[Statedef -3]

;----------------------------AI ---------------------------

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


[State -3, AIե饰å]
type = VarSet
triggerall = var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"|| Command = "AI31"
trigger9 = Command = "AI32"|| Command = "AI33"|| Command = "AI34"|| Command = "AI35"
trigger10= Command = "AI36"|| Command = "AI37"|| Command = "AI38"|| Command = "AI39"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"
trigger14 = NumHelper(10000)
trigger14 = Helper(10000),var(59)>0
trigger15 = Palno = [3,6]
trigger16 = Palno = [8,12]

;----------------------------------------------------------------------
;trigger15 = 1                      ;ʱAI


var(59) = 11;
IgNoreHitPause = 1



;`ɥ٥O                            ;ͨ var(58) Χ0-10
[State -3, Guard Level]
type = VarSet
trigger1 = var(59) > 0
V = 58
value = 10;䤨(010)
IgNoreHitPause = 1

;ꥳ륬`ɥ٥O                  ; var(57) Χ0-100
[State -3, Recoil Guard Level]
type = VarSet
trigger1 = var(59) > 0
V = 57
value = 100;䤨(0100)
IgNoreHitPause = 1

;ꥳ륫󥿩`٥O              ;巴 var(53) Χ0-100
[State -3, Recoil Counter Level]
type = VarSet
trigger1 = var(59) > 0
trigger1 = var(53) = 0
V = 53
value = 100;䤨(0100)
IgNoreHitPause = 1




;----------------------------------------------------------------------
;-------------------------------- ˲Ҫ ---------------------

[State 0, VarSet]
type = Varadd
trigger1 = fvar(14) > 0
fvar(14) = -1
ignorehitpause = 1

[State 0, VarSet]
type = Varadd
trigger1 = fvar(14) < 20 +50;+ 100  ; ȴʱ
trigger1 = statetype = A
trigger1 = movetype != H
fvar(14) = 2 + 4
ignorehitpause = 1
;persistent =




;-------- õ˽İ״̬ ¼--------------
;===========;===========;===========; ;===========;===========;===========; ;===========;===========;===========;

;===========;===========;===========;  jilu
[State -3, enemy is not hurt]
type = varset
trigger1 = fvar(19) > 0

fvar(19) = 0
IgnoreHitPause = 1


[State -3, enemy is hurt]
type = varset
triggerall = fvar(19) = 0
triggerall = EnemyNear(var(54)),Movetype = H
trigger1 = EnemyNear(var(54)), stateno = [5000,5099]
trigger2 = EnemyNear(var(54)), stateno = [40512,40516]
trigger3 = EnemyNear(var(54)), stateno = [251,253]

fvar(19) = 1
IgnoreHitPause = 1


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

[State -3, may opportunity]          ;  fvar(13) Ƿ лɳ
type = varset
triggerall = fvar(13) > 0

Trigger1 = EnemyNear(var(54)),stateno >= 200
trigger1 = EnemyNear(var(54)),ctrl = 0
trigger1 = EnemyNear(var(54)),time = [0,1]

Trigger2 = EnemyNear(var(54)),stateno < 200

fvar(13) = 0
IgnoreHitPause = 1


[State -3, may opportunity]
type = varset
Trigger1 = EnemyNear(var(54)),stateno >= 200
Trigger1 = Enemy,numproj ||  EnemyNear(var(54)),time > 45 + 15*(EnemyNear(var(54)),statetype = A)  + 60*(EnemyNear(var(54)),vel x > 5)
Trigger1 = EnemyNear(var(54)),time -EnemyNear(var(54)),animtime > 40 ||(EnemyNear(var(54)),vel Y > 0 && EnemyNear(var(54)),pos Y +5*(EnemyNear(var(54)),vel Y) =[-65-15*(var(49)>0),-35])
Trigger1 = EnemyNear(var(54)),time > 20 +20*(EnemyNear(var(54)),statetype = A)
Trigger1 = !Enemy,numproj   ||  (EnemyNear(var(54)),facing =facing && p2dist x > 0 )
fvar(13) = 1
IgnoreHitPause = 1


;
;OΤϤޤ
;

[State -3, AIåإѩ`]                ;AIõ   HELPER(10000)
type=helper
trigger1=!NumHelper(10000)
trigger1=alive
trigger1=var(59)=0
trigger1=PrevStateNo=4000||PrevStateNo=5900
trigger1=RoundState<2||(RoundState=2&&ctrl)
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, vSoƩ`ȤФʤ褦]        ; HELPER(10000)״̬Ų10000ô10000
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

[State -3,å]      ;var(54)ã2V2 =1ߣ2ˣĻ  ;ɴ˿ɼ var(54)˵
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
V = 54
value = 0
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,å]      ;var(54)ã2V2,1ңĵ  ;ɴ˿ɼ var(54)˵
Type = VarSet
triggerall = NumEnemy > 1
trigger1 = EnemyNear,life = 0
trigger2 = EnemyNear,alive = 0
V = 54
value = 1
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,ꥻå]              ;   fvar(36)λ Ϊ 0   fvar(36)ʲô
type = VarSet
triggerall = var(59) > 0         ;
triggerall = fvar(36)            ; fvar(36) =1
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(36) = 0
IgNoreHitPause = 1

[State -3,ꥻå]             ;   fvar(35)λ Ϊ 0   fvar(35)ʲô
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(35)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(35) = 0
IgNoreHitPause = 1

[State -3, DisplayToClipBoard]           ;ʾ
type = null;DisplayToClipBoard
trigger1 = 1
text =  "P2X:%d,P2Y:%d,fvar(39)=%f,fvar(6)=%f,V(51):%d, \n"
params = floor(P2BodyDist x),floor(P2BodyDist y),fvar(39),fvar(6),var(51)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]            ;60000 һйؼ ѧϰİ
type = null;AppendToClipBoard
trigger1 = NumHelper(60000)
text =  "(45):%d,fvar(38)=%f,P2S:%d,EVelX:%d,EVelX:%d, \n"
params = Helper(60000),var(45),fvar(38),EnemyNear(var(54)),StateNo,floor(EnemyNear,Vel X),floor(EnemyNear,Vel Y)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, ѧإѩ`]          ;ѧϰ     AIʱ 60000
type=helper
trigger1=!NumHelper(60000)          ; 60000 = 0
trigger1=var(59)>0&&Alive           ; Կƣ
trigger1=RoundState=2               ;  
helpertype=normal
name="Learning"
stateno=60000
ID=60000
pos=9999,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, vSoƩ`ȤФʤ褦]    ; HELPER(60000)״̬Ų60000ô60000
type=changestate
trigger1= ishelper(60000)
trigger1= stateno!=60000
value=60000

[State -3, `ɥإѩ`]          ;ǰ60001ʱ60001һͷйصİ
type=helper
TriggerAll=!IsHelper
trigger1=!NumHelper(60001)
trigger1=var(59)>0&&Alive
trigger1=RoundState=2
helpertype=normal
name="Guard"
stateno=60001
ID=60001
Pos = 0,0
KeyCtrl = 0
postype = left
ownpal = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3, vSoƩ`ȤФʤ褦]         ; HELPER(60001)״̬Ų60001ô60001
type=changestate
trigger1= ishelper(60001)
trigger1= stateno!=60001
value=60001



[State -3,]
Type = VarSet
triggerall = var(59) > 0
trigger1 = StateNo = 1300
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = Power >= 1000
fvar(39) = 2
IgNoreHitPause = 1



[State -3,ʰֹ]
Type = VarSet
triggerall = var(59) > 0
trigger1 = PrevStateNo = [1000,1010]
trigger1 = StateNo != 610
fvar(39) = 5.5
IgNoreHitPause = 1

[State -3,IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = EnemyNear(var(54)),StateNo = [45000,45003]
trigger1 = StateNo = [1020,1022]
fvar(39) = 6
IgNoreHitPause = 1

[State -3,ComboDebacFlagReSet];ܴ_Jե饰ꥻå    ȷ   fvar(39)һйصı
Type = VarSet
triggerall = var(59) > 0
Triggerall = fvar(39) = [1,6]
trigger1 = EnemyNear(var(54)),MoveType != H
trigger2 = EnemyNear(var(54)),StateNo = 5120
trigger3 = EnemyNear(var(54)),StateNo = [120,159]
trigger4 = MoveType = H
trigger5 = StateType = L
fvar(39) = 0
IgNoreHitPause = 1


;AIӡ
[State -3,AI٥̶]
Type = VarSet
trigger1 = var(59) > 11
var(59) = 11
IgNoreHitPause = 1




;
;ʽʼ
;
; 		StateNo = 125         Ѿ
;


;
;ꥳФ椨	var(14)=1
;

[State -1,ꥳ_ʼ]
type = VarSet
trigger1 = var(59) > 0
trigger1 = !var(55)
trigger1 = StateNo = 145
trigger1 = !var(18)
trigger1 = NumHelper(60000)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
var(55) = 1

[State -1,ꥳ_ʼ]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)=[0,1]
triggerall = StateNo = 145
triggerall = !var(18)
;¥ꥳ`פӛ
trigger1 = EnemyNear(var(54)),AuthorName="586"
trigger1 = EnemyNear(var(54)),NumHelper(10120)
trigger2 = EnemyNear(var(54)),AuthorName = "frule"
trigger2 = P2Name="EFZaya"||P2Name="EFZiku"||P2Name="Neyuki"||P2Name="Kaori"
var(55) = 2
IgNoreHitPause = 1

;֤״BǤʤʤK
[State -1,ꥳK]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)
trigger1 = EnemyNear(var(54)),MoveType != A
var(55) = 0





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

[State 145, AI]
type = ChangeState
triggerall = var(59) > 0
triggerall = !var(18)
triggerall = StateNo = 145
trigger1 = AnimTime < 0
trigger1 = Random <= var(58)*200 || var(58) > 3
value = 130 + (StateType = C) + (StateType = A)*2
ctrl = 0

;ʤХꥳK
[State -1,ꥳK]
type = VarSet
triggerall = var(59) > 0
triggerall = var(55)
triggerall = NumHelper(60000) || RoundState != 2
trigger1 = MoveType = A || MoveType = H
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = EnemyNear(var(54)),MoveReversed = 0
trigger4 = EnemyNear(var(54)),StateNo = Helper(60000),var(21) || EnemyNear(var(54)),StateNo = Helper(60000),var(22)
trigger5 = EnemyNear(var(54)),StateNo = Helper(60000),var(23) || EnemyNear(var(54)),StateNo = Helper(60000),var(24)
var(55) = ifelse(StateNo=145,-1,0)

;
;Ф椨
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(var(54)),HitDefAttr = SCA,AT;Ͷ
;

;Τߤ΁Lv3
[State -1, 641236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = Ctrl||(StateNo=[100,101])||(StateNo=[200,370])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y > -30-(EnemyNear(var(54)),Vel Y)*5
triggerall = Random <= var(59)*30||Random<=var(59)*50&&(EnemyNear(var(54)),BackEdgeBodyDist<25||EnemyNear(var(54)),FrontEdgeBodyDist<25&&EnemyNear(var(54)),facing=-1&&BackEdgeBodyDist>50)||!Ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),AnimTime <= -14-(floor((P2BodyDist X)/10)) || var(59) < 7
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6120

;Τߤ΁Lv2
[State -1, 641236B]
type = ChangeState
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = Ctrl||(StateNo=[100,101])||(StateNo=[200,370])&&(var(1)=[1,3])
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = P2BodyDist X = [0,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y > -30-(EnemyNear(var(54)),Vel Y)*5
triggerall = Random <= var(59)*30||Random<=var(59)*50&&(EnemyNear(var(54)),BackEdgeBodyDist<25||EnemyNear(var(54)),FrontEdgeBodyDist<25&&EnemyNear(var(54)),facing=-1&&BackEdgeBodyDist>50)||!Ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),AnimTime <= -14-(floor((P2BodyDist X)/10)) || var(59) < 7
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6110

;χLv3
[State -1, 214214C]
type = ChangeState
triggerall = 0
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = Ctrl||(StateNo=[100,101])||(StateNo=[200,370])&&(var(1)=[1,3])
triggerall = fvar(38) != 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
;triggerall = P2BodyDist Y > -60-(EnemyNear(var(54)),Vel Y)*5 || P2BodyDist Y > -50-(EnemyNear(var(54)),Vel Y)*5 && EnemyNear(var(54)),Vel Y < 0
triggerall = P2BodyDist Y > -50-(EnemyNear(var(54)),Vel Y)*5
triggerall = P2BodyDist Y < -35
triggerall = Random <= var(59)*30 || (fvar(16)=[2,3])&&Random<=var(59)*60&&Power>=4000&&var(59)>6 || !Ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),AnimTime < -11 || var(59) < 7
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10

trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 6200 +10*( power >= 2000)  +10*(  EnemyNear(var(54)),life > life + 150 && life < 0.5*lifemax && power >= 3000)  ;e = 6220





