigger2 =(prevstateno = [140,155])||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])||Random <= var(59)*20 
trigger3 = Helper(15000+id),var(50) ||(var(59) = 10 && Random <= 250)|| var(59) > 10
trigger3 = Helper(39800+id),var(53)
trigger3 = Random <= 100

;---------------------------------------------------------------------------
;r
[State -3, ryu_h]
type = ChangeState
value = 1105
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 7 && RoundState = 2
triggerall = Var(50) = 0
triggerall = NumProj = 0
triggerall = Random <= var(59)*15
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -89 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),stateno != [0,30]
triggerall = EnemyNear(var(55)),stateno != [90,119]
triggerall = EnemyNear(var(55)),stateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, AP)
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2bodydist Y > -65
triggerall = ((prevstateno = [140,155])||EnemyNear(var(55)),facing = facing)&& Random <= 500
trigger1 = ((P2bodydist X = [ 90, 99])&& EnemyNear(var(55)),AnimTime <= -13)||((P2bodydist X = [100,107])&& EnemyNear(var(55)),AnimTime <= -14)
trigger2 = ((P2bodydist X = [108,115])&& EnemyNear(var(55)),AnimTime <= -15)||((P2bodydist X = [116,123])&& EnemyNear(var(55)),AnimTime <= -16)
trigger3 = ((P2bodydist X = [124,131])&& EnemyNear(var(55)),AnimTime <= -17)||((P2bodydist X = [132,139])&& EnemyNear(var(55)),AnimTime <= -18)
trigger4 = ((P2bodydist X = [140,147])&& EnemyNear(var(55)),AnimTime <= -19)||((P2bodydist X = [148,155])&& EnemyNear(var(55)),AnimTime <= -20)

;---------------------------------------------------------------------------
;_1
[State -3, Throw]
type = ChangeState
value = ifelse((Helper(15000+id),var(52) < 60 && !var(53))|| var(53) = 5, 800, 850)
triggerall = StateType != A
triggerall = ctrl ||(stateno = [18,19])||(stateno = [120,131])
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),prevstateno != [5000,5500]
triggerall = EnemyNear(var(55)),AnimTime <= -2
triggerall = (p2statetype = S)||(p2statetype = C)
triggerall = p2movetype != H
triggerall = p2bodydist X = [-5,4]
trigger1 =(prevstateno = [140,155])||(prevstateno = 440)||(prevstateno = [900,959])||(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 > -7
trigger2 =(prevstateno = [140,155])||(prevstateno = 440)||(prevstateno = [900,959])||(PrevStateNo=[5000,5270])||Random <= var(59)*20 ||var(59)>10|| Helper(15000+id),var(50)
trigger3 = var(59) > 9
trigger3 = EnemyNear(var(55)),stateno = [120,159]
trigger3 = Random <= 120 || var(59) > 11
trigger4 = Helper(15000+id),var(50)
trigger4 = Random <= 500

;---------------------------------------------------------------------------
;󂯐gEP
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99 ||(stateno = [120,131])
triggerall = var(59) >= 10 && RoundState = 2
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = A
triggerall = !Enemy,numproj
triggerall = P2bodydist X = [-19,45]
triggerall = P2bodydist Y+Floor(EnemyNear(var(55)),vel Y * 7) = [-125,-25]
triggerall = P2bodydist Y > -95 || EnemyNear(var(55)),Vel Y > 0
triggerall = !inguarddist
trigger1 = EnemyNear(var(55)),Vel Y >= 0
trigger1 = EnemyNear(var(55)),stateno = [0,159]
trigger1 = EnemyNear(var(55)),BackEdgeBodyDist < 20 || Helper(15000+id),var(51) < 110
trigger1 = Random <= var(59)*20
trigger2 = var(58) = 21

;==============================================================================
;^bOLq
;zV
[State -3, M_Tensei]
type = ChangeState
value = 2000
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(57) && !var(58)
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = Random <= var(59)*15
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, AP, HT)
triggerall = !Enemy,numproj
triggerall = P2BodyDist X <= 50
triggerall = !inguarddist
triggerall = power >= 3000
triggerall = Helper(15000+id),var(51) < 160 ||((Partner,Pos X - Pos X != [-100,100])&& FrontEdgeBodyDist < 60 && var(56) = 1)
trigger1 = (var(53) = [1,2])
trigger1 = EnemyNear(var(55)),MoveType = H && EnemyNear(numenemy>=2),MoveType = H
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 15||((EnemyNear(var(55)),StateNo = [5000,5029])&&(EnemyNear(numenemy>=2),StateNo = [5000,5029]))
trigger2 = !var(53)
trigger2 = EnemyNear(var(55)),MoveType = H
trigger3 = var(56) = 1
trigger3 = (var(53) = [1,2])
trigger3 = Partner,StateNo = 3800 || Partner,StateNo = 3810

;---------------------------------------------------------------------------
;w
[State -3, Fumajin]
type = ChangeState
value = 1700
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),AnimTime <= -9
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HP, HT)
triggerall = P2BodyDist X = [-30,25]
triggerall = power >= 2000
triggerall = Random <= var(59)*15
trigger1 = var(53) = 5
trigger1 = inguarddist || Helper(15000+ID),inguarddist ||(power >= 3000 && Random <= 250)
trigger2 = (Partner,StateNo = [120,159])||(Partner,StateNo = [5000,5099])

;---------------------------------------------------------------------------
;q@I䖝ł˂IԂς[I
[State -3, M_Huin]
type = ChangeState
value = 1505
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99 ||(stateno = [120,140])
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = !(EnemyNear(var(55)),HitDefAttr = SCA, HA, HP, HT)
triggerall = P2BodyDist X < 175
triggerall = power >= 1000
triggerall = Random <= var(59)*15
trigger1 = var(53) = 5
trigger1 = inguarddist || Helper(15000+ID),inguarddist ||(power >= 2000 && Random <= 250)
trigger2 = EnemyNear(var(55)),AnimTime <= -16
trigger2 = (Partner,StateNo = [120,159])||(Partner,StateNo = [5000,5099])
trigger3 = var(56) = 1
trigger3 = power >= 2000
trigger3 = Partner,StateNo = 3001 || Partner,StateNo = 3102
trigger3 = Partner,AnimTime > -10
trigger4 = var(56) = 1
trigger4 = Partner,StateNo = 3800 || Partner,StateNo = 3810

;---------------------------------------------------------------------------
;r
[State -3, ryu_h]
type = ChangeState
value = 1105
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Var(50) = 0
triggerall = fvar(33) >= 6
triggerall = NumProj = 0
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -89 || EnemyNear(var(55)),StateType = A
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2BodyDist X = [-5,140]
triggerall = P2BodyDist Y = [-75,5]
triggerall = Random <= var(59)*20
trigger1 = EnemyNear(var(55)),MoveType = A
trigger1 = P2BodyDist X >= 75
trigger1 = Partner,MoveType = H
trigger1 = (Partner,StateNo = [120,159])||(Partner,StateNo = [5000,5099])
trigger2 = EnemyNear(var(55)),MoveType != H
trigger2 = EnemyNear(var(55)),facing = facing
trigger2 = EnemyNear(var(55)),AnimTime <= -16
trigger2 = P2BodyDist X >= 75
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = EnemyNear(var(55)),StateNo = [5030,5059]
trigger3 = P2BodyDist Y <= -30
trigger4 = var(56) = 1
trigger4 = Partner,StateNo = 3001 || Partner,StateNo = 3102
trigger4 = Partner,AnimTime <= -20
trigger4 = EnemyNear(var(55)),MoveType = H
trigger4 = EnemyNear(var(55)),StateNo != [120,159]
trigger5 = var(56) = 1
trigger5 = Partner,StateNo = 1900 || Partner,StateNo = 1920
trigger5 = EnemyNear(var(55)),MoveType = H
trigger5 = EnemyNear(var(55)),StateNo != [120,159]