;RFީ`Ȥ`
[State -1, 623C]
type = ChangeState
triggerall = 1
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3 
triggerall = Ctrl||(StateNo=[200,370])&&(var(1)=[1,3])||(StateNo=[100,101])
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = P2BodyDist X < 40+(Vel X)*3 || P2BodyDist X < 40+(EnemyNear(var(54)),Vel X)*5 && EnemyNear(var(54)),Vel X > 0
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime <= -7 || var(59)<7
triggerall = EnemyNear(var(54)),StateType = A || BackEdgeBodyDist < 25 || !Ctrl&&var(59)>9
triggerall = var(59)>6&&Random<=var(59)*40&&fvar(16)=3||var(59)>6&&Random<=var(59)*(floor(150-(fvar(15))))&&fvar(16)=2||var(59)<=6&&Random<=var(59)*20 || !Ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1020

;Хީ`Ȥ`
[State -1, 623B]
type = ChangeState
triggerall = 1
triggerall = random % (  2+(palno=[1,3])+(palno=[1,6])  ) = 0
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl||(StateNo=[200,370])&&(var(1)=[1,3])||(StateNo = [100,101])
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5+(EnemyNear(var(54)),Vel X)*5,40+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y = [-90-(EnemyNear(var(54)),Vel X)*5,-40-(EnemyNear(var(54)),Vel X)*5]
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),StateType=A
triggerall = EnemyNear(var(54)),AnimTime <= -7 || var(59)<7
triggerall = Random <= var(59)*25 || !Ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1000

;ީ`Ȥ`
[State -1, 623A]
type = ChangeState
triggerall = 1
triggerall = random % (  2+(palno=[1,3])+(palno=[1,6])  ) = 0
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl||(StateNo=[200,370])&&(var(1)=[1,3])||(StateNo = [100,101])
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5+(EnemyNear(var(54)),Vel X)*5,40+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel X)*5
triggerall = EnemyNear(var(54)),MoveType=A
triggerall = EnemyNear(var(54)),AnimTime <= -7 || var(59)<7
triggerall = Random <= var(59)*25 || !Ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = 1000

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = P2BodyDist X = [-5,25+(EnemyNear(var(54)),Vel X)*3]
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=S,NA,SA,NT,ST||EnemyNear(var(54)),StateNo<1000&&EnemyNear(var(54)),Time>=12
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*50
triggerall = P2BodyDist Y > -25
triggerall = EnemyNear(var(54)),Time>=15||EnemyNear(var(54)),StateNo=EnemyNear(var(54)),PrevStateNo||EnemyNear(var(54)),AnimTime<-3||Helper(60000),InguardDist&&EnemyNear(var(54)),MoveContact=0
trigger1 = EnemyNear(var(54)),Const(Size.head.Pos.Y) <= -90
trigger1 = EnemyNear(var(54)),AnimTime <= -5 || Time >= 30
trigger1 = !fvar(35)
value = 300



;=======================Ӳ ===========
;---------------------------------------------------------------------------
; =[]ʱгʱƷʽ    pofang
[State -3, Strong Kung Fu Palm]                          ; e=6000
type = ChangeState
value = ifelse(   ((p2bodydist X =[120,300]) && power > 1000)  ,6200,320+5680*( power >= 3000)   )     ;+5680*( power > 2000)
triggerall = random %  (1+1*(palno<=3)+1*(palno<=6)) = 0
triggerall = var(31) >= 1 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(54)),StateType != L

triggerall = Stateno = [120,149]

trigger1 = time > 30
trigger1 = random < 25*(time -30)


;ֹ޷                                             ; e = 6000   e = 6300
[State -3, 295]
type = ChangeState
value = ifelse(p2bodydist x > 150 && EnemyNear(var(54)),Ctrl = 0 ,6300,6000+210*(p2bodydist x = [200,320])  )
triggerall = NumHelper(26300) = 0  &&   NumHelper(26388) = 0      ;---------       cooldown
triggerall = StateType != A
triggerall = random % (1+1*(palno=[1,9])+1*(palno=[1,6])+1*(palno=[1,3])) = 0
triggerall = var(59) > 0 &&  Alive    &&  !isHelper  &&    RoundState = 2
triggerall = Random <= 25  || (life <0.55*lifemax && random <35 )|| (life <0.35*lifemax && random <55 )|| ( palno = [7,12])
triggerall = inguarddist || EnemyNear(var(54)),movetype = A  ||  (Enemy,numproj && random < 50)
triggerall = stateno = [150,153]
triggerall = power >= 3000

trigger1 = Random <= 25 + 45*(life<0.15*lifemax )+ 30*(Enemy,numproj)+ 15*(life < enemynear,life)+ 15*(life < enemynear,life-250)+ 20*(power>4000) ;ֹ



;======== ------·Ĳ֡-------




;ȡ          ȼӦøڷ
[State -3, 5000]
type = ChangeState
triggerall = var(59) > 0
;triggerall = Random <= fvar(22)*250 + 250
triggerall = StateType != A
triggerall = power >= 3000   ;2000
triggerall = EnemyNear(var(54)),StateType != L
;triggerall = EnemyNear(var(54)),facing != facing
;triggerall = Inguarddist
triggerall = fvar(24) < 5      ;5F ͽʱ
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = P2BodyDist X > 100   &&    Random <= fvar(22)*150 + 150  ||   P2BodyDist X > 200   &&    Random <= fvar(22)*250 + 250    || palno = 12 && random < 111
trigger1 = StateNo = 1200   || StateNo = 1210 || StateNo = 1220
trigger1 = Random <=  25+50*(Enemy,numproj || (Enemy,HitDefAttr = SAC, AP))+100*(power>4000)+1.5*fvar(22)*((enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front))
trigger1 = AnimElemTime(2+ 1*(palno >= 7)+ 1*(palno >= 10)) < 0  || AnimElemTime(8- 1*(palno >= 7)- 1*(palno >= 10)) >= 0
trigger1 = EnemyNear(var(54)),MoveType = A

trigger2 = StateNo = 300
trigger2 = Random <=  25+50*(Enemy,numproj || (Enemy,HitDefAttr = SAC, AP))+100*(power>4000)+1.5*fvar(22)*((enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front))
trigger2 = EnemyNear(var(54)),MoveType = A
trigger2 = AnimElemTime(2) < 0

trigger3 = life < (0.45-0.1*(palno<=9)-0.1*(palno<=6)  )*lifemax
trigger3 = stateno = 5120 ||  stateno = 1200   ||  stateno = 1210||  stateno = 1220  ||  stateno = 6100   ||  stateno = 6110||  stateno = 6120
trigger3 = Animtime >= -1
trigger3 = random < (0.5+0.5*(palno=[7,12]))*(222  +222*(power >= 3000)  +222*(power >= 4000)  +222*(power >= 5000))
trigger3 = fvar(19)=0  || (  (enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front)   ) > 95

trigger4 =  Ctrl || (StateNo = 101) || (StateNo = 106)  || ((StateNo = [120,140])&&  EnemyNear(var(54)),time >55)
trigger4 = movetype != H
trigger4 = life < (0.45-0.1*(palno<=9)-0.1*(palno<=6)  )*lifemax
trigger4 = power >= 4500  - 1000*(palno=[7,12])    ;5000
trigger4 = fvar(19)= 0  || (  (enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front)   ) > 200
value = 6000




;ֱ           ȼӦøڷ
[State -3, 5000]
type = ChangeState
triggerall = var(59) > 0
triggerall =  NumHelper(26300) = 0  &&   NumHelper(26388) = 0
triggerall = StateType != A
triggerall = Movetype != H
triggerall = power >= 2000   ;2000
triggerall = EnemyNear(var(54)),StateType != L
;triggerall = EnemyNear(var(54)),facing != facing
;triggerall = Inguarddist
triggerall = fvar(24) < 25      ;25F ͽʱ
triggerall = Alive      &&  !isHelper  &&    RoundState = 2
triggerall = p2bodydist X = [50,300]
triggerall = p2bodydist Y > -15
triggerall = Random < 111 + 222*(p2bodydist X = [100,250]) +222*(p2bodydist X = [150,200])  + 222*( !Inguarddist )
triggerall = Random < 222 + 222*(power >= 3000)  + 222*(power >= 4000) + 222*(power >= 5000)
triggerall = Random < 111 + 222*(palno >= 4)  + 222*(palno >= 7) + 222*(palno >= 10)
triggerall =  Ctrl || (StateNo = 101) || (StateNo = 106)  || ((StateNo = [120,140])&&  EnemyNear(var(54)),time >55)

trigger1 = Random <=  55+222*(Enemy,numproj || (Enemy,HitDefAttr = SAC, AP))&&(EnemyNear(var(54)),vel x = 0)

trigger2 =  EnemyNear(var(54)),time >55
trigger2 =  EnemyNear(var(54)),ctrl = 0
trigger2 =  EnemyNear(var(54)),StateType != A

trigger3 = random < 255*(!Inguarddist) -55*(life < 0.65*lifemax) -55*(life < 0.35*lifemax) -111*(NumHelper(23600)) +111*(NumHelper(21201)) +111*(NumHelper(21202))

value = 6300



;ֱ WO        ȼӦøڷ
[State -3, 5000]
type = ChangeState
triggerall = var(59) > 0
triggerall = (Enemy,numproj && (Enemy,HitDefAttr = SAC, AP)) || Random <= fvar(22)*50 + 50
triggerall = Random <= fvar(22)*350 + 50
triggerall = StateType != A
triggerall = power >= 3000   ;1000
triggerall = EnemyNear,MoveType = A   || Random < 70
triggerall = EnemyNear(var(54)),StateType != L
;triggerall = EnemyNear(var(54)),facing != facing
triggerall = Alive    &&    RoundState = 2
triggerall = !isHelper
triggerall = Inguarddist
triggerall = P2BodyDist X > 100
triggerall = (EnemyNear,time = [1,5] ) ||  (EnemyNear,animtime = [-18,-14] )

trigger1 = Ctrl || (StateNo = 101) || (StateNo = 106)

trigger2 = StateNo = 120
trigger2 = Random < 70

value = 6210

;ֱ WO        ȼӦøڷ
[State -3, 5000]
type = ChangeState
triggerall = var(59) > 0
triggerall = Numexplod(16250) = 0  ;--------- cooldown
triggerall = (Enemy,numproj || (Enemy,HitDefAttr = SAC, AP)) || Random <= fvar(22)*50 + 50
triggerall = Random <= fvar(22)*350 + 50
triggerall = StateType = A
triggerall = power >= 3000   ;1000
triggerall = pos Y >= -70
triggerall = EnemyNear,MoveType = A   || Random < 70
triggerall = EnemyNear(var(54)),StateType != L
;triggerall = EnemyNear(var(54)),facing != facing
triggerall = Alive    &&    RoundState = 2
triggerall = !isHelper
triggerall = Inguarddist
triggerall = P2BodyDist X > 100

trigger1 = Ctrl || (StateNo = 101) || (StateNo = 106)

trigger2 = StateNo = 120
trigger2 = Random < 70
value = 6260

;ֱӰ     ĽСʰ    or 
[State -3, 1010]
type = ChangeState
triggerall = var(59) > 0
triggerall = random < fvar(22)*100 +100    ||   EnemyNear(var(54)),vel x > 8
triggerall = StateType != A
triggerall = EnemyNear,MoveType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = Inguarddist
;triggerall = !Numproj
triggerall = P2BodyDist Y = [-100,10]
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)
triggerall = fvar(19) = 0

trigger1 = EnemyNear(var(54)),vel x > 7.5
trigger1 = P2BodyDist X = [-30+(EnemyNear(var(54)),Vel X)*5 , 130+(EnemyNear(var(54)),Vel X)*5]

trigger2 = EnemyNear(var(54)),statetype = A
trigger2 = EnemyNear(var(54)),pos Y < -30
trigger2 = EnemyNear(var(54)),frontedgedist < 25 + 5*(EnemyNear(var(54)),vel x)
trigger2 = P2BodyDist X = [-35,35]

value = ifelse(backedgedist < 25 &&  EnemyNear(var(54)),frontedgedist < 40 ,1000,1010)  ;e = 1010


;  []  ƽʱƼʹ
[State -3,  ƽʱƼʹ]
type = ChangeState
;value = ifelse(stateno=430,800,205)  ;800,205
value = 6110
triggerall = var(59) > 0  ; var(59) >= 1
triggerall = Roundstate = 2  && alive && (!ishelper)
triggerall = life < 0.5*lifemax || (life < 0.85*lifemax   && palno>=7)  ||   palno >= 10
triggerall = random % (2-1*(life < 0.5*lifemax)+2*(life > 0.85*lifemax)+1*(palno<7)+1*(palno<4)) = 0
triggerall = statetype != A
triggerall = power >= 2000
triggerall = (EnemyNear, statetype != L)
triggerall = EnemyNear(var(54)),movetype != H
triggerall = fvar(13)= 0  || random < 50         ;޻ С
triggerall = fvar(19)= 0
triggerall = !enemy,numproj
Triggerall = !Enemy,HitDefAttr = SCA,AP,AT
triggerall  = EnemyNear(var(54)),stateno >= 200
triggerall =  Ctrl || (StateNo = 101) || (StateNo = 106) || (stateno = [120,140])
;triggerall  = power > 3500
;triggerall  = life < 0.95*lifemax