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Var(50) = 0
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = enemynear(var(55)),statetype != L
triggerall = enemynear(var(55)),statetype != C
triggerall = enemynear(var(55)),movetype != H
triggerall = !EnemyNear(var(55)),Ctrl
triggerall = !Enemy,numproj
triggerall = P2dist X >50
triggerall = P2BodyDist X = [55,80]
triggerall = P2BodyDist Y = [-45,5]
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

;---------------------------------------------------------------------------
;_ޖj
[State -3, taima_l]
type = ChangeState
value = 1020
triggerall = StateType != A
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = NumProj = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(54) = 1
triggerall = Var(50) = 0
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2BodyDist X > 100
triggerall = P2BodyDist Y > -45
triggerall = Random <= var(59)*25
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]

;---------------------------------------------------------------------------
;_ǔ
[State -3, hu_t]
type = ChangeState
value = 1000
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = numhelper(1005) = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(56)
triggerall = var(54) = 1
triggerall = Var(50) = 0
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = P2BodyDist X > 180
triggerall = P2BodyDist Y > -45
triggerall = Partner,Pos X != [-50,50]
triggerall = Random <= var(59)*30
trigger1 = (Partner,StateNo = [120,159])
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = EnemyNear(var(55)),StateNo = [120,159]

;_ǔ
[State -3, hu_t]
type = ChangeState
value = 1000
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = numhelper(1005) = 0
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = TeamMode = Simul
triggerall = NumPartner && Partner,Alive
triggerall = Random <= var(59)*30
trigger1 = var(56) = 1
trigger1 = Partner,StateNo = [3923,3924]
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = (EnemyNear(var(55)),StateNo != [120,159])&&(EnemyNear(numenemy),StateNo != [120,159])

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58) && !var(56)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*33
triggerall = power < powermax
triggerall = EnemyNear(var(55)),MoveType != A
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),stateno = [5100,5109]
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = P2BodyDist X > 180
trigger2 = P2bodydist X > 210 && Random <= 15
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = Partner,MoveType = A
trigger3 = (Partner,StateNo = [2000,4999])||(Partner,StateNo > 5500)
trigger3 = EnemyNear(var(55)),MoveType = H
trigger3 = EnemyNear(var(55)),StateNo != [120,159]
trigger3 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger3 = p2bodydist X > 180 || !var(53) || EnemyNear(numenemy>=2),MoveType = H

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

;---------------------------------------------------------------------------
;_E
[State -3, Taunt]
type = ChangeState
value = 950
triggerall = alive
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Random <= var(59)*100
triggerall = Var(50) = 0
triggerall = pos y >= -40
triggerall = pos y >= -20 || var(59) > 11
triggerall = stateno = 5050
trigger1 = CanRecover
trigger2 = var(59) >= 10
trigger2 = pos y > -5 || var(59) > 11
trigger2 = Random <= 10 || var(59) > 10

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

;---------------------------------------------------------------------------
;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 = power < 3000 || var(59) <= 7
trigger1 = Random <= 500
trigger2 = EnemyNear(var(55)),StateNo = 5120
trigger2 = EnemyNear(var(55)),AnimTime > -10

;---------------------------------------------------------------------------
;ً}O
[State -3, Taunt900]
type = ChangeState
value = 900
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = BackEdgeBodyDist < 20 || Helper(15000+id),var(52) < 40
triggerall = P2BodyDist X < 35
trigger1 = power < 3000 || var(59) <= 7
trigger1 = EnemyNear(var(55)),StateType = L
trigger2 = EnemyNear(var(55)),StateNo = 5120
trigger2 = EnemyNear(var(55)),AnimTime > -10

;==============================================================================
;NU
;zV
[State -3, M_Tensei]
type = ChangeState
value = 2000
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(57)
triggerall = Var(50) = 0
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(55)),StateType = L
triggerall = power >= 3000
trigger1 = P2BodyDist X = [-5,35]
trigger1 = EnemyNear(var(55)),StateNo = 5120
trigger1 = EnemyNear(var(55)),AnimTime = [-30,-16]

;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) > 7 && RoundState = 2
triggerall = !var(58)
triggerall = Random <= var(59)*100
triggerall = statetype != A
triggerall = ctrl || stateno = [18,19]
triggerall = stateno != [99,100]
triggerall = !inguarddist
triggerall = EnemyNear(var(55)),alive
trigger1 = EnemyNear(var(55)),StateType = L
trigger1 = power >= 3000
trigger1 = P2BodyDist X > 25
trigger2 = var(56) = 1
trigger2 = TeamMode = Simul
trigger2 = NumPartner && Partner,Alive
trigger2 = Partner,MoveType = A
trigger2 = EnemyNear(var(55)),MoveType = H
trigger2 = P2BodyDist X > 70
trigger3 = var(53) = [1,4]
trigger3 = var(54)
trigger3 = P2BodyDist X >= 150
trigger3 = Helper(15000+id),var(48)
trigger3 = Power >= 1000 && var(56) = 1

;---------------------------------------------------------------------------
;w
[State -3, Fumajin]
type = ChangeState
value = 1700
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58)
triggerall = (var(59) <= 9 && Random <= var(59)*20)||(var(59)>9&&Random <= 120)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
triggerall = P2BodyDist X = [-30,25]
trigger1 = power >= 2000
trigger1 = EnemyNear(var(55)),AnimTime = [-15,-11]
trigger2 = power >= 1000
trigger2 = var(53) = 5
trigger2 = EnemyNear(var(55)),AnimTime = [-25,-11]

;---------------------------------------------------------------------------
;_gU
[State -3, hu_k]
type = ChangeState
value = 1001
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)*24
triggerall = EnemyNear(var(55)),StateType = L
triggerall = EnemyNear(var(55)),StateNo = 5120
triggerall = numhelper(1005) = 0
trigger1 = P2BodyDist X = [50,100]
trigger1 = EnemyNear(var(55)),AnimTime = [-28,-23]

;---------------------------------------------------------------------------
;_ǔ
[State -3, hu_t]
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 = numhelper(1005) = 0
trigger1 = P2BodyDist X > 135
trigger1 = EnemyNear(var(55)),AnimTime < -20

;---------------------------------------------------------------------------
;_ޖj
[State -3, taima_h]
type = ChangeState
value = 1021
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 = NumProj = 0
trigger1 = EnemyNear(var(55)),StateNo = 5120
trigger1 = P2BodyDist X > 160
trigger1 = EnemyNear(var(55)),AnimTime < -20
trigger2 = P2BodyDist X > 190 || var(58) = 7

;---------------------------------------------------------------------------
;AIOi
[State -3,Oi]
Type = ChangeState
Value = 18
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(54) &&(!var(58) || var(58) = 21)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
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 > 45
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = p2bodydist X > 60

;---------------------------------------------------------------------------
;AI
[State -3,]
Type = ChangeState
Value = 19
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = statetype != A
triggerall = EnemyNear(var(55)),stateno != [5110,5120]
triggerall = ctrl ||(stateno = 18 && time >= 16)||(stateno = 99 && P2bodydist X <= 10)
triggerall = enemynear(var(55)),movetype = H
triggerall = power < 3000 || var(59) <= 7 ||(EnemyNear(var(55)),StateNo = 5120 && EnemyNear(var(55)),AnimTime > -15)
trigger1 = EnemyNear(var(55)),StateType = A 
trigger1 = p2bodydist X < 25
trigger2 = EnemyNear(var(55)),StateType = L
trigger2 = p2bodydist X < 40

;==============================================================================
;uEA[}[΍
;zV
[State -3, M_Tensei]
type = ChangeState
value = 2000
triggerall = statetype != C
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(53) && !var(57)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != A
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 = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y > -50
triggerall = power >= 3000
triggerall = movecontact
trigger1 = stateno = [200,215]
trigger2 = stateno = [230,245]
trigger3 = stateno = 300 || stateno = 350 ||(stateno = [400,440])

;z
[State -3, M_Huin]
type = ChangeState
value = 1505
triggerall = var(59) > 9 && RoundState = 2
triggerall = !var(57) || var(53) = 5
triggerall = Var(50) = 0
triggerall = Random <= var(59)*30 || var(59) > 10
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 = power >= 1000
triggerall = movecontact
triggerall = inguarddist || EnemyNear(var(55)),MoveType = A
trigger1 = stateno = [200,215]
trigger2 = stateno = [230,245]
trigger3 = stateno = 300 || stateno = 350 || stateno = 1051 || stateno = 1056
trigger4 = stateno = [400,440]
trigger5 = stateno = [1101,1102]
trigger6 = stateno = 1051 || stateno = 1056

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

;---------------------------------------------------------------------------
;w
[State -3, Fumajin]
type = ChangeState
value = 1700
triggerall = statetype != A
triggerall = var(59) > 4 && RoundState = 2
triggerall = fvar(33) >= 8
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = power >= 1000
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = EnemyNear(var(55)),Pos Y < -25
trigger1 = P2BodyDist X = [-30,30]
trigger1 = var(58) = 3

;---------------------------------------------------------------------------
;r
[State -3, ryu_h]
type = ChangeState
value = 1105
triggerall = statetype != A
triggerall = var(59) > 4 && RoundState = 2
triggerall = fvar(33) >= 6
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = !inguarddist
triggerall = NumProj = 0
trigger1 = var(58) = [1,2]
trigger1 = stateno = 300 && movehit
trigger2 = ctrl || (stateno = [18,19]) || stateno = 99
trigger2 = EnemyNear(var(55)),Vel Y >= 0
trigger2 = EnemyNear(var(55)),Pos Y < -25
trigger2 = P2BodyDist Y >= -75
trigger2 = var(58) = 3
trigger3 = ctrl || (stateno = [18,19]) || stateno = 99
trigger3 = EnemyNear(var(55)),Pos Y < -25 || var(59) > 11
trigger3 = P2BodyDist X < 100
trigger3 = P2BodyDist Y >= -150
trigger3 = P2BodyDist Y >= -75 || EnemyNear(var(55)),Vel Y > 0
trigger3 = P2BodyDist Y >= -95 || EnemyNear(var(55)),Vel Y = 0
trigger3 = var(58) = 4 || var(58) = 5 || var(58) = 8

;---------------------------------------------------------------------------
;r
[State -1, H_Summer]
type = ChangeState
value = 1055
triggerall = statetype != A
triggerall = var(59) > 4 && RoundState = 2
triggerall = fvar(33) >= 7
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = EnemyNear(var(55)),Vel Y >= 0
trigger1 = P2BodyDist X = [-10,60]
trigger1 = P2BodyDist Y = [-135,-45]
trigger1 = var(58) = 4

;z
[State -3, M_Huin]
type = ChangeState
value = 1505
triggerall = var(59) > 4 && RoundState = 2
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = power >= 1000
trigger1 = stateno = 1102 && movehit
trigger1 = Helper(15000+id),var(51) < 65 
trigger1 = (var(58) = [1,2])|| var(58) = 5 || var(58) = 8

;z
[State -3, M_Huin]
type = ChangeState
value = 1500
triggerall = var(59) > 4 && RoundState = 2
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),Pos Y < -30
triggerall = EnemyNear(var(55)),alive
triggerall = power >= 1000
trigger1 = var(58) = 3
trigger1 = stateno = 1056 && movehit
trigger1 = P2BodyDist X = [-15,40]
trigger1 = P2BodyDist Y = [-45,60]

;---------------------------------------------------------------------------
;_bV
[State -3, Dash]
type = ChangeState
value = 99
ctrl = 0
triggerall = var(59) > 3 && RoundState = 2
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19])
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
trigger1 = var(58) = 4
trigger1 = P2BodyDist X >= 90
trigger2 =(var(58) = 5 && facing = 1)||(var(58) = 8 && facing = -1)
trigger2 = Helper(15000+id),var(51) >= 120
trigger2 = P2BodyDist X >= 10

;---------------------------------------------------------------------------
;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = ifelse(P2dist X <=50, 235, 230)
triggerall = statetype != A
triggerall = var(59) > 4 && RoundState = 2
triggerall = Var(50) = 0
triggerall = P2Bodydist X <= 40
trigger1 = P2BodyDist Y > -50
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = fvar(33) = [3,5]
trigger1 = (var(58) = [1,2])|| var(58) = 5 || var(58) = 8

;---------------------------------------------------------------------------
;Az_
[State -3, O_hogyoku]
type = ChangeState
value = 1905
triggerall = power >= 1000
triggerall = statetype != A
triggerall = var(59) > 7 && RoundState = 2
triggerall = Var(50) = 0
triggerall = fvar(33) >= 1
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5075]
triggerall = P2BodyDist X = [5,65]
triggerall = P2BodyDist Y = [-110,-40]
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = fvar(33) < 6
trigger1 = (var(58) = [3,4])|| var(58) = 1
trigger2 = fvar(33) < 3
trigger2 = stateno = 235 && movehit

;---------------------------------------------------------------------------
;_ǔ
[State -3, hu_t]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = var(59) > 4 && RoundState = 2
triggerall = Var(50) = 0
triggerall = NumProj = 0
trigger1 = ctrl || (stateno = [18,19]) || stateno = 99
trigger1 = fvar(33) < 6
trigger1 = var(58) = [3,4]

;---------------------------------------------------------------------------
;w
[State -3, Fumajin]
type = ChangeState
value = 1700
triggerall = var(59) > 6 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = Helper(15000+id),var(51) < 200
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,15]
triggerall = P2BodyDist Y > -120
triggerall = power >= 2000
triggerall = movehit
trigger1 = stateno = 215 && animelem = 8,>=1

;==============================================================================
;ډ(Rrl[V)
;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(53)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -60
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -75
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2dist X <=50
triggerall = movehit
trigger1 = stateno = 205 && time > 5
trigger2 = stateno = 235 && time > 6

;---------------------------------------------------------------------------
;ߋLbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A ||(fvar(33) >= 6 && !fvar(34))
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -75
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2dist X <=50
triggerall = movehit
trigger1 = stateno = 205 && time > 5
trigger2 = stateno = 235 && time > 6