;trigger1  = random < 255 + 155*(life < 0.35*lifemax) + 155*(power>3500)      ;333
trigger1 =  P2BodyDist X - 5*(EnemyNear, vel X) = [-40,40]
trigger1 = (EnemyNear(var(54)),HitDefAttr = SCA,AA) && EnemyNear, time < 25  + 10* (EnemyNear, vel X = [-1,1])
Trigger1 =  random % 2 = 0  ||  EnemyNear(var(54)),HitDefAttr = SCA,AA
trigger1 = random <255*((P2BodyDist X=[-20,20])&&(P2BodyDist Y < -70))+255*((P2BodyDist X=[-30,30])&&(P2BodyDist Y < -90)) +255*((P2BodyDist X  = [-40,40])&&(P2BodyDist Y <-110))+255*((P2BodyDist X= [-50,50])&&(P2BodyDist Y <-130))
Trigger1 = EnemyNear, vel Y > 0
Trigger1 = EnemyNear, vel X = [-2,2]
Trigger1 = EnemyNear, statetype = A
trigger1 = EnemyNear, Movetype = A
;trigger1  = var(49)= 0 ||var(49)> 0 && EnemyNear, time < 15 ;[1,20]

;trigger2  = 0                       ;off
trigger2  = random < 155 + 55*(life < 0.35*lifemax) + 55*(power>3500)      ;333
trigger2  = fvar(19)= 0
;trigger2  = var(40)> 0
Trigger2 = P2BodyDist X - 3*(EnemyNear, vel X) = [-30,30]
Trigger2 =  EnemyNear(var(54)),HitDefAttr = SCA,AA
Trigger2 = EnemyNear,animtime < -15   || EnemyNear,pos Y < -25
;Trigger2 = EnemyNear,facing != facing
;Trigger2 = EnemyNear, vel X = [-0.5,0.5]
;Trigger2 = EnemyNear, vel Y = [-0.5,0.5]
;Trigger2 = p2statetype != A

trigger3  = random < 25 + 75*(EnemyNear,time > 10  && EnemyNear,HitDefAttr = SCA,AA  ) - 3*(EnemyNear,pos Y)  ;333
trigger3  = fvar(19)= 0
;trigger3  = var(40)> 0
Trigger3 = P2BodyDist X - 3*(EnemyNear, vel X) = [-45,45]
Trigger3 =  EnemyNear(var(54)),HitDefAttr = SCA,AA
;Trigger3 = EnemyNear,facing != facing
Trigger3 = EnemyNear,animtime < -15  || EnemyNear,pos Y < -25

trigger4 = P2Dist x > 0
trigger4  = fvar(19)= 0
trigger4 = EnemyNear,facing != facing
trigger4 = EnemyNear,vel Y >= 0
trigger4 = EnemyNear,HitDefAttr = SCA,AA
trigger4 = EnemyNear,time > 20
trigger4 = EnemyNear,stateno >=200
trigger4 = EnemyNear,ctrl = 0
trigger4 = random < (0.5+0.5*(palno>=4))*( 66*(P2BodyDist X < 35)  +  66*(P2BodyDist X < 15)   +  66*(P2BodyDist X < EnemyNear,time > 25) +  66*(P2BodyDist X < EnemyNear,time > 30)    )


;ֱӰ   ı仯   ֱӰ[]
[State -3, 1000]
type = ChangeState
triggerall = var(59) > 0
triggerall = power >= 1000
triggerall = random < fvar(22)*50 +50   +50*(life < 0.65*lifemax)  +100*(life < 0.35*lifemax)
triggerall = StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Inguarddist
triggerall = !Numproj
triggerall = P2BodyDist X = [-30,40]
triggerall = P2BodyDist Y = [-70,7]
triggerall = EnemyNear, Ctrl = 0
triggerall = fvar(19) = 0                ;û
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106) || (palno >= 10 &&  StateNo = 52)

trigger1 = EnemyNear,MoveType = A

trigger2 = EnemyNear,time < 5

trigger3 = EnemyNear,animtime > -15

value = 6100 +10*(power>= 2000)+10*(power>= 3000)



;վ 2400 ɱ
[State -3, Stand Strong Punch-2]
type = ChangeState
value = 2400
triggerall = var(59) >= 1
triggerall = numhelper(22401)= 0 ; -----------cooldown
;Triggerall = life < 0.85*lifemax   ||  random < 55
triggerall = Power >= 1000   +1000*(palno < 7)  +1000*(palno < 10)
triggerall = random < 222 +222*(EnemyNear,statetype = A)  - 222*(InGuardDist) +222*(!Enemy,numproj) +222*(EnemyNear,animtime < -10  - ((p2bodydist x)/12 ))
triggerall = Roundstate = 2  && alive && (!ishelper)
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != L
;TriggerAll = EnemyNear,facing != facing
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X - 5*(EnemyNear,Vel x) = [100,400]          ;10֡ж
TriggerAll = P2BodyDist Y + 5*(EnemyNear,Vel y) = [-95,5]
TriggerAll = EnemyNear,vel Y >= -3 + 3*(fvar(19)>0) -2*(p2dist x > 150 && fvar(19)= 0);0
TriggerAll = (EnemyNear,vel X < 2.5  &&   EnemyNear,movetype = A )||  fvar(19) > 0
TriggerAll = frontedgedist > 75;55

Trigger1 = fvar(19) = 0     ;
Trigger1 = EnemyNear,time - EnemyNear,animtime  < 50  || (  EnemyNear,time - EnemyNear,animtime  < 90 &&   EnemyNear,time > 60)   || EnemyNear,statetype = A && EnemyNear,vel y <0
Trigger1 = EnemyNear,stateno >= 200
Trigger1 = (EnemyNear,time < 5 && EnemyNear,animtime > -90) ||  ( EnemyNear,time > 15 && EnemyNear,animtime = [-20 - ((p2bodydist x)/12 ),-10 - ((p2bodydist x)/12 )] ); ||  EnemyNear,Statetype = A
;Trigger1 =!InGuardDist
;Trigger1 = EnemyNear,Stateno != [120,159]
Trigger1 =  (EnemyNear,ctrl = 0  && Stateno >= 200 ) || EnemyNear,Statetype = A
Trigger1 = Ctrl ||(stateno = [10,12])||(stateno = 21)||(stateno = 100) ||(stateno = [120,149])&& life < 0.5*lifemax
Trigger1 = EnemyNear,time - EnemyNear,animtime  > 55
Trigger1 = random < 155+155*(p2bodydist x > 50)  +222*(p2bodydist x > 150) +222*(p2bodydist x > 250)

Trigger2 = fvar(19) = 0     ;
Trigger2 = EnemyNear,time - EnemyNear,animtime  < 50  || (  EnemyNear,time - EnemyNear,animtime  < 90 &&   EnemyNear,time > 60)   || EnemyNear,statetype = A && EnemyNear,vel y <0
Trigger2 = EnemyNear,stateno >= 200
Trigger2 = Ctrl ||(stateno = [10,12])||(stateno = 21)||(stateno = 100) ||(stateno = [120,149])
trigger2 = life < 0.85*lifemax
Trigger2 = power > 4500
Trigger2 = EnemyNear,time - EnemyNear,animtime  > 55
Trigger2 = EnemyNear,animtime < -5  - ((p2bodydist x)/12 )
Trigger2 = EnemyNear,time > 3

trigger3 = power >= 2000                        ;
Trigger3 = fvar(19) > 0     ||  (( EnemyNear,stateno = [120,159])&& random < 55)
trigger3 = StateNo = 230 && ((var(1) = 1) || (var(1) = [1,3]))
trigger3 =  animelemtime(7) >= 1       ;ȴڷ
trigger3 = random < 60+ 0.06*(power)   + 100*( power >= 4000)
trigger3 = random % (2+1*(palno<=3))=0 || palno >= 7

Trigger4 = fvar(19) > 0     ; Զ  
trigger4 = Numexplod(16250) = 0                   ;---------  cooldown
trigger4 = NumHelper(26300) = 0  &&   NumHelper(26388) = 0      ;---------       cooldown
trigger4 = NumHelper(21103) = 0                         ;׷    cooldown
Trigger4 = Ctrl ||(stateno = [10,12])||(stateno = 21)||(stateno = 100) ||(stateno = [120,149])
Trigger4 = EnemyNear,vel Y > 0.2  ; 0
Trigger4 = EnemyNear,pos Y + (5+(p2bodydist x/12 ))*(EnemyNear,vel Y) < -45 -10*(p2bodydist x > 200) -10*(p2bodydist x > 300)
Trigger4 = (  (enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front)   )  > 60 -10* (EnemyNear,pos Y > -65)-10* (EnemyNear,pos Y > -55)


Trigger5 = fvar(19) = 0     ;
Trigger5 = EnemyNear,time - EnemyNear,animtime  < 50  || (  EnemyNear,time - EnemyNear,animtime  < 90 &&   EnemyNear,time > 60)   || EnemyNear,statetype = A && EnemyNear,vel y <0
Trigger5 = EnemyNear,stateno >= 200
Trigger5 = EnemyNear, ctrl = 0
Trigger5 =  EnemyNear(var(54)),stateno != [120,159]
Trigger5 = fvar(24) > 10           ;
Trigger5 = (EnemyNear,animtime = [-40 - ((p2bodydist x)/12 ),-10 - ((p2bodydist x)/12 )]) || random < 155 && power >= 3000
Trigger5 = Ctrl ||(stateno = [10,12])||(stateno = 21)||(stateno = 100) ||(stateno = [120,149])

Trigger6 = fvar(19) = 0     ;
Trigger6 = EnemyNear,stateno >= 200
Trigger6 = EnemyNear,time - EnemyNear,animtime  < 50  || (  EnemyNear,time - EnemyNear,animtime  < 90 &&   EnemyNear,time > 60)   || EnemyNear,statetype = A && EnemyNear,vel y <0
Trigger6 = power >= 4000
Trigger6 =  EnemyNear(var(54)),stateno != [120,159]
Trigger6 = random < 111*(!InGuardDist)  + 333* (fvar(24) > 10)   + 333* (EnemyNear,facing = facing )
Trigger6 = Ctrl ||(stateno = [10,12])||(stateno = 21)||(stateno = 100) ||(stateno = [120,149])

Trigger7 = fvar(19) = 0     ;
Trigger7 = power >= 2000
Trigger7 = EnemyNear,stateno >= 200
Trigger7 = EnemyNear, ctrl = 0
Trigger7 =  EnemyNear(var(54)),stateno != [120,159]
Trigger7 = EnemyNear,time - EnemyNear,animtime  < 50  || (  EnemyNear,time - EnemyNear,animtime  < 90 &&   EnemyNear,time > 60)   || EnemyNear,statetype = A && EnemyNear,vel y <0
Trigger7 = random < 111*(InGuardDist)    + 333* (EnemyNear,facing = facing )  +111*(EnemyNear,time < 5)    +222*(EnemyNear,animtime =[-35,-20] )  +222*(EnemyNear,statetype = A && EnemyNear,vel y <0)
Trigger7 = Ctrl ||(stateno = [10,12])||(stateno = 21)||(stateno = 100) ||(stateno = [120,149])

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


;ֱӰ 
[State -3, 1000]
type = ChangeState
triggerall = random % (  2+1*(palno=[1,3])+1*(palno=[1,6])  ) = 0 ||(backedgedist < 25)
triggerall = var(59) > 0
triggerall = random < fvar(22)*200 +200
triggerall = StateType != A
triggerall = EnemyNear,MoveType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Inguarddist
triggerall = !Numproj
triggerall = P2BodyDist X = [-2,50]
triggerall = P2BodyDist Y = [-70,0]
triggerall = fvar(19) = 0

trigger1 = Ctrl || (StateNo = 101) || (StateNo = 106)
value = ifelse(backedgedist < 25,1020,1000)  ;e = 1000

;ֱӰ   ǳΧ     ر     pϵʱʹ Ϊ©    , ǰ˰̫
[State -3, 1000]
type = ChangeState
triggerall = var(59) > 0
triggerall = random % (  2+1*(palno=[1,3])+1*(palno=[1,6]) ) = 0    ;
triggerall = StateType != A
;triggerall = EnemyNear,MoveType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper

trigger1 = fvar(19) = 0
trigger1 = (  (enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front)   ) != [-35,35]
trigger1 = EnemyNear(var(54)),StateType != L
trigger1 = Random <  100 + 20*(p2bodydist x - 50)
trigger1 = (StateNo = 1010) || (StateNo = 1020)
trigger1 = AnimElemTime(4) >= 0
trigger1 = (EnemyNear(var(54)),MoveType = A && random <666) || Inguarddist

trigger2 = fvar(19) = 0
trigger2 = (  (enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front)   ) != [-35,35]
trigger2 = EnemyNear(var(54)),StateType = L
trigger2 = frontedgedist < 35
trigger2 = ctrl

trigger3 = fvar(19) = 0
trigger3 = ctrl
trigger3 = Inguarddist
trigger3 = random < 25

trigger4 =   (  (enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front)   ) != [-65,65]
trigger4 = (StateNo = 1010) || (StateNo = 1020)
trigger4 = AnimElemTime(4) >= 0

value = 105

;105 
[State -3, 1000]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
;triggerall = EnemyNear,MoveType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper

trigger1 = fvar(19)>0
trigger1 = (StateNo = 1010)
trigger1 = AnimElemTime(4) >= 0
trigger1 = p2bodydist x > 85

trigger2 =  fvar(19)>0   ||     EnemyNear(var(54)),StateType = L
trigger2 = (StateNo = 6100)  ||  (StateNo = 6110) ||  (StateNo = 6120)
trigger2 =  EnemyNear(var(54)),backedgedist < 25
trigger2 = p2bodydist x < 25
trigger2 = animtime >= -1
value = 105


;ȡ  
[State -3, 1020]
type = ChangeState
triggerall = var(59) > 0
triggerall = (random % (  2+1*(palno=[1,3])+1*(palno=[1,6]) ) = 0 )||  (backedgedist < 25)
triggerall = random < fvar(22)*250 +200   ||(backedgedist < 25  && life < 0.7*lifemax)
triggerall = StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Inguarddist
triggerall = P2BodyDist X - 8*(EnemyNear(var(54)),Vel X) = [-10 ,95]
triggerall = P2BodyDist Y = [-70,5]
triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0 ||(backedgedist < 25)

trigger1 = fvar(19)=0
trigger1 = StateNo = 1200   || StateNo = 1210 || StateNo = 1220
trigger1 = AnimElemTime(4) < 0  || AnimElemTime(5) >= 5  || time < 2
trigger1 = random % 2 =0
value = ifelse(backedgedist < 25 && power > 1000 && random % 2 =0 ,2400,1020)  ;e = 1020


;ȡ     Ʒ         ȼӦøڷ
[State -3, 320]
type = ChangeState
triggerall = var(59) > 0
triggerall = random % (  2+1*(palno=[1,3])+1*(palno=[1,6])  ) = 0 ||(backedgedist < 25)
;triggerall = EnemyNear(var(54)),vel x != 0
;triggerall = P2BodyDist X = [-30,80]
;triggerall = P2BodyDist Y = [-50,50]
triggerall = StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Inguarddist

trigger1 = fvar(19) = 0
trigger1 = random < 150   + 150*  ( EnemyNear,vel x < 2 )    + 150*  ( EnemyNear,vel x < 4 )
trigger1 = EnemyNear,MoveType = A
;trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = StateNo = 1200   || StateNo = 1210 || StateNo = 1220
trigger1 = AnimElemTime(4) < 0  || AnimElemTime(5) >= 5  || time < 2
trigger1 = P2BodyDist X > 70

trigger2 = random < 250
trigger2 = EnemyNear,MoveType = A
;trigger2 = EnemyNear(var(54)),MoveType = A
trigger2 = StateNo = 300
trigger2 = AnimElemTime(2) < 0

value = 1010



;ȡ          ȼӦøڷ
[State -3, 320]
type = ChangeState
triggerall = Numexplod(14430) = 0  ;--------- cooldown
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall =( random % 2 = 0) || (palno = [4,12] )
triggerall = fvar(19)=0
triggerall = (EnemyNear(var(54)),stateno != [120,159] )  ||  (P2BodyDist X = [-75,75])
;triggerall = P2BodyDist X = [-30,80]
;triggerall = P2BodyDist Y = [-50,50]

trigger1 = random < 255+255*(palno=[4,12])  +255*(palno=[7,12])
trigger1 = EnemyNear,MoveType = A || EnemyNear,vel x > 5   ;ֹ ץ
;trigger1 = Inguarddist
trigger1 = StateNo = 1200   || StateNo = 1210 || StateNo = 1220
trigger1 = AnimElemTime(2+ 1*(palno >= 4)+ 1*(palno >= 7)) < 0  || AnimElemTime(8- 1*(palno >= 4)- 1*(palno >= 7)) >= 0
trigger1 = (P2BodyDist X = [-50,80]) || EnemyNear,vel x > 5   && random < 555 || p2dist x < 0 && random < 55+555*(palno=[7,12])

trigger2 = EnemyNear,MoveType = A || (p2dist x < 0  && EnemyNear,facing = facing  )
trigger2 = P2BodyDist X = [-50,50]
trigger2 = StateNo = 300  || StateNo = 350
trigger2 = AnimElemTime(2) < 0  ||  AnimTime >= -1 -1*(palno >=4) -1*(palno >=7)- 1*(palno >=10)

trigger3 = StateNo = 210
trigger3 = var(1) = 2
trigger3 = random < 111

trigger4 = StateNo = 300 || StateNo = 350                 ;ֹ½
trigger4 = AnimTime >= -1
trigger4 = random < 333   ;|| p2dist x < 0

trigger5 = StateNo = 200   || StateNo = 1200  || StateNo = 1210 || StateNo = 1220       ;ֹA
trigger5 = AnimTime >= -1
trigger5 = random < 77+111*(StateNo = 200 )

trigger6 = ctrl  || (StateNo = 101) || (StateNo = 106)
trigger6 = random < 255+255*(palno=[4,12])  +255*(palno=[7,12])
trigger6 = EnemyNear,MoveType = A || EnemyNear,vel x > 5   ;ֹ ץ
trigger6 = (P2BodyDist X = [-50,80]) || EnemyNear,vel x > 5   && random < 666 || p2dist x < 0 && random < 155+555*(palno=[7,12])

trigger7 = ctrl  || (StateNo = 101) || (StateNo = 106)
trigger7 = EnemyNear(var(55)),MoveType = A
trigger7 = EnemyNear(var(55)),StateType != A
trigger7 = EnemyNear(var(55)),vel X > 8                                ;Կ
trigger7 = EnemyNear(var(55)),ctrl = 0
trigger7 = P2bodydist X - Floor(EnemyNear(var(55)),vel X * 5) = [-55,25]

value = 320



;ȡ           ȼӦøڷ
[State -3, 320]
type = ChangeState
triggerall = var(59) > 0
triggerall =( random % 8 = 0) || (palno = [4,12] )
triggerall = StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != 430
triggerall = StateNo != 320 || palno >=7
triggerall = random < fvar(22)*400 + 250      ;
triggerall =(  (enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front)   )=[-60,40+5*(enemynear,vel x)]
;triggerall = Inguarddist

trigger1 = P2BodyDist X = [-75,75]
trigger1 = P2BodyDist Y = [-95,95]
trigger1 = StateNo = 1000                     ;֮ȡPʵ
trigger1 = AnimElemtime(11) = [1,2]
trigger1 = random <  111 + 222*(palno = [4,6]) + 333*(palno >= 7)  + 444*(palno >= 10)  +222*(life < 0.5*lifemax) +111*(movecontact=0)

trigger2 = EnemyNear(var(54)),Stateno = [5200,5201]    ;Է
trigger2 = ctrl

trigger3 = EnemyNear(var(54)),Movetype = A
trigger3 = ctrl
trigger3 = StateNo != 430
trigger3 = random < fvar(22)*100 + 50      ;
trigger3 = StateNo = 320 && random < 150 ||  random < 80

;trigger4 = EnemyNear(var(54)),Movetype = A
;trigger4 = StateNo = 110
;trigger4 = random < fvar(22)*100 + 100      ;
value = 430





; Աװͻ     ø񵲰Է
[State -3, 410]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist     || fvar(24) >= 1   || (fvar(19)>0  && !enemy,numproj)
triggerall = POS Y < -30
;triggerall = StateNo = 100
;triggerall = StateNo != 105
;triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0
;triggerall = Vel y > 0
triggerall =   P2Dist X = [-30,70]
triggerall =   P2Dist Y = [-30,70]
trigger1 = Ctrl || (StateNo = 101) || (StateNo = 106)
trigger1 = EnemyNear(var(54)),MoveType = A
;trigger2 = StateNo = 400
;trigger2 = var(1) = [1,3]
value = 410

; Աװͻ     ڻ ʹ ṥ 
[State -3, 400]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist     || fvar(24) >= 1  || (fvar(19)>0  && !enemy,numproj)  || (fvar(19)>0  && !enemy,numproj)
triggerall = vel y > 0
triggerall = fvar(19)=0
;triggerall = StateNo = 100
;triggerall = StateNo != 105
;triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0 ;|| random < 900
;triggerall = Vel y > 0
triggerall =   P2BodyDist X = [-5 , 50+(EnemyNear(var(54)),Vel X)*3+ Vel X*5]
triggerall =   P2BodyDist Y = [-40-6*(EnemyNear(var(54)),pos Y > -65)-6*(EnemyNear(var(54)),vel Y > 2)-6*(EnemyNear(var(54)),vel Y > 4) , 65]
trigger1 = Ctrl ;|| (StateNo = 101) || (StateNo = 106)
trigger2 = StateNo = 110 && time > 11
trigger3 = StateNo = 400  && var(1) = 2                   ;Էס֮ һ
trigger3 = EnemyNear(var(54)),StateNo = [120,169]
value = 400

; Աװͻ     400׷
[State -3, 400]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist     || fvar(24) >= 1   || (fvar(19)>0  && !enemy,numproj)
;triggerall = StateNo = 100
;triggerall = StateNo != 105
triggerall = EnemyNear(var(54)),MoveType = H
;triggerall = Vel y > 0
triggerall =   P2BodyDist X = [-5 , 44+(EnemyNear(var(54)),Vel X)*5+ Vel X*5]
triggerall =   P2BodyDist Y = [-30-6*(EnemyNear(var(54)),pos Y > -65)-6*(EnemyNear(var(54)),vel Y > 2)-6*(EnemyNear(var(54)),vel Y > 4)+15*(EnemyNear(var(54)),pos Y < -90) , 65]
trigger1 = Ctrl || (StateNo = 101) || (StateNo = 106)
trigger2 = StateNo = 110 && time >= 15          ; -2
trigger2 = EnemyNear(var(54)),Pos Y < -100
trigger3 = StateNo = 110 && time >= 10
trigger3 = EnemyNear(var(54)),Pos Y >= -100
;trigger3 = StateNo = 400 && ((var(1) = 1) || (var(1) = [1,3]))
value = 400


;=========βܡ=============             
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) > 0
;triggerall = Random <= fvar(22)* 350
triggerall = power >= 1000
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(19)>0
triggerall = P2BodyDist X = [-5,70]
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),gethitvar(hitcount) > 12
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 20

trigger1 = EnemyNear(var(54)),gethitvar(hitcount) >8   ; ||  random < 25
trigger1 = StateNo = 230 && ((var(1) = 1) || (var(1) = [1,3]))
trigger1 = random < 300*(EnemyNear(var(54)),statetype = A)+30*( EnemyNear(var(54)),gethitvar(hitcount)  )

value = 6100 + 10*(power >= 3000 -1000*(life<0.5*lifemax))  + 10*(power >= 4000 -1000*(life<0.5*lifemax))





; WO         =========βܡ=============
[State -3, wo]
type = ChangeState
triggerall = var(59) > 0
triggerall = Numexplod(16250) = 0  ;--------- cooldown
triggerall = StateType = A
triggerall = power >= 1000
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper

;triggerall = EnemyNear(var(54)),StateType = A
;trigger1 = P2BodyDist X = [30,110]
;trigger1 = EnemyNear(var(54)),pos Y = [-100,-60]
;trigger1 = EnemyNear(var(54)),vel Y = [0.5,3]
;trigger1 = ctrl
trigger1 = EnemyNear(var(54)),MoveType != H
trigger1 = stateno = [400,420]
trigger1 = Random <= fvar(22)* 80
trigger1 = var(1) = [1,3]
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = frontedgedist > 60

trigger2 = stateno = 1000
trigger2 = var(1) = 1
;trigger2 = Random <= fvar(22)*300 + 300
trigger2 = animelemtime(10) >= 3   ; 10

trigger3 = EnemyNear(var(54)),MoveType = H
trigger3 = EnemyNear(var(54)),StateNo != [120,169]
trigger3 = stateno = 420  &&  (var(1) = 1)
trigger3 = Random <= fvar(22)*200 + 150
trigger3 = frontedgedist > 100

value = 6250+10*(power >= 3000 -1000*(life<0.5*lifemax))  +10*(power >= 4000 -1000*(life<0.5*lifemax))