;---------------------------------------------------------------------------
;(LZ)ƗƂ
[State -3, cansel_osidasi]
type = ChangeState
value = 350
triggerall = statetype != A
triggerall = var(59) >= 6 && RoundState = 2
triggerall = Var(50) = 0
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 = [-9,55]
triggerall = P2BodyDist Y > -30
trigger1 = var(59) < 11 || var(53) = 4
trigger1 = Random <= 100 - var(59)*5
trigger1 = stateno = 400 || stateno = 430
trigger1 = time > 4
trigger1 = moveguarded

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(53) != [3,5]
triggerall = Var(50) = 0
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 = [-9,31]
triggerall = P2BodyDist Y > -30
triggerall = movecontact
trigger1 = stateno = 200 || stateno = 230
trigger1 = animelemtime(2) > 1
trigger2 = (stateno = 205 && time > 5)||(stateno = 235 && time > 6)
trigger2 = animelemtime(2) > 1
trigger3 = stateno = 400 || stateno = 430
trigger3 = moveguarded && time > 4

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(53) != [3,5]
triggerall = Var(50) = 0
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 = [-9,28]
triggerall = P2BodyDist Y > -40
triggerall = movehit
trigger1 = stateno = 400 || stateno = 430
trigger1 = time > 4

;---------------------------------------------------------------------------
;(LZ)o
[State -3, cansel_osidasi]
type = ChangeState
value = 300
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
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 = [-9,70]
triggerall = P2BodyDist Y > -50
triggerall = movehit
trigger1 = stateno = 215 && animelem = 8,>=1
trigger2 = stateno = 400 && animelem = 2,>=0

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
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 = [-9,70]
triggerall = P2BodyDist Y > -20
trigger1 = stateno = 400 || stateno = 430
trigger1 = movecontact && time > 6

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [5,30]
triggerall = P2BodyDist Y > -90
trigger1 = stateno = 400 || stateno = 430
trigger1 = moveguarded && time > 6

;---------------------------------------------------------------------------
;LbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),Const(size.head.pos.y) < -90
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2dist X > 50
triggerall = P2BodyDist X <= 63
triggerall = P2BodyDist Y > -75
triggerall = movehit
trigger1 = EnemyNear(var(55)),StateType != A 
trigger1 = stateno = 200 && time > 5
trigger2 = stateno = 230 && time > 6

;---------------------------------------------------------------------------
;p`
[State -3, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -80
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),Const(size.head.pos.y) < -75
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2dist X > 50
triggerall = P2BodyDist X = [30,90]
triggerall = P2BodyDist Y > -60
triggerall = movehit
trigger1 = stateno = 200 && time > 5
trigger2 = stateno = 230 && time > 6

;==============================================================================
;󒆖ډ(Rrl[V)
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
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 = [-9,65]
triggerall = P2BodyDist Y = [-50,75]
triggerall = Pos X >= 0
trigger1 = stateno = 600 || stateno = 630
trigger1 = movecontact

;==============================================================================
;AZEKp
;zV
[State -3, M_Tensei]
type = ChangeState
value = 2000
triggerall = var(59) > 8 && RoundState = 2
triggerall = !var(58)
triggerall = !var(53)
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),Life < 75
triggerall = P2BodyDist X = [-9,40]
triggerall = P2BodyDist Y > -50
triggerall = power >= 3000
triggerall = movecontact
trigger1 = stateno = 210 || stateno = 300 || stateno = 350 || stateno = 410
trigger2 = (stateno = 215 && time >= 21)||(stateno = [240,245])

;---------------------------------------------------------------------------
;w
[State -3, Fumajin]
type = ChangeState
value = 1700
triggerall = var(59) > 6 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = Helper(15000+id),var(51) < 200 || var(53) = 5
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,15]
triggerall = P2BodyDist Y > -120
triggerall = power >= 2000
triggerall = movehit
trigger1 = stateno = 215 && time <= 5
trigger2 = P2BodyDist X < 9
trigger2 = stateno = 410 ||(var(53) = 5 && stateno = 245) || stateno = 350

;---------------------------------------------------------------------------
;󒆉Az
[State -3, O_hogyoku]
type = ChangeState
value = ifelse(P2BodyDist Y > 45, 1910, 1915)
triggerall = var(59) > 6 && RoundState = 2
triggerall = Var(50) = 0
triggerall = statetype = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),StateNo = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-8,18]
triggerall = P2BodyDist Y = [-25,70]
triggerall = power >= 1000
triggerall = movehit
trigger1 = stateno = 1051 || stateno = 1056
trigger2 = Helper(15000+id),var(51) < 65 || BackEdgeBodyDist < 15
trigger2 = stateno = 1125

;---------------------------------------------------------------------------
;Az_
[State -3, O_hogyoku]
type = ChangeState
value = 1900
triggerall = var(59) > 3 && RoundState = 2
triggerall = Var(50) = 0
triggerall = fvar(33) >= 3
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 = [5000,5099]
triggerall = EnemyNear(var(55)),alive
triggerall = EnemyNear(var(55)),Life < 50
triggerall = P2BodyDist X = [-8,45]
triggerall = P2BodyDist Y > -70
triggerall = power >= 1000
triggerall = movehit
trigger1 = stateno = [200,245]
trigger2 = stateno = 300 || stateno = 350 || stateno = 400 || stateno = 430

;---------------------------------------------------------------------------
;z
[State -3, M_Huin]
type = ChangeState
value = ifelse((stateno = 1051 || stateno = 1056), 1500, 1505)
triggerall = var(59) > 8 && RoundState = 2
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),alive
triggerall = power >= 1000
trigger1 = EnemyNear(var(55)),MoveType = H
trigger1 = EnemyNear(var(55)),Pos Y < -40
trigger1 = (stateno = [1101,1102])&& movehit
trigger1 = (Helper(15000+id),var(51) < 65)||(power >= 2000 && FrontEdgeBodyDist < 25)
trigger2 = stateno = 1051 || stateno = 1056 ||(stateno = [1101,1102])
trigger2 = moveguarded
trigger3 = numenemy = 2
trigger3 = var(53) = 5
trigger3 = EnemyNear(1),MoveType = A || inguarddist
trigger3 = (stateno = [200,245])||(stateno = [400,440])|| stateno = 300 || stateno = 350
trigger3 = movecontact
trigger4 = (stateno = [1020,1021])&& time > 26
trigger4 = (EnemyNear(var(55)),MoveType = A && P2bodydist X < 100)||(InGuardDist && Random <= 100)
trigger5 = var(53) && var(56) = 1
trigger5 = TeamMode = Simul
trigger5 = NumPartner && Partner,Alive
trigger5 = (stateno = [1101,1102])&& movecontact
trigger5 = Partner,StateNo = 3001 || Partner,StateNo = 3102
trigger5 = Partner,AnimTime > -10

;==============================================================================
;AZEKEZp
;r
[State -3, ryu_h]
type = ChangeState
value = 1105
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = fvar(33) >= 6
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,80]
triggerall = P2BodyDist Y = [-75,45]
triggerall = NumProj = 0
triggerall = movehit
trigger1 = stateno = 200 ||(stateno = 215 && time > 21)||(stateno = [240,245])
trigger2 = stateno = 210 || stateno = 300 ||(stateno = 400 && time > 6)|| stateno = 350
trigger3 = stateno = [230,235]
trigger3 = time > 6 || EnemyNear(var(55)),StateType = A
trigger4 = stateno = 410 &&(time > 13 || EnemyNear(var(55)),StateType != A)
trigger5 = stateno = 430 && P2BodyDist X > 28