; WO         =========βܡ=============          e = 6210       shouwei
[State -3, wo]
type = ChangeState
triggerall = var(59) > 0  && RoundState = 2   && Alive  &&  !isHelper
triggerall = Numexplod(16250) = 0  ;--------- cooldown
triggerall = StateType != A
triggerall = power >= 1000

trigger1 =  NumHelper(26300) = 0  &&   NumHelper(26388) = 0        ; 
trigger1 = random <  5*(p2bodydist x - 80)
trigger1 = stateno = 100
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),Vel y > 0 -1*(EnemyNear(var(54)),pos y > -30) -1*(EnemyNear(var(54)),pos y > -60)
trigger1 = EnemyNear(var(54)),Pos y + 5*(EnemyNear(var(54)),Vel y > 0 )*(EnemyNear(var(54)),Vel y )=[-65-10*(EnemyNear(var(54)),Vel y > 1.2),-50-10*(EnemyNear(var(54)),Vel y > 1.2)]
trigger1 = p2bodydist x = [100,350]
trigger1 = frontedgedist > 100
trigger1 = fvar(19) >0
trigger1 = NumHelper(21103) = 0                         ;׷  = 0


value = 6200+10*(power >= 3000 -1000*(life<0.5*lifemax))  +10*(power >= 4000 -1000*(life<0.5*lifemax))


;==================ٻ  ̫Զ 230 ӳ
[State -3, wo]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = S
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3           ;ȾҪ
triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ

;triggerall = EnemyNear(var(54)),StateType = A
;trigger1 = P2BodyDist X = [30,110]
;trigger1 = EnemyNear(var(54)),pos Y = [-100,-60]
;trigger1 = EnemyNear(var(54)),vel Y = [0.5,3]
;trigger1 = ctrl

trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = stateno = 230
;trigger2 = Random <= fvar(22)*200 + 100
trigger1 = animtime >= -1
trigger1 = frontedgedist > 100

value = 1320




; WO        225е Ǳס
[State -3, wo]
type = ChangeState
triggerall = var(59) > 0
triggerall = Numexplod(16250) = 0  ;--------- cooldown
triggerall = StateType = A
triggerall = power > 1000
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = pos Y < -5
;triggerall = EnemyNear(var(54)),StateType = A
;trigger1 = P2BodyDist X = [30,110]
;trigger1 = EnemyNear(var(54)),pos Y = [-100,-60]
;trigger1 = EnemyNear(var(54)),vel Y = [0.5,3]
;trigger1 = ctrl
trigger1 = Random <= fvar(22)* 80   ||  EnemyNear(var(54)),MoveType = A
trigger1 = StateNo = 225 && var(1) = 2
value = 6250

; ̫Զ ,  ׷         
[State -3, ]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = S
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106) || (StateNo = 100)  || (StateNo = 230)
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = power > 3000  ; Ϊ˺
;triggerall = EnemyNear(var(54)),StateType = A
;trigger1 = P2BodyDist X = [30,110]
;trigger1 = EnemyNear(var(54)),pos Y = [-100,-60]
;trigger1 = EnemyNear(var(54)),vel Y = [0.5,3]
;trigger1 = ctrl
trigger1 = EnemyNear(var(54)),vel Y < 2
trigger1 = StateNo = 100
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = (EnemyNear(var(54)),StateNo = [251,253])  || EnemyNear(var(54)),StateNo = 40514
trigger1 = frontedgedist > 70 -50*(EnemyNear(var(54)),GetHitVar(hitcount) <= 12)
trigger1 = P2BodyDist X = [80-50*(EnemyNear(var(54)),GetHitVar(hitcount) <= 12),100]


trigger2 = EnemyNear(var(54)),vel Y < 2
trigger2 = EnemyNear(var(54)),MoveType = H
trigger2 = EnemyNear(var(54)),StateType = A
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = EnemyNear(var(54)),pos Y < -45  ;-30
trigger2 = frontedgedist > 70
trigger2 = P2BodyDist X = [60,100+(EnemyNear(var(54)),Vel X)*8]    ;60,120
trigger2 = P2BodyDist Y = [-90-(EnemyNear(var(54)),Vel X)*8,0]
trigger2 = StateNo != 100                                 ;׵ Էʲôû

;trigger3 = EnemyNear(var(54)),StateType = A
trigger3 = StateNo = 230 && ((var(1) = 1) || (var(1) = [1,3]))
trigger3 = animelemtime(7) >= 1 +1       ;ȴڷ
trigger3 = (fvar(16) = 2  &&  fvar(15) < 100   ) ||  animelemtime(7) >= 2+1 ;&& EnemyNear(var(54)),backedgedist <25  ;ϲ   ɶû

value = 1020

;200 пе Ǳס
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
;triggerall = !Inguarddist
triggerall = !isHelper
triggerall = P2BodyDist X <= 60
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),stateno = [120,169]
trigger1 = StateNo = 200 && var(1) = 2
value = 220


;ж  ƶ׷     
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = random < 3000
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo = [120,169]
triggerall = EnemyNear(var(54)),MoveType = H
;triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || var(59) < 7
trigger1 = P2BodyDist X < 38
trigger1 = random >= 310
trigger1 = StateNo = 210 && var(1) = 2
;trigger1 = moveguarded
value = 225




;վ 
[State -1, Crouch Strong Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [0,70]
;triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 210 && ((var(1) = 1) || (var(1) = [1,3]))
trigger2 = StateNo = 220 && ((var(1) = 1) || (var(1) = [1,3]))
trigger3 = StateNo = 310 && ((var(1) = 1) || (var(1) = [1,3]))
trigger3 =  animelemtime(6) >= 1       ;ȴڷ
trigger4 = StateNo = 360 && ((var(1) = 1) || (var(1) = [1,3]))
trigger4 =  animelemtime(6) >= 1       ;ȴڷ
trigger5 = StateNo = 260 && ((var(1) = 1) || (var(1) = [1,3]))
trigger6 = (StateNo = 200 ||StateNo = 250) && ((var(1) = 1) || (var(1) = [1,3]))
trigger6 = EnemyNear(var(54)),StateType = A
value = 230


;¶           
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = P2BodyDist Y > -25
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
;triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),MoveType = H
;triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || var(59) < 7
triggerall = Random <= fvar(22)*50 + 800
triggerall = StateNo = 200 && (var(1) = [1,3])
trigger1 = P2BodyDist X < 20

trigger2 = P2BodyDist X < 35
trigger2 = random < 500
value = 300


;ж  ƶ׷      8899
[State -1, Stand Medium Attack(far)]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
;triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = P2Dist X > 0
;triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || var(59) < 7
triggerall = Random <= fvar(22)*300 + 300
trigger1 = P2BodyDist X < 25
trigger1 = StateNo = 200 && (var(1) = [1,3])
trigger1 = random < fvar(22)*100   || fvar(22) >= 1.4
trigger2 = StateNo = 300 && (var(1) = [1,3])
trigger3 = StateNo = 350 && (var(1) = [1,3])
value = 210


;   վȭ  šֹԷֱܹץ
[State -3, 200]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),pos Y > - 65 - 3*(EnemyNear(var(54)),vel y )
triggerall = fvar(19) = 0
;triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = StateNo = 100
;triggerall = StateNo != 105
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)
triggerall = P2Dist X > 0
triggerall = P2BodyDist X - 3*(vel x)= [-3, 37+(EnemyNear(var(54)),Vel X)*3]
triggerall = !Inguarddist  ||  (EnemyNear(var(54)),time - EnemyNear(var(54)),animtime < 55)    ;Сȥȥ

trigger1 =  ( EnemyNear(var(54)),stateno < 200 )

trigger2 =  ( EnemyNear(var(54)),time - EnemyNear(var(54)),animtime < 55  )

trigger3 =  random <  (0.4+0.4*fvar(22))*(20* (45 - P2BodyDist X)) + 255*(fvar(19)>0)

;trigger3 = EnemyNear,MoveType = A   ;пHELPER
value = 200 + 100*(EnemyNear(var(54)),pos Y > - 15  && fvar(19)=0 && P2BodyDist Y > -25)     ;e = 300


[State -3, 200]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
;triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo = 100
triggerall = fvar(19) = 0
;triggerall = StateNo != 105
;triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)
;triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0 || EnemyNear(var(54)),MoveType = H
triggerall = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*3 , 45+(EnemyNear(var(54)),Vel X)*3+ Vel X*3]
triggerall =   P2bodyDist Y = [-40,4]
;trigger1 = EnemyNear(var(54)),Vel X > 1.2
trigger1 = EnemyNear(var(54)),MoveType != A
value = 350



; Աװͻ     ڻ ʹ ½ṥ        á
[State -3, 200]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
;triggerall = StateNo = 100
;triggerall = StateNo != 105
triggerall = Ctrl ||(StateNo = 20)|| (StateNo = 101) || (StateNo = 106)
;triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0 || EnemyNear(var(54)),MoveType = H
triggerall =   P2bodyDist X = [-3,45]
triggerall = P2bodyDist Y = [-55-6*( EnemyNear(var(54)),vel Y > 1)-6*( EnemyNear(var(54)),vel Y > 2)-6*( EnemyNear(var(54)),vel Y > 2.5)-6*( EnemyNear(var(54)),vel Y > 3)-6*( EnemyNear(var(54)),vel Y > 3.5),15]     ;65

trigger1 = NumHelper(21201) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21201),Pos X) = [-80,80])
trigger2 = NumHelper(21202) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21202),Pos X) = [-80,80])
trigger3 = NumHelper(21203) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21203),Pos X) = [-80,80])

trigger4 = EnemyNear(var(54)),Vel X > 1.5
trigger4 = EnemyNear(var(54)),MoveType != A
trigger4 = EnemyNear(var(54)),StateNo != 20

trigger5 = EnemyNear(var(54)),MoveType = H
trigger5 = EnemyNear(var(54)),stateno != [120,169]
trigger5 = P2BodyDist X = [0,40]
trigger5 = EnemyNear(var(54)),vel Y > 0 - 1*( EnemyNear(var(54)),pos Y > -35)- 1*( EnemyNear(var(54)),pos Y > - 70);ԭ 0

trigger6 = EnemyNear(var(54)),MoveType = H
trigger6 = EnemyNear(var(54)),stateno != [120,169]
trigger6 = P2BodyDist X = [0,45]      ;53
trigger6 = EnemyNear(var(54)), BackEdgeBodyDist < 25      ;     á
value = 200



; Աװͻ               ȼӦøڷ
[State -3, 260]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = random < fvar(22)*50   || fvar(22) >= 1.4
triggerall = random < 550  || NumHelper(23101) > 0   || NumHelper(23111) > 0   || NumHelper(23121) > 0         ;Ϊ360 ԣ
;triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),vel x < 1 + 1*(palno <= 6)   + 1*(palno <= 3)
;triggerall = EnemyNear(var(54)),StateType = C
;triggerall = EnemyNear(var(54)),StateNo = [120,169]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo = 100
;triggerall = StateNo != 105
;triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)
;triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0   ; EnemyNear(var(54)),MoveType = H
triggerall =   P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*5 , 50+(EnemyNear(var(54)),Vel X)*5+ Vel X*5]     ;ԭ *12 С*7
triggerall =   P2BodyDist Y = [-40,0]
trigger1 = NumHelper(21201) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21201),Pos X) = [-60,60])
trigger2 = NumHelper(21202) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21202),Pos X) = [-60,60])
trigger3 = NumHelper(21203) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21203),Pos X) = [-60,60])
value = 260

; Աװͻ               ȼӦøڷ
[State -3, 360]
type = ChangeState
triggerall = var(59) > 0
triggerall = random % (6-2*(palno<=3)-2*(palno<=6)) ; || EnemyNear(var(54)),MoveType = H
triggerall = StateType != A
;triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo = 100
triggerall = fvar(19) = 0
;triggerall = StateNo != 105
;triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)
;triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0   ; EnemyNear(var(54)),MoveType = H
triggerall =  P2BodyDist X - 7*EnemyNear(var(54)),vel x = [7,37]      ;ԭ *12 С*7
triggerall =   P2BodyDist Y = [-70,0]
trigger1 = NumHelper(21201) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21201),Pos X) = [-60,60])
trigger2 = NumHelper(21202) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21202),Pos X) = [-60,60])
trigger3 = NumHelper(21203) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21203),Pos X) = [-60,60])

trigger4 = 0
trigger4 = EnemyNear(var(54)),MoveType = H
trigger4 = EnemyNear(var(54)),stateno != [120,169]
trigger4 = P2BodyDist X = [-3,65]
trigger4 = EnemyNear(var(54)),vel Y > 3;  enemy fall
trigger4 = EnemyNear(var(54)), BackEdgeBodyDist < 25      ;ߵ׷
value = 360

; Աװ ͻ   ץ           ȼӦøڷ
[State -3, 360]
type = ChangeState

triggerall = var(59) > 0
triggerall = StateType != A
;triggerall = EnemyNear(var(54)),MoveType = A
triggerall = palno =[1,6]
triggerall = random % (3+3*(palno>=4)) =0 || fvar(19)>0
triggerall = EnemyNear(var(54)),StateType = A ;!= L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)
triggerall = EnemyNear(var(54)),vel x < 6
triggerall = EnemyNear(var(54)),vel y < 3

trigger1 = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0
trigger1 =   P2BodyDist X - 8*EnemyNear(var(54)),vel x = [27,37]
trigger1 =   P2BodyDist Y = [-70,5]

trigger2 = EnemyNear(var(54)),Stateno = [5200,5201]    ;Է
trigger2 =   P2BodyDist X - 8*EnemyNear(var(54)),vel x = [27,37]
trigger2 =   P2BodyDist Y = [-80,5]
value = 310



;ٻ     Ʒ  38ǰ    ֹսʱ ޾  ı仯
[State -1, 214b]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
;triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = !isHelper
;triggerall = NumHelper(21201) > 0 && NumHelper(21202) > 0 && NumHelper(21203) > 0 && NumHelper(21204) > 0 || random < 90  ;װ
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),stateno != [5000,5300]
;triggerall = !Inguarddist
;triggerall =  Random <= fvar(22)*50 +300
triggerall = EnemyNear(var(54)),vel X < 8
triggerall = StateNo = 50  && time > 5;9
triggerall = Pos Y > -80
trigger1 = (P2BodyDist X = [160,260])   ||  random < 190
trigger2 = (P2BodyDist X = [110,159])   ||  random < 140
trigger3 = (P2BodyDist X = [51,109])   ||  random < 90
value = 110


;            ȼӦøڷ
[State -3, JUMP]
type = ChangeState
triggerall = var(59) > 0
triggerall = random < 600
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = P2BodyDist X = [80,120] ;[40,100]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),stateno != [5000,5300]
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106) || (StateNo = 100)
;triggerall = EnemyNear(var(54)), BackEdgeBodyDist > 25        ;ԷҪǽ
triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0
trigger1 = NumHelper(21201) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21201),Pos X) = [-70,70])
trigger2 = NumHelper(21202) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21202),Pos X) = [-70,70])
trigger3 = NumHelper(21203) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21203),Pos X) = [-70,70])
value = 38

; Աװͻ              ȼӦøڷ
[State -3, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall =  P2BodyDist X = [-3,150]
;triggerall = random < 500
triggerall = !isHelper
triggerall = POS Y > -80
;triggerall = Ctrl
trigger1 = NumHelper(21201) >0 || NumHelper(21202) >0|| NumHelper(21203) >0 || NumHelper(21103) >0 || NumHelper(23101) >0 || NumHelper(23111) >0 || NumHelper(23121) >0|| NumHelper(10321) >0|| NumHelper(10322) >0 || NumHelper(10323) >0
trigger1 = StateNo = 50  && time > 11;5

trigger2 = StateNo = 320    ||   StateNo = 430
trigger2 = animelemtime(8) = 2
trigger2 = random < 155 + 111*(palno = [4,6]) + 222*(palno >= 7)  + 333*(palno >= 10)  +999*(EnemyNear(var(54)),MoveType = H)

value = 110


[State -3, Air Dash]                      ;׷     á
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = P2BodyDist X = [-2,220]
;triggerall = random < 500
triggerall = !isHelper
triggerall = POS Y > -110  ||  (stateno = 1000)
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),stateno != [120,169]
;triggerall = EnemyNear(var(54)),vel Y < 1
triggerall = EnemyNear(var(54)),StateType = A

trigger1 = StateNo = 50  && time > 5
trigger2 = StateNo = 320   &&  animelemtime(9) >= 0
trigger3 = StateNo = 430   &&  animelemtime(9) >= 0

trigger4 = stateno = 1000
trigger4 = var(1) = 1
trigger4 = P2BodyDist Y > - 175   ||  EnemyNear(var(54)),backedgedist < 45    ||    power < 1000
trigger4 = Random < 222 + 111*(power < 2000) + 111*(power < 3000) -999*(power > 4000) + 333*(EnemyNear(var(54)),GetHitVar(hitcount) <= 8)   + 222*(palno>=7 && moveguarded)
trigger4 = animelemtime(10) >= 2   ; 10

value = 110                       ;׷     á


; Աװͻ              ȼӦøڷ
[State -3, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = EnemyNear(var(54)),StateType != L
;triggerall = random < 500
triggerall = !isHelper
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = !Inguarddist  || fvar(24) >= 1   || (fvar(19)>0  && !enemy,numproj)
triggerall = (P2Dist X > 40 && frontedgedist > 60) ||  (P2Dist X > 50 && frontedgedist > 70)
triggerall = Ctrl && (stateno != 20 || p2bodydist x > 35 )|| (StateNo = 101) || (StateNo = 106)
triggerall = P2BodyDist X  > 22

trigger1 = NumHelper(21201) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21201),Pos X) = [-60,160])   ;װ˵ľ
trigger2 = NumHelper(21202) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21202),Pos X) = [-60,160])
trigger3 = NumHelper(21203) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21203),Pos X) = [-60,160])

trigger4 = NumHelper(21103) > 0                         ;׷
trigger4 = P2BodyDist X  > 15
trigger4 = EnemyNear(var(54)),MoveType = H
trigger4 = (EnemyNear(var(54)),stateno != [120,159])  ||  EnemyNear(var(54)),StateType != A

trigger5 = NumHelper(24001) > 0                            ; Ѿ
trigger5 = P2BodyDist X  > 15
trigger5 = EnemyNear(var(54)),MoveType = H
trigger5 = EnemyNear(var(54)),stateno != [120,169]

trigger6 = NumHelper(10321) > 0 || NumHelper(10322) > 0 || NumHelper(10323) > 0     ; 
;trigger6 = EnemyNear(var(54)),MoveType = H
;trigger6 = EnemyNear(var(54)),stateno != [120,169]
trigger7 = NumHelper(23101) > 0   || NumHelper(23111) > 0   || NumHelper(23121) > 0       ;Сɻӵڻ
trigger7 = EnemyNear(var(54)),MoveType = H
;trigger7 = EnemyNear(var(54)),stateno != [120,169]

trigger8 = EnemyNear(var(54)),MoveType = H                ;  ׷
trigger8 = EnemyNear(var(54)),stateno != [120,169]
trigger8 = P2BodyDist X  > 15
trigger8 = EnemyNear(var(54)),vel Y < 2.5 ;0   ;|| EnemyNear(var(54)),POS Y < -100
trigger8 = EnemyNear(var(54)), pos Y < -30

trigger9 = EnemyNear(var(54)),MoveType = H
trigger9 = EnemyNear(var(54)),stateno = 40514
trigger9 = EnemyNear(var(54)),pos y < - 40

trigger10 = EnemyNear(var(54)),MoveType = H
trigger10 = EnemyNear(var(54)),stateno = [120,169]
;trigger10 = EnemyNear(var(54)),StateType = A

value = 100

;ʵ ץȡ
[State -3, a]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = random < 999
triggerall = !isHelper
;triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
;trigger1 = EnemyNear(var(54)),stateno = [120,169]
triggerall = P2BodyDist X = [-30,30]
trigger1 = StateNo = 226
trigger1 = animelem = 6
value = 500


; Աװ  ٻ׷             ȼӦøڷ
[State -3, a]
type = ChangeState
triggerall = var(59) > 0
triggerall = fvar(24)=0          ;޵жܺ ǣ
triggerall = random < 5 + 55*(life >0.55*lifemax) + 55*(life >0.85*lifemax)+ 55*(life >0.35*lifemax) + 55*(palno<=3)  + 55*(palno<=6) + 55*(palno<=9) + 999*(fvar(19)=1)
triggerall = StateType != A
triggerall = RoundState = 2   && Alive
triggerall = !isHelper
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = frontedgedist > 20
triggerall = !Inguarddist    || fvar(24) >= 1  ||  random < 55+155* (P2BodyDist X > 280 ) +111* (life > 0.35*lifemax ) +111* (life > 0.85*lifemax )
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = random < 255+ 255*(palno = [7,12])
triggerall = P2BodyDist X > 35  ||  random < 80
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106) ; ||   (stateno = [120,149] ) && random % 12 =0
triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ
triggerall =  NumHelper(21101) = 0 && NumHelper(21102) = 0   && NumHelper(21103) = 0   ;ܴ׷
triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0     ;ҪԱװ
trigger1 = NumHelper(21201) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21201),Pos X) != [-100,100])
trigger2 = NumHelper(21202) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21202),Pos X) != [-100,100])
trigger3 = NumHelper(21203) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21203),Pos X) != [-100,100])
trigger3 = 0       ;гLV3 ֮Ҫ
value = 1120


; Աװ  ٻ׷             ȼӦøڷ
[State -3, a]
type = ChangeState
triggerall = var(59) > 0
;triggerall = fvar(19)=0
triggerall = fvar(24)=0                 ;޵жܺ ǣ
triggerall = random < 5 + 55*(life >0.55*lifemax) + 55*(life >0.85*lifemax)+ 55*(life >0.35*lifemax) + 55*(palno<=3)  + 55*(palno<=6) + 55*(palno<=9) + 999*(fvar(19)=1)
triggerall = StateType != A
triggerall = RoundState = 2   && Alive
triggerall = !isHelper
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = frontedgedist > 55;20
triggerall = !Inguarddist    || fvar(24) >= 1  ||  random < 55+155* (P2BodyDist X > 280 ) +111* (life > 0.35*lifemax ) +111* (life > 0.85*lifemax )
triggerall = random < 355+ 355*(palno = [7,12])
triggerall = P2BodyDist X > 35  ||  random < 80
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106); ||   (stateno = [120,149] ) && random % 12 =0
triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ
triggerall =  NumHelper(21101) = 0 && NumHelper(21102) = 0   && NumHelper(21103) = 0   ;ܴ׷
triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0     ;ҪԱװ
trigger1 = NumHelper(21201) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21201),Pos X) != [-100,100])
trigger2 = NumHelper(21202) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21202),Pos X) != [-100,100])
trigger3 = NumHelper(21203) > 0 && ((EnemyNear(var(54)),Pos X)-(Helper(21203),Pos X) != [-100,100])
trigger3 = 0       ;гLV3 ֮Ҫ
value = 1100



; Աװ  ٻ lv 3
[State -3, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = random < 222+111*(palno>=4)+111*(palno>=7)+111*(palno>=10)          ;P ʽϴ
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(19) = 0
triggerall = fvar(24)> 75   || random % 5 = 0    ||    NumHelper(26300) > 0  ||   NumHelper(26388) > 0   ||  palno<=6
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = P2BodyDist X > 120 + 40*(fvar(24) >= 1)
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106);|| (StateNo = 20)
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ

trigger1 =  NumHelper(21101) > 0 || NumHelper(21102) > 0  || NumHelper(21103) > 0 || random < 55   ;Ҫ׷
trigger1 = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0     ;ҪԱװ
trigger1 = !Inguarddist  ||  random < 55+155* (P2BodyDist X > 280 ) +111* (life > 0.35*lifemax )  +111* (life > 0.85*lifemax )

trigger2 = fvar(24)> 75   ;ΪΪ 75F

value = 1320

; Աװ  ٻ lv 1
[State -3, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = random % 3=0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(19) = 0
triggerall = fvar(24)> 50   || random % 5 = 0    ||    NumHelper(26300) > 0  ||   NumHelper(26388) > 0   ||  palno<=6
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = P2BodyDist X > 120 + 20*(fvar(24) >= 1)
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106);|| (StateNo = 20)
triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ
triggerall =  NumHelper(21101) > 0 || NumHelper(21102) > 0  || NumHelper(21103) > 0 || random < 55   ;Ҫ׷
triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0     ;ҪԱװ
trigger1 = !Inguarddist   ||  random < 55+155* (P2BodyDist X > 280 ) +111* (life > 0.35*lifemax )  +111* (life > 0.85*lifemax )
trigger2 =fvar(24)> 50   ;ΪΪ 50F

value = 1300

; Աװ  ٻ lv 2
[State -3, Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = random % 2=0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(19) = 0
triggerall = fvar(24)> 50   || random % 5 = 0    ||    NumHelper(26300) > 0  ||   NumHelper(26388) > 0   ||  palno<=6
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = P2BodyDist X > 140 + 20*(fvar(24) >= 1)
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106);|| (StateNo = 20)
triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ
triggerall =  NumHelper(21101) > 0 || NumHelper(21102) > 0  || NumHelper(21103) > 0|| random < 55   ;Ҫ׷
triggerall = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0     ;ҪԱװ
trigger1 = !Inguarddist   ||  random < 55+155* (P2BodyDist X > 280 ) +111* (life > 0.35*lifemax ) +111* (life > 0.85*lifemax )
trigger2 = fvar(24)> 50   ;ΪΪ 50F
value = 1310