;---------------------------------------------------------------------------
;r_ǉZ
[State -3, ryu_h]
type = ChangeState
value = 1125
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Var(50) = 0
triggerall = fvar(33) >= 8
triggerall = statetype = A
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-9,40]
triggerall = P2BodyDist Y = [-50,65]
triggerall = Helper(15000+id),var(51) < 65 || BackEdgeBodyDist < 15
trigger1 = stateno = 1102 && AnimElem = 3, >= 0 && movecontact
trigger1 = movehit || time > 23

;---------------------------------------------------------------------------
;㗴r
[State -3, ryu_l]
type = ChangeState
value = 1100
triggerall = var(59) > 5 && RoundState = 2
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,70]
triggerall = NumProj = 0
triggerall = movehit
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = stateno = 600 || stateno = 640
trigger1 = P2BodyDist Y = [-65,45]
trigger2 = P2BodyDist X <= 50
trigger2 = stateno = 440
trigger3 = !var(58)
trigger3 = ctrl || (stateno = [18,19]) || stateno = 99
trigger3 = EnemyNear(var(55)),StateNo = [5000,5099]
trigger3 = P2BodyDist Y > -75
trigger3 = fvar(33) >= 6
trigger4 = EnemyNear(var(55)),StateType = A || Pos Y > -20
trigger4 = stateno = 630
trigger4 = P2BodyDist Y = [-65,45]

;---------------------------------------------------------------------------
;r
[State -3, H_Summer]
type = ChangeState
value = 1055
triggerall = var(59) > 5 && RoundState = 2
triggerall = Var(50) = 0
triggerall = fvar(33) >= 7
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,63]
triggerall = P2BodyDist Y > -165
trigger1 = movehit
trigger1 = (stateno = [200,215])||(stateno = [230,245])||(stateno = 410 && time > 13)

;---------------------------------------------------------------------------
;_ǔ
[State -3, hu_t]
type = ChangeState
value = 1000
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X > 45 || stateno = 440
triggerall = numhelper(1005) = 0
triggerall = moveguarded
trigger1 = Random <= 120 - var(59)*9
trigger1 = stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440
trigger2 = var(59) > 5
trigger2 = Random <= var(59)*30 || var(59) > 9
trigger2 = stateno = 440 && time > 15

;---------------------------------------------------------------------------
;_ޖj
[State -3, taima_l]
type = ChangeState
value = 1020
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = Random <=  60 - var(59)*5
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y > -50
triggerall = NumProj = 0
triggerall = moveguarded
trigger1 = stateno = 200 ||(stateno = 215 && time > 21)||(stateno = [240,245])
trigger2 = stateno = 210 || stateno = 300 ||(stateno = 400 && time > 6) || stateno = 350
trigger3 = (stateno = [230,235])&& time > 6
trigger4 = stateno = 410

;---------------------------------------------------------------------------
;_gU
[State -3, hu_k]
type = ChangeState
value = 1001
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = Random <=  var(59)*100
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = numhelper(1005) = 0
trigger1 = stateno = 440 && movehit && time > 18

;---------------------------------------------------------------------------
;_ޖj
[State -3, taima_l]
type = ChangeState
value = 1020
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = statetype != A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist Y > -50
triggerall = NumProj = 0
trigger1 = stateno = 210 && movehit

;==============================================================================
;nq
;Ⴊ݋p`
[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(50) = 0
triggerall = fvar(33) >= 12
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),alive
triggerall = !InGuardDist
trigger1 = !var(58)
trigger1 = EnemyNear(var(55)),Movetype = H
trigger1 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [10,40]
trigger1 = P2bodydist Y+Floor(EnemyNear(var(55)),vel Y * 7) = [-115,-30]
trigger2 = var(58) = 6
trigger2 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [-5,44]
trigger2 = P2bodydist Y+Floor(EnemyNear(var(55)),vel Y * 7) > -110

;---------------------------------------------------------------------------
;ߋLbN
[State -3, Stand Light Kick]
type = ChangeState
value = 235
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58) ||(fvar(33) < 6 && var(58) != 21)
triggerall = Var(50) = 0
triggerall = fvar(33) >= 3
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2dist X <=50
triggerall = P2bodydist X = [-9,20]
triggerall = P2bodydist Y > -55
triggerall = Power < 2000 || Helper(15000+id),var(51) > 210
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(53) != [4,5]
triggerall = var(50) = 0
triggerall = Random <= var(59)*33
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 = [-8,35]
triggerall = P2bodydist Y > -20
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),StateType = S
trigger1 = EnemyNear(var(55)),StateNo = [120,159]

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Light Punch]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = fvar(33) >= 9
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2dist X <=50
triggerall = P2bodydist Y > -65
trigger1 = !InGuardDist

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = fvar(33) >= 12
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 = [-8,35]
triggerall = P2bodydist Y > -30
triggerall = !InGuardDist
trigger1 = (var(53) != [4,5])||EnemyNear(var(55)),StateNo != [120,159]
trigger1 = !var(58)

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
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 = [28,69]
triggerall = P2bodydist Y > -25
triggerall = !InGuardDist
trigger1 = !var(58)
trigger1 = EnemyNear(var(55)),StateNo != [120,159]

;---------------------------------------------------------------------------
;p`
[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 = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C || EnemyNear(var(55)),Const(size.mid.pos.y) < -80
triggerall = EnemyNear(var(55)),StateType = A || EnemyNear(var(55)),Const(size.head.pos.y) < -70
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2dist X > 50
triggerall = P2BodyDist X = [33,86]
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) < 80 || var(51) < 125
triggerall = P2BodyDist Y > -60
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),gethitvar(hittime) >= 9

;---------------------------------------------------------------------------
;r
[State -3, H_Summer]
type = ChangeState
value = 1055
triggerall = var(59) > 5 && RoundState = 2
triggerall = Var(50) = 0
triggerall = fvar(33) >= 7
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType = H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-150,-50]
trigger1 = !var(58)
trigger1 = EnemyNear(var(55)),StateNo = [5030,5059]

;==============================================================================
;
;
[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)

;---------------------------------------------------------------------------
;_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
trigger3 = var(56) = 1
trigger3 = var(54)
trigger3 = var(53) != 5
trigger3 = P2BodyDist X > 120
trigger3 = Random <= 150

;---------------------------------------------------------------------------
;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 || Helper(15000+id),var(2)
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    = 34
Triggerall = Var(59) > 3 && RoundState = 2
Triggerall = Var(59) < 12
triggerall = !var(58)
triggerall = fvar(39) < 3
triggerall = !Helper(15000+id),var(2)
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
triggerall = P2BodyDist X < 80
trigger1 = (var(59)<10&&Random<=25)||(var(59)>=10&&Random<=15)
trigger2 = fvar(39) = [3,4]
trigger2 = Random <= var(59)*30 || var(59) > 10

;------------------------------------------------------------------------------
;Om[}Wv
[State -3,Wv]
Type     = ChangeState
Value    = 39
Triggerall = Var(59) > 3 && RoundState = 2
triggerall = !var(58)
triggerall = fvar(39) < 3
triggerall = !Helper(15000+id),var(2)
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) < 12
trigger1 = (var(59)<10&&Random<=20)||(var(59)>=10&&Random<=15)
trigger1 = P2BodyDist X = [70,150]
trigger2 = fvar(39) = [3,4]
trigger2 = P2BodyDist X = [70,160]
trigger2 = Random <= var(59)*30 || var(59) > 10
trigger3 = var(59) > 7
trigger3 = EnemyNear(var(55)),Const(size.head.pos.y) < -60
trigger3 = EnemyNear(var(55)),BackEdgeBodyDist > 15
trigger3 = P2BodyDist X = [20,40]
trigger3 = Random <= 80
trigger3 = var(58) := 20