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

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = Ctrl || (StateNo = [400,431]) && (var(1) >= 1)
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = EnemyNear(var(54)),StateType = A
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 100+(EnemyNear(var(54)),Vel X)*12
triggerall = BackEdgeBodyDist > 40
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610])
value = 115

;ף֤ä˲zܤ
[State -1, 1Jump Cancel - in Ground]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl||(StateNo=[100,101])||(StateNo=[200,211])&&(var(1)=[1,3])||(StateNo=300)&&(var(1)=[1,3])||(StateNo=310)&&(var(1)=[1,3])
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*12
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
value = ifelse(EnemyNear(var(54)),Vel X > 6,39,38)


;
;MoveType = I && !EnemyNear,Ctrl             Լͨ״̬  ǲɿ״̬  ķӦ
;

;
;𤭹 
;EnemyNear(var(54)),StateType = L EnemyNear(var(54)),AnimTime P2bodyDist Y P2bodyDist X
;



;𤭹Хå
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(19) = 0
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)
triggerall = !Inguarddist
triggerall = BackEdgeBodyDist >= 60
triggerall = NumHelper(21201) = 0 || NumHelper(21202) = 0 || NumHelper(21203) = 0     ;Աװ
triggerall = P2BodyDist X <= 20
triggerall = EnemyNear(var(54)),BackEdgeBodyDist >= 30

trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5119]
;trigger2 = EnemyNear(var(54)),BackEdgeBodyDist >= 30

trigger2 = EnemyNear(var(54)),Stateno = [5200,5201]    ;Է

trigger3 = 0
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger3 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*5
value = 105

;ֹ
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(19) = 0

trigger1 = stateno = 1200   || stateno = 1210
trigger1 = time = 0
trigger1 = random < 25 +15*(P2BodyDist X < 30)

trigger2 = ctrl                 ;ֹվڿ
trigger2 = random < 5
;trigger2 = EnemyNear(var(54)),ctrl
trigger2 = !Inguarddist

value = 105


[State -1, Jump - in Ground]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist          || fvar(24) >= 1
triggerall = Random < 222
triggerall = Ctrl
trigger1 = P2BodyDist X <= 30
trigger1 = BackEdgeBodyDist < 20
trigger1 = Random <= var(59)*40 || var(59)>9
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5125]

trigger2 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*5
trigger2 = Random <= var(59)*40 || var(59) > 9
;trigger3 = NumHelper(21201) > 0 || NumHelper(21202) > 0 || NumHelper(21203) > 0
value = 38


;================================================================================
;======================= ------·Ĳ֡-------- =========================
;================================================================================
;               ѹ    
[State -1, 214B]
type = ChangeState
triggerall =  Random % (2+1*(palno<=6)+4*(palno<=3)   ) = 0
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall =  NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0
triggerall = Ctrl || (StateNo = [100,101])
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !Inguarddist                 || fvar(24) >= 1
;triggerall = fvar(19)=0
triggerall = Random <= 500*(fvar(22)-0.5)
trigger1 = P2BodyDist X > 180
trigger1 = (EnemyNear(var(54)),Stateno = [5100,5120]) &&  random < 40*(0-15-(EnemyNear(var(54)),animtime ))
;trigger1 = EnemyNear(var(54)),AnimTime = [-40,-15]
;trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1300 + 10*(P2BodyDist X > 280)


;Աװ  3          ѹ +  yaqishen
[State -1, 214C]
type = ChangeState
triggerall =  Random % (2+1*(palno<=6)+4*(palno<=3)   ) = 0
triggerall =  Random % 6 = 0
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Life < EnemyNear(var(54)),life
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = fvar(16) = 3
triggerall =  NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
triggerall = Ctrl || (StateNo = [100,101])
triggerall = EnemyNear(var(54)),StateType = L
triggerall = Random <= fvar(22)*50 +300
;triggerall = fvar(19)=0

trigger1 = !Inguarddist             || fvar(24) >= 1
trigger1 = P2BodyDist X = [90,160]
trigger1 = (EnemyNear(var(54)),Stateno = [5100,5119])||  (EnemyNear(var(54)),Stateno = 5120) &&  random < 50*(0-15-(EnemyNear(var(54)),animtime )  )
trigger1 = Random < 35
;trigger1 = EnemyNear(var(54)),AnimTime = [-40,-15]
;trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger2 =  P2BodyDist X > 280
trigger2 = Random < 35
value = 1220


;Աװ  2               ѹ    
[State -1, 214B]
type = ChangeState
triggerall =  Random % (2+1*(palno<=6)+4*(palno<=3)   ) = 0
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall =  NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0
triggerall = Ctrl || (StateNo = [100,101])
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !Inguarddist                 || fvar(24) >= 1
;triggerall = fvar(19)=0
triggerall = Random <= 500*(fvar(22)-0.5)
trigger1 = P2BodyDist X = [100,180]
trigger1 = (EnemyNear(var(54)),Stateno = [5100,5119])||  (EnemyNear(var(54)),Stateno = 5120) &&  random < 50*(0-15-(EnemyNear(var(54)),animtime )  )
;trigger1 = EnemyNear(var(54)),AnimTime = [-40,-15]
;trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1210




;Աװ  1          ѹ
[State -1, 214A]
type = ChangeState
triggerall =  Random % (2+1*(palno<=6)+4*(palno<=3)   ) = 0
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0  && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0
triggerall = Ctrl || (StateNo = [100,101])
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !Inguarddist               || fvar(24) >= 1
;triggerall = fvar(19)=0
triggerall =  Random <= 500*(fvar(22)-0.5)
trigger1 = P2BodyDist X = [39,100]
trigger1 = (EnemyNear(var(54)),Stateno = [5100,5119])||  (EnemyNear(var(54)),Stateno = 5120) &&  random < 50*(0-15-(EnemyNear(var(54)),animtime )  )
;trigger1 = EnemyNear(var(54)),AnimTime = [-40,-15]
value = 1200


;Աװ  2         ------·Ĳ֡--------  WO֮׷
[State -1, 214b]
type = ChangeState
;triggerall = palno >= 6
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
;triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0        ;л׵ʱʹ ΪпԴ׷
triggerall = Ctrl ||(stateno = [10,12])||(stateno = 21)|| (StateNo = [100,101]) ||   (stateno = [120,149] ) && random < 111
triggerall = EnemyNear,movetype = H ||  EnemyNear,StateType = L
triggerall =  random < 333       ;˵  Ҳ
;triggerall =  Random <= fvar(22)*50 +300
trigger1 = Numexplod(16250) > 0                  ;---------   not  cooldown
trigger1 = EnemyNear,pos Y < -15
value = 1200 + 10*( P2BodyDist X > 110)



;Աװ  2         ------·Ĳ֡--------    ƽʱͷ
[State -1, 214b]
type = ChangeState
;triggerall =  Random <= 500*(fvar(22)-0.5)
triggerall =  Random % (2+1*(palno<=6)+4*(palno<=3)   ) = 0
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
;triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0        ;л׵ʱʹ ΪпԴ׷
triggerall = Ctrl || (StateNo = [100,101]) ||   (stateno = [120,149] ) && random < 111
;triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = fvar(19) = 0
;triggerall = EnemyNear(var(54)),StateType != A
;triggerall = EnemyNear(var(54)),StateType != L
triggerall =  random < (200- 150*(Enemy,numproj))*(fvar(22)) + 600*(!Inguarddist)  || fvar(24) >= 1   ;˵  Ҳð̫
;triggerall =  Random <= fvar(22)*50 +300
trigger1 = P2BodyDist X > 110
trigger1 = EnemyNear,vel X < 8
value = 1210

;Աװ  1         ------·Ĳ֡--------   ƽʱͷ
[State -1, 214A]
type = ChangeState
;triggerall =  Random <= 500*(fvar(22)-0.5)
triggerall =  Random % (2+1*(palno<=6)+4*(palno<=3)   ) = 0
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
;triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0      ;л׵ʱʹ ΪпԴ׷
;triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = fvar(19) = 0

triggerall =  random < (200- 150*(Enemy,numproj))*(fvar(22)) + 600*(!Inguarddist)   || fvar(24) >= 1   ;˵  Ҳð̫
trigger1 = Ctrl || (StateNo = [100,101])  ||   (stateno = [120,149] ) && random < 111
trigger1 = P2BodyDist X = [41-45*(!Inguarddist||EnemyNear,StateType = A),111]       ;41   ; x= [30,40]
trigger1 = EnemyNear,vel X < 8

trigger2 = StateNo = 210 && var(1) = 2
trigger2 = random < 310

trigger3 = StateNo = 300 && var(1) = 2
trigger3 = random < 150

value = 1200




;  ------ⷸɵAI ,Pͷֶ --------
;  ------ⷸɵAI ,Pͷֶ --------
;  ------ⷸɵAI ,Pͷֶ --------

;װ Pͷֶ      ------·Ĳ֡--------   ƽʱͷ
[State -1, 214A]
type = ChangeState
triggerall =  Random  % 2 = 0
triggerall = palno = [1,3]
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
triggerall = EnemyNear,StateType != L
triggerall = fvar(19)=0

trigger1 = P2BodyDist X = [0,444]
trigger1 = stateno = 5120
trigger1 = animtime = 0

value = 1210

;ܹȥս Pͷֶ      ------·Ĳ֡--------   ƽʱͷ
[State -1, 214A]
type = ChangeState
triggerall =  Random  % 4 = 0   ;2
triggerall =  Random > 975
triggerall = palno = [1,3]
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0      ;л׵ʱʹ ΪпԴ׷
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L

trigger1 = !Inguarddist
trigger1 = Ctrl
trigger1 = P2BodyDist X > 41
trigger1 = EnemyNear,vel X < 8

value = 100          ;ܹȥս Pͷֶ

;߸ף Pͷֶ      ------·Ĳ֡--------   ƽʱͷ
[State -1, 214A]
type = ChangeState
triggerall =  Random  % 2 = 0
triggerall =  Random > 950
triggerall = palno = [1,3]
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = frontedgedist > 20


triggerall =  NumHelper(21101) = 0 && NumHelper(21102) = 0   && NumHelper(21103) = 0   ;ܴ׷
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0      ;л׵ʱʹ ΪпԴ׷
;triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L

trigger1 = !Inguarddist
trigger1 = Ctrl
trigger1 = P2BodyDist X = [81,444]
trigger1 = EnemyNear,vel X < 8

value = 1100

;ǰҲҪٳǣ Pͷֶ      ------·Ĳ֡--------   ƽʱͷ
[State -1, 214A]
type = ChangeState
triggerall =  Random  % 2 = 0
triggerall =  Random > 930
triggerall = palno = [1,3]
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper

triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0      ;л׵ʱʹ ΪпԴ׷
;triggerall = EnemyNear,StateType != A
;triggerall = EnemyNear,StateType != L

trigger1 = !Inguarddist
trigger1 = Ctrl
trigger1 = P2BodyDist X = [121,444]
trigger1 = EnemyNear,vel X < 8

value = 1300

;Ϲ Pͷֶ      ------·Ĳ֡--------   ƽʱͷ
[State -1, 214A]
type = ChangeState
;triggerall =  Random  % 2 = 0
triggerall = palno = [1,3]
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0 && NumHelper(10324) = 0      ;л׵ʱʹ ΪпԴ׷
;triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L

trigger1 = !Inguarddist
trigger1 = Ctrl
trigger1 = P2BodyDist X = [41,444]
trigger1 = EnemyNear,vel X < 8

value = 20

;  ------ⷸɵAI ,Pͷֶ --------    END
;  ------ⷸɵAI ,Pͷֶ --------    END
;  ------ⷸɵAI ,Pͷֶ --------    END


;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = 0
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType = L
triggerall = !InGuardDist
triggerall = P2BodyDist X =[-5,25]
triggerall = P2BodyDist Y > -25
triggerall = Random <= var(59)*60 || var(59) > 6
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),AnimTime = 0
trigger1 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger1 = NumHelper(60000)
trigger1 = Helper(60000),var(34)=0 || var(59)<10
value = 300

[State -1, Walk]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != 4 && fvar(38) != -1
triggerall = !Inguarddist
triggerall = BackEdgeBodyDist >= 30
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType = L
triggerall = EnemyNear(var(54)),Stateno = [5100,5125]
trigger1 = (P2BodyDist X < 40 || (P2BodyDist X =[60,80]))
trigger1 = Helper(60000),var(34)>0 || P2BodyDist X < 5
trigger2 = (P2BodyDist X =[60,80])
trigger2 = Helper(60000),var(34)>0
Value = 20
ctrl = 1