;------------------------------------------------------------------------------
;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 = fvar(39) < 3
triggerall = !Helper(15000+id),var(2)
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) < 12
trigger1 = P2BodyDist X = [155,200]
trigger1 = (var(59)<10&&Random<=24)||(var(59)>=10&&Random<=18) || (fvar(39) = [3,4])
trigger2 = !var(53)
Trigger2 = Var(59) < 12
trigger2 = P2BodyDist X = [160,210]
trigger2 = (EnemyNear(var(55)),HitDefAttr = SC, NP, SP)|| Enemy,numproj
trigger2 = Random <= 150
trigger3 = var(59) > 9
trigger3 = EnemyNear(var(55)),Const(size.head.pos.y) < -60
trigger3 = EnemyNear(var(55)),BackEdgeBodyDist > 15
trigger3 = P2BodyDist X = [75,95]
trigger3 = Random <= 80
trigger3 = var(58) := 20
trigger4 = var(56) = 1
trigger4 = var(54)
trigger4 = var(53) = [1,2]
trigger4 = !Helper(15000+id),var(48)
trigger4 = Power < 2000 || Life >= Lifemax * 0.5
trigger4 = P2BodyDist X > 150
trigger4 = Random <= 75

;------------------------------------------------------------------------------
;Wv
[State -3,Wv]
Type = ChangeState
Value = 38
Triggerall = var(59) > 3 && RoundState = 2
triggerall = var(59) < 12
triggerall = !var(58) && !var(53)
triggerall = fvar(39) < 3
triggerall = !Helper(15000+id),var(2)
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 = P2BodyDist X > -180
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 = fvar(39) < 3
triggerall = !Helper(15000+id),var(2)
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 = P2BodyDist X > -180
trigger1 = Helper(15000+id),var(52) > 120
trigger1 = Random <= 60

;==============================================================================
;nZUEԂ
;z
[State -3, M_Huin]
type = ChangeState
value = ifelse(Random <= 500, 1505, 1500)
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),alive
triggerall = P2BodyDist X < 180
triggerall = power >= 1000
trigger1 = var(59) < 9
trigger1 = Random <= 50 - var(59)*4
trigger2 = var(59) >= 9
trigger2 = var(53) = 5
trigger2 = Random <= 15 ||((inguarddist || Helper(15000+id),inguarddist)&& Random <= 100)
trigger3 = !var(57)
trigger3 = power >= 3000 ||((Life <= Lifemax * 0.3)&&Power >= 1500)
trigger3 = Random <= 15

;---------------------------------------------------------------------------
;_ǔ
[State -3, hu_t]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType != A || var(59) < 9
triggerall = P2BodyDist X > 165
triggerall = P2BodyDist Y <= 15
triggerall = numhelper(1005) = 0
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 15

;---------------------------------------------------------------------------
;_gU
[State -3, hu_k]
type = ChangeState
value = 1001
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 9
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType != A || var(59) < 9
triggerall = P2BodyDist X = [60,120]
triggerall = P2BodyDist Y > -50
triggerall = numhelper(1005) = 0
triggerall = !inguarddist || var(59) < 9
trigger1 = Random <= 24 - var(59)*2

;---------------------------------------------------------------------------
;_ޖj
[State -3, taima_l]
type = ChangeState
value = 1020
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = var(54) <= 1
triggerall = Var(50) = 0
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 > -50
triggerall = NumProj = 0
trigger1 = ((var(59) = [1,8])&& Random <= var(59)*3)||(var(59) > 8 && Random <= 20)
trigger2 = var(54) = 1
trigger2 = Random <= var(59)*6

;---------------------------------------------------------------------------
;_ޖj
[State -3, taima_h]
type = ChangeState
value = 1021
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
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)),MoveType != A || var(59) < 9
triggerall = P2BodyDist X > 180
triggerall = P2BodyDist Y > -40
triggerall = NumProj = 0
triggerall = !inguarddist || var(59) < 9
trigger1 = var(54) <= 1
trigger1 = ((var(59) < 9 || Power < 1000)&& Random <= 25)||(Power >= 1000 && Random <= 75)
trigger2 = var(54) = 1
trigger2 = !var(56)
trigger2 = Random <= var(59)*5
trigger3 = var(53) != 5
trigger3 = var(54) && var(56)
trigger3 = TeamMode = Simul
trigger3 = NumPartner && Partner,Alive
trigger3 = ((Partner,stateno = 1010 || Partner,stateno = 1020)&& Partner,animtime > -6)|| Partner,NumHelper(1050)|| Partner,NumHelper(1060)
trigger3 = Random <= var(59)*9

[State -3, taima_h]
type = ChangeState
value = 1021
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 6 && RoundState = 2
triggerall = !var(58) || var(58) = 7
triggerall = Var(50) = 0
triggerall = NumProj = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),MoveType != A || var(59) < 9
triggerall = !inguarddist
trigger1 = EnemyNear(var(55)),StateNo = [5030,5100]
trigger1 = P2BodyDist X > 110 || var(58) = 7
trigger1 = Random <= var(59)*12

;---------------------------------------------------------------------------
;r
[State -3, ryu_h]
type = ChangeState
value = 1105
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(59) < 9 || Power > 2500 ||(Power > 1000 && var(54) && var(56) = 1)
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist Y > -50
triggerall = NumProj = 0
trigger1 = P2BodyDist X = [90,145]
trigger1 = Random <= 10 + var(59)*2 + var(56)*20
trigger2 = var(53) = [1,4]
trigger2 = var(54)
trigger2 = P2BodyDist X = [50,155]
trigger2 = Helper(15000+id),var(48)
trigger2 = Power >= 1000 && var(56) = 1
trigger2 = Random <= 500

;==============================================================================
;nZUE΍
;㏸r
[State -3, L_Summer]
type = ChangeState
value = 1050
triggerall = Var(50) = 0
triggerall = statetype != A && RoundState = 2
triggerall = ctrl ||(stateno = [18,19])|| stateno = 99
triggerall = P2bodydist X = [-3,35]
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),MoveType = A ||(EnemyNear(var(55)),Ctrl &&(var(59) < 10 || Power > 2500))
triggerall = !InGuardDist
triggerall = ((var(59) = [5,10]) && Random <= var(59)*10)||((var(59) > 10) && Random <= 250)
triggerall = Helper(15000+id),var(51) > 100 || var(59) < 10
trigger1 = var(59) < 9
trigger1 = EnemyNear(var(55)),Time > 30
trigger2 = var(59) >= 9
trigger2 = EnemyNear(var(55)),Time > 20

;==============================================================================
;nZUE
;_1
[State -3, Throw]
type = ChangeState
value = ifelse((Helper(15000+id),var(52) < 60 && !var(53))|| var(53) = 5, 800, 850)
triggerall = StateType != A
triggerall = ctrl || (stateno = [18,19])||(stateno = [120,131])
triggerall = var(59) >= 3 && RoundState = 2
triggerall = Var(50) = 0
triggerall = (p2statetype = S)||(p2statetype = C)
triggerall = p2movetype != H
triggerall = p2bodydist X = [-8,4]
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 100
trigger3 = (EnemyNear(var(55)),facing = facing) ||(prevstateno = [900,950])||(prevstateno = [5000,5270])|| Helper(15000+id),var(2)
trigger3 = var(59) >= 9
trigger3 = Random <= 300 || var(59) > 10
trigger4 = var(59) > 9
trigger4 = prevstateno = [200,430]
trigger4 = EnemyNear(var(55)),stateno = [120,131]
trigger4 = Random <= 150 || var(59) > 10

;==============================================================================
;nZUE΋(i)
;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 5 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(2)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*25
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = P2bodydist Y+Floor(EnemyNear(var(55)),vel Y * 7) = [-130,-40]
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),Vel X > 0 && EnemyNear(var(55)),Vel Y >= 0
trigger1 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [22,45]
trigger2 = EnemyNear(var(55)),Vel X <= 0
trigger2 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 7) = [0,40]

;---------------------------------------------------------------------------
;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*10
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = P2dist X > 50
triggerall = P2bodydist Y+Floor(EnemyNear(var(55)),vel Y * 9) > -72
triggerall = !InGuardDist
trigger1 = EnemyNear(var(55)),Vel Y >= 0
trigger1 = P2bodydist X+Floor(EnemyNear(var(55)),vel X * 9) < 41

;---------------------------------------------------------------------------
;LbN
[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 = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = P2dist X > 50
triggerall = P2bodydist Y+Floor(EnemyNear(var(55)),vel Y * 9) > -75
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) = [45,70]
trigger1 = Random <= var(59)*10

;---------------------------------------------------------------------------
;w
[State -3, Fumajin]
type = ChangeState
value = 1700
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),Movetype != H
triggerall = P2bodydist Y = [-180,-70]
triggerall = power >= 1000
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) = [-20,30]

;==============================================================================
;nZUEi
;ƗƂ
[State -3, osidasi]
type = ChangeState
value = 350
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = var(59) < 11
triggerall = !Helper(15000+id),var(2)
triggerall = Var(50) = 0
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = (!InGuardDist)||(life >= lifemax * 0.6)
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 10) = [36,70]
triggerall = P2BodyDist Y >= -30
trigger1 = Random <= 25
trigger2 = var(59) = [6,9]
trigger2 = EnemyNear(var(55)),StateType = C
trigger2 = Random <= 120

;==============================================================================
;nZUEi
;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 3 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(2)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-3,38+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2BodyDist Y >= -10
triggerall = (!InGuardDist)||(life >= lifemax * 0.6)
trigger1 = var(59) < 10
trigger1 = Random <= var(59)*6
trigger2 = var(59) >= 10
trigger2 = Random <= 80

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(2) || Random < 250
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [-3,38+Floor(EnemyNear(var(55)),vel X * 5)]
triggerall = P2BodyDist Y >= -36
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 <= -5
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[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 = !Helper(15000+id),var(2)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2BodyDist X = [36,74+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 <= 50
trigger3 = var(59) > 7 && Random <= var(59)*30
trigger3 = EnemyNear(var(55)),AnimTime <= -4
trigger3 = EnemyNear(var(55)),MoveType = I
trigger3 = EnemyNear(var(55)),StateNo = [200,649]

;==============================================================================
;nZUEi
;ߋp`
[State -3, Stand Light Punch]
type = ChangeState
value = 205
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(2)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -70 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2dist X <= 50
triggerall = P2BodyDist Y >= -48
triggerall = !InGuardDist
trigger1 = Random <= 50
trigger2 = EnemyNear(var(55)),StateType = A
trigger2 = Random <= 150

;---------------------------------------------------------------------------
;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(2) || Random < 250
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != A
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -75
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2dist X <= 50
triggerall = P2BodyDist Y >= -45
triggerall = !InGuardDist
trigger1 = Random <= 75
trigger2 = var(59) > 5 && Random <= 333
trigger2 = EnemyNear(var(55)),AnimTime <= -3
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;ߋLbN
[State -3, Stand Light Kick]
type = ChangeState
value = 235
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2dist X <= 50
triggerall = P2BodyDist Y >= -45
triggerall = !InGuardDist
trigger1 = !Helper(15000+id),var(2)
trigger1 = Random <= 120
trigger2 = Helper(15000+id),var(2)
trigger2 = Random <= 30

;---------------------------------------------------------------------------
;ߋLbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 7 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(2)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType = S
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -50
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = P2dist X <= 50
triggerall = P2BodyDist Y >= -40
triggerall = !InGuardDist
trigger1 = Random <= 75

;---------------------------------------------------------------------------
;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = !Helper(15000+id),var(2)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),StateType != C
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -75 || EnemyNear(var(55)),StateType = A
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2dist X > 50
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 4) < 40
triggerall = P2BodyDist Y >= -50
triggerall = !InGuardDist
trigger1 = Random <= 25
trigger2 = var(59) > 5 && Random <= 250
trigger2 = EnemyNear(var(55)),AnimTime <= -4
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;---------------------------------------------------------------------------
;p`
[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 = !Helper(15000+id),var(2)
triggerall = Var(50) = 0
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),MoveType != H
triggerall = EnemyNear(var(55)),StateNo != [120,159]
triggerall = P2dist X > 50
triggerall = P2BodyDist X+Floor(EnemyNear(var(55)),vel X * 9) = [45,98]
triggerall = P2BodyDist Y >= -60
triggerall = !InGuardDist
trigger1 = var(59) < 9
trigger1 = Random <= 25 - var(59)*2
trigger2 = var(59) > 8 && Random <= 200
trigger2 = EnemyNear(var(55)),AnimTime <= -9
trigger2 = EnemyNear(var(55)),MoveType = I
trigger2 = EnemyNear(var(55)),StateNo = [200,649]

;==============================================================================
;󒆋ZU
;󒆋p`
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = EnemyNear(var(55)),Const(size.head.pos.y) < -60 || EnemyNear(var(55)),StateType = A
triggerall = P2BodyDist X = [-35,20]
triggerall = P2BodyDist Y = [-20,90+Floor(vel Y * 7)]
triggerall = vel X >= 0
triggerall = vel Y > 0
trigger1 = !var(58)
trigger2 = var(58) = 20
trigger2 = (P2BodyDist X = [-35,-7])|| Pos Y >= -30

;---------------------------------------------------------------------------
;󒆎LbN
[State -3, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) >= 1 && RoundState = 2
triggerall = !var(58)
triggerall = Var(50) = 0
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist X = [-10,62]
triggerall = P2BodyDist Y = [-65,60]
trigger1 = EnemyNear(var(55)),StateType = A
trigger1 = vel X <= 0 || vel Y > 0
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = P2BodyDist X < 35
trigger2 = vel X > 0
trigger2 = vel Y >= 0

;---------------------------------------------------------------------------
;󒆋LbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) >= 1 && RoundState = 2
triggerall = Var(50) = 0
triggerall = statetype = A
triggerall = ctrl ||(StateNo = [120,140])
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(55)),StateType != L
triggerall = P2BodyDist Y = [-55,65]
triggerall = vel X >= 0
triggerall = vel Y > 0
trigger1 = P2BodyDist X+Floor(vel X * 7) = [10,62]
trigger2 = Pos Y >= -35
trigger2 = P2BodyDist X = [-5,60+Floor(vel X * 7)]
trigger3 = EnemyNear(var(55)),Const(size.head.pos.y) >= -60
trigger3 = P2BodyDist X+Floor(vel X * 7) = [-5,55]
trigger3 = Pos Y >= -50

;==============================================================================
;̑
;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && RoundState = 3
triggerall = var(50) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = alive
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])
triggerall = alive
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])
triggerall = alive
trigger1 = P2BodyDist X <= 20
trigger1 = BackEdgeBodyDist <= 30

;
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A
triggerall = ctrl || (stateno = [18,19]) || stateno = 99
triggerall = var(59) >= 1 && RoundState = 3
triggerall = FrontEdgeBodyDist >= 70 && BackEdgeBodyDist > 70
triggerall = alive
trigger1 = fvar(38) = 1 || fvar(38) = 3
trigger1 = Life > Lifemax * 0.65

;==============================================================================
;Kohaku{CXpb`pLq

[State -2, }pCg2@VSCg]
type = PlaySnd
triggerall = fvar(30)
trigger1 = time = 5
trigger1 = stateno = 192
trigger2 = time = 218
trigger2 = stateno = 193
value = S196,0
channel = 0
volume = 400

[State -2, }pCg2@VSCg]
type = PlaySnd
triggerall = fvar(30)
trigger1 = stateno = 193
trigger1 = time = 291
trigger2 = stateno = 194
trigger2 = time = 114
value = S196,1
channel = 0
volume = 400

[State -2, ]
type = PlaySnd
triggerall = fvar(30)
trigger1 = time = 1
trigger1 = stateno = 195
value = S5200,1
channel = 0
volume = 400

[State -2, E]T]
type = PlaySnd
triggerall = fvar(30)
triggerall = fvar(38) || var(59) = 0
triggerall = Life > Lifemax * 0.65
trigger1 = time = 150
trigger1 = stateno = 181
trigger2 = time = 35
trigger2 = stateno = 182
value = S5200,1
persistent = 0
channel = 0
volume = 400

[State -2, E]
type = PlaySnd
triggerall = fvar(30)
triggerall = Life <= Lifemax * 0.25
trigger1 = time = 150
trigger1 = stateno = 181
trigger2 = time = 35
trigger2 = stateno = 182
value = S5200,0
persistent = 0
channel = 0
volume = 400

[State -2, ʏU()]
type = PlaySnd
triggerall = fvar(30)
triggerall = MoveType != H
triggerall = time = 1
trigger1 = stateno = [200,205]
trigger2 = stateno = [230,235]
trigger3 = stateno = 300 || stateno = 400 || stateno = 430 || stateno = 600 || stateno = 630
value = S600,0+random%2
channel = 0
volume = 400

[State -2, ʏU()]
type = PlaySnd
triggerall = fvar(30)
triggerall = MoveType != H
triggerall = time = 1
trigger1 = stateno = [210,215]
trigger2 = stateno = [240,245]
trigger3 = stateno = 410 || stateno = 440 || stateno = 610 || stateno = 640
value = S600,1+random%3
channel = 0
volume = 400

[State -2, JJgƂ]
type = PlaySnd
triggerall = fvar(30)
triggerall = MoveType != H
trigger1 = time = 1
trigger1 = stateno = 350
value = S600,4
channel = 0
volume = 400

[State -2, ӂƂ΂]
type = PlaySnd
triggerall = fvar(30)
triggerall = MoveType != H
triggerall = time = 1
trigger1 = stateno = [250,255]
value = S610,0
channel = 0
volume = 400

[State -2, ً}]
type = PlaySnd
triggerall = fvar(30)
triggerall = time = 0
trigger1 = stateno = 900 || stateno = 910
value = S600,0
channel = 0
volume = 400

[State -2, EK]
type = PlaySnd
triggerall = fvar(30)
trigger1 = stateno = 1000 || stateno = 1001
trigger1 = AnimElem = 9
value = S610,2
channel = 0
volume = 400

[State -2, EP]
type = PlaySnd
triggerall = fvar(30)
trigger1 = stateno = 1020 || stateno = 1021
trigger1 = AnimElem = 5
value = S610,3
channel = 0
volume = 400

[State -2, r / rǌ]
type = PlaySnd
triggerall = fvar(30)
triggerall = Time = 1
trigger1 = stateno = 1050 || stateno = 1055 || stateno = 2035
trigger2 = stateno = 1125
value = S610,1
channel = 0
volume = 400

[State -2, g]
type = PlaySnd
triggerall = fvar(30)
trigger1 = Time = 1
trigger1 = stateno = 1070 || stateno = 1075
value = S600,1
channel = 0
volume = 400

[State -2, r]
type = PlaySnd
triggerall = fvar(30)
trigger1 = Time = 1
trigger1 = stateno = 1100 || stateno = 1105
value = S610,0
channel = 0
volume = 400

[State 1500, z]
type = PlaySnd
triggerall = fvar(30)
trigger1 = stateno = 1500 || stateno = 1505
trigger1 = Time = 0 || AnimElem = 10
value = S610,8 + (AnimElem = 10)
Channel = 0
volume = 400

[State -2, w / Az]
type = PlaySnd
triggerall = fvar(30)
trigger1 = stateno = 1700 && AnimElem = 7
trigger2 = stateno = 1900 || stateno = 1905 || stateno = 1910 || stateno = 1915
trigger2 = time = 1
value = S610,7
channel = 0
volume = 400

[State -2, zEu1]
type = PlaySnd
triggerall = fvar(30)
trigger1 = Time = 1
trigger1 = stateno = 1600
value = S610,5
channel = 0
volume = 600

[State -2, zEu2]
type = PlaySnd
triggerall = fvar(30)
trigger1 = Time = 150
trigger1 = stateno = 1601
value = S610,6
channel = 0
volume = 900

[State -2, zV]
type = PlaySnd
triggerall = fvar(30)
trigger1 = stateno = 2000 && AnimElem = 7
value = S610,8
channel = 0
volume = 400

[State -2, _[W1]
type = playsnd
triggerall = alive
triggerall = fvar(30)
triggerall = time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 500
trigger3 = gethitvar(animtype) = 0 && random < 500
value = S5000,0+random%4
channel = 0
volume = 400
ignorehitpause = 1

[State -2, _[W2]
type = playsnd
triggerall = alive
triggerall = fvar(30)
triggerall = time = 1
trigger1 = (stateno = 5000 || stateno = 5010) && numenemy
trigger1 = gethitvar(fall) || (enemynear, hitdefattr = SCA, SA, HA)
trigger2 = (stateno = 5020 || stateno = 5070 || stateno = 5080)
trigger3 = (stateno = 5050 || stateno = 5100) && (prevstateno != [5000, 5199])
value = S5000,0+random%4
channel = 0
volume = 400
ignorehitpause = 1

[State -2, n󂯐g]
type = PlaySnd
triggerall = fvar(30)
triggerall = time = 1
trigger1 = StateNo = 950
value = S5200,0
persistent = 0
channel = 0
volume = 400

[State -2, 󂯐g / 󒆕A]
type = PlaySnd
triggerall = fvar(30)
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5200,0+random%2
persistent = 0
channel = 0
volume = 400

[State -2, Nオ]
type = PlaySnd
triggerall = fvar(30)
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+random%2
persistent = 0
channel = 0
volume = 400