;
;ĿѺ          
;Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

;պ ׷ ½վ ܹ
[State -1, Dash Stand Light Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo = 100    ;&& time > 1 ;
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = fvar(19) > 0
triggerall = !Inguarddist   ||    !Enemy,numproj
;triggerall = Random <= var(59)*100
triggerall = P2BodyDist X <= 50+(Vel X)*4 +5              ;55
triggerall =P2bodyDist Y = [-62-8*( EnemyNear(var(54)),vel Y > 1)-8*( EnemyNear(var(54)),vel Y > 2)-8*( EnemyNear(var(54)),vel Y > 2.5)-8*( EnemyNear(var(54)),vel Y > 3)-8*( EnemyNear(var(54)),vel Y > 3.5),-15]

trigger1 = fvar(39) = 4

trigger2 = EnemyNear(var(54)),backedgedist < 25   ||  EnemyNear(var(54)),vel Y > 0 - 1*( EnemyNear(var(54)),pos Y > -35)- 1*( EnemyNear(var(54)),pos Y > - 70);ԭ 0
trigger2 = EnemyNear(var(54)),StateType = A
trigger2 = P2BodyDist X <= 35 +15*( EnemyNear(var(54)),pos y > -35)

value = 250



;ĿѺD     270           ;
[State -1, Dash 270]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo = 100
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = P2BodyDist Y + 5*(EnemyNear(var(54)),vel Y >=0)*(EnemyNear(var(54)),vel Y) = [-70,-40]    ;-90
triggerall = P2BodyDist X > 15
triggerall = NumHelper(21105)= 0 &&  NumHelper(21106)= 0 ; 3ף
;triggerall = EnemyNear(var(54)),StateType = A
triggerall = !Inguarddist

trigger1 = EnemyNear(var(54)),StateNo != [120,159]
trigger1 = P2BodyDist X <= 25+(Vel X)*4
trigger1 = (EnemyNear(var(54)),Vel Y < 2) ||(EnemyNear(var(54)),POS Y =[-50-25*( EnemyNear,vel y > 1.5),-35] )
;trigger1 = fvar(39) != 4

trigger2 = EnemyNear(var(54)),StateNo != [120,159]
trigger2 = EnemyNear(var(54)),stateno = 40514
trigger2 = P2BodyDist X < 35

trigger3 = P2BodyDist X <= 40                          ;ƿշ
trigger3 = EnemyNear(var(54)),StateNo = [120,159]
trigger3 = EnemyNear(var(54)),StateType = A
value = 270

;˸  200                       ;  
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = !Inguarddist
;triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),Vel Y > 0 && fvar(39) != 5.5
trigger1 = P2BodyDist Y > -55-(EnemyNear(var(54)),Vel Y)*4  -6*(EnemyNear(var(54)),Vel Y > 1) -6*(EnemyNear(var(54)),Vel Y > 2) -6*(EnemyNear(var(54)),Vel Y > 2.5) -6*(EnemyNear(var(54)),Vel Y > 3)  -6*(EnemyNear(var(54)),Vel Y > 3.5) ;65
trigger1 = fvar(6) > 25 || !fvar(39) && fvar(6) > 34
trigger1 = EnemyNear(var(54)),StateNo != 45003
trigger1 = (fvar(39) != [3.9,4.1]) || EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = P2BodyDist X <= 40+(EnemyNear(var(54)),Vel X)*2 && EnemyNear(var(54)),Vel X <= 0 || EnemyNear(var(54)),Vel X > 0

trigger2 = EnemyNear(var(54)),Vel Y > 0
trigger2 = P2BodyDist Y > -55-(EnemyNear(var(54)),Vel Y)*4  -6*(EnemyNear(var(54)),Vel Y > 1) -6*(EnemyNear(var(54)),Vel Y > 2) -6*(EnemyNear(var(54)),Vel Y > 2.5) -6*(EnemyNear(var(54)),Vel Y > 3)  -6*(EnemyNear(var(54)),Vel Y > 3.5) ;65
trigger2 = EnemyNear(var(54)),StateNo = 45003
trigger2 = P2BodyDist X <= 25
value = 200

;ޤ`
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X <= 40
triggerall = P2BodyDist Y < 0
triggerall = StateNo = 211 && (var(1) = 1)
triggerall = (fvar(16) = [2,3]) && Power >= 2000 || var(59) < 7 || Power >= 3000
trigger1 = !fvar(39)
trigger2 = fvar(39) = 2
value = 225

;ϒ䣨УLv3
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = Numexplod(16250) = 0  ;--------- cooldown
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 3000
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = Ctrl
trigger1 = fvar(39) = [1,1.1]
trigger2 = (StateNo = 225) && (var(1) = 1)
trigger2 = P2BodyDist X <= 60
trigger2 = (fvar(16) != [2,3]) || var(59) < 7
value = 6270

;ϒ䣨УLv2
[State -1, 214214B]
type = ChangeState
triggerall = var(59) > 5
triggerall = Numexplod(16250) = 0  ;--------- cooldown
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 2000
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = Ctrl
trigger1 = fvar(39) = 1.1 || fvar(39) = 1 && Power >= 3000
trigger2 = (StateNo = 225) && (var(1) = 1)
trigger2 = P2BodyDist X <= 60
trigger2 = (fvar(16) != [2,3]) && Power >= 3000 || var(59) < 7
value = 6260

;ϒ䣨УLv1
[State -1, 214214A]
type = ChangeState
triggerall = var(59) > 5
triggerall = Numexplod(16250) = 0  ;--------- cooldown
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*100
trigger1 = Ctrl
trigger1 = fvar(39) = [1,1.1]
trigger2 = (StateNo = 225) && (var(1) = 1)
trigger2 = P2BodyDist X <= 60
value = 6250










;
;϶ 
;

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
triggerall = Random < 2
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = !fvar(39)
triggerall = fvar(38) > 0
triggerall = !InGuardDist
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = (EnemyNear(var(54)),StateNo != [5200,5299])
trigger1 = (EnemyNear(var(54)),StateNo = [50,55]) || (EnemyNear(var(54)),StateNo = [90,119]) && (!EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),facing = facing)
trigger1 = Random <= var(59)*(100-var(57)) || Random <= var(59)*100-var(57) && var(59) < 12
trigger2 = !EnemyNear(var(54)),Ctrl
trigger2 = EnemyNear(var(54)),AnimTime <= -6
trigger2 = Random <= var(59)*100
trigger3 = EnemyNear(var(54)),StateNo = 132 || (EnemyNear(var(54)),StateNo = [154,155])
trigger3 = Random <= var(59)*100
value = 220

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = Random <  2 ;useless
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !fvar(39)
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,25]
triggerall = P2BodyDist Y > -25
trigger1 = EnemyNear(var(54)),facing=facing
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AnimTime <= -5
trigger1 = Random <= var(59)*100
trigger2 = P2BodyDist Y >= -20 && EnemyNear(var(54)),Vel Y > 0
trigger2 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),facing=facing
trigger3 = EnemyNear(var(54)),StateType = S
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*20
value = 300



;
;ץ  
;

;
[State -1, Stand Medium Attack(Near)]
type = ChangeState
;triggerall = Random < 2
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X <= 40
triggerall = Ctrl
triggerall = !Inguarddist
;triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = P2BodyDist X >= -5
triggerall = P2BodyDist Y >= -110-(EnemyNear(var(54)),Vel Y)*5
trigger1 = EnemyNear(var(54)),StateNo = [5210,5211]
trigger1 = (EnemyNear(var(54)),Time = [12,13]) || EnemyNear(var(54)),Ctrl

trigger2 = EnemyNear(var(54)),StateNo = [120,169]           ;ֱƿշ
value = 220

;Ͷ
[State -1, Throw - in Ariel]
type = ChangeState
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = P2StateType = A
triggerall = P2BodyDist X < 20
triggerall = Alive
triggerall = !isHelper
triggerall = P2StateNo != [120,155]
triggerall = ctrl
triggerall = RoundState = 2
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist Y = [-80-(EnemyNear(var(54)),Vel Y)*3,20-(EnemyNear(var(54)),Vel Y)*3]
trigger1 = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 15 || EnemyNear(var(54)),Ctrl
value = 520




;`Щ`
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall =( random % 8 = 0) || (palno = [4,12] )
triggerall = var(59) > 1
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = StateNo != 430
triggerall = StateNo != 320 || palno >=7
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [0,60]
triggerall = P2BodyDist Y = [-20-(EnemyNear(var(54)),Vel Y)*3,80-(EnemyNear(var(54)),Vel Y)*3]

trigger1 = EnemyNear(var(54)),StateNo = [5210,5211]
trigger1 = (EnemyNear(var(54)),Time = [2,3]) || EnemyNear(var(54)),Ctrl
value = 430

;
;Ͽ 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

;
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = P2BodyDist Y > -20
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Stateno = 200
triggerall = TeamMode = Single || TeamMode = Turns

trigger1 = (P2BodyDist X = [-3,12]) && EnemyNear(var(54)),StateType != S
trigger1 = var(1) = 2 && Random <= var(59)*70

trigger2 = (P2BodyDist X = [-3,9]) && (var(1) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)

trigger3 = (P2BodyDist X = [-3,12]) && EnemyNear(var(54)),StateType != S
trigger3 = var(1)=3&&Random<=var(59)*50 && fvar(38)>0
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1
value = 200

;(åã
[State -1, Stand Light Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = P2BodyDist Y > -20
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Stateno = 200
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,MoveType != A
trigger1 = (P2BodyDist X = [-3,12]) && EnemyNear(var(54)),StateType != S
trigger1 = var(1) = 2 && Random <= var(59)*70

trigger2 = (P2BodyDist X = [-3,9]) && (var(1) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)

trigger3 = (P2BodyDist X = [-3,12]) && EnemyNear(var(54)),StateType != S
trigger3 = var(1)=3&&Random<=var(59)*50 && fvar(38)>0
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1
value = 200

;
[State -1, Crouch Light Attack]
type = ChangeState
triggerall =0 ;useless
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Single || TeamMode = Turns
triggerall = P2BodyDist Y > -25
trigger1 = Stateno = 200 && (var(1) = 1) || Stateno = 300 && (var(1) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = EnemyNear(var(54)),facing != facing
trigger1 = Random <= var(59)*100
trigger2 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger2 = (P2BodyDist X = [0,12]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger2 = var(1) = 2 && Random <= var(59)*90
trigger3 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger3 = (P2BodyDist X = [0,12]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = var(1)=3 && Random<=var(59)*70 && (fvar(38)>0||fvar(38)=-2)
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1||fvar(38)=-2
value = 300


;(åã
[State -1, Crouch Light Attack]
type = ChangeState
triggerall = 0 ;useless
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,MoveType != A
triggerall = P2BodyDist Y > -25
trigger1 = Stateno = 200 && (var(1) = 1) || Stateno = 300 && (var(1) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = EnemyNear(var(54)),facing != facing
trigger1 = Random <= var(59)*100
trigger2 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger2 = (P2BodyDist X = [0,12]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger2 = var(1) = 2 && Random <= var(59)*90
trigger3 = Stateno = 200 && EnemyNear(var(54)),StateType = C || Stateno = 300
trigger3 = (P2BodyDist X = [0,12]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = var(1)=3 && Random<=var(59)*70 && (fvar(38)>0||fvar(38)=-2)
trigger3 = EnemyNear(var(54)),StateNo!=125&&(EnemyNear(var(54)),StateNo!=[140,145])&&(EnemyNear(var(54)),StateNo!=[160,162])&&EnemyNear(var(54)),Ctrl=0
trigger3 = (EnemyNear(var(54)),StateNo=[120,159])||EnemyNear(var(54)),StateNo<1000&&Time<=1||fvar(38)=-2
value = 300






;ޤ`
[State -1, 6B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1 || var(59)<10
triggerall = P2BodyDist X = [0,30]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType = C
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 20
triggerall = Helper(60000),var(56) = 0 || Random <= 400
triggerall = P2BodyDist X <= 15 || var(59) < 8
triggerall = Random <= var(59)*100
trigger1 = StateNo = 200 && (var(1) = 2)
trigger2 = StateNo = 210 && (var(1) = 2)
trigger3 = StateNo = 220 && (var(1) = 2)
trigger4 = StateNo = 300 && (var(1) = 2)
trigger5 = StateNo = 310 && (var(1) = 2)
value = 225


;׷                             ;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall =  NumHelper(21101) = 0 && NumHelper(21102) = 0   && NumHelper(21103) = 0
triggerall = random < 5 + 55*(life >0.55*lifemax) + 55*(life >0.85*lifemax)+ 55*(life >0.35*lifemax) + 55*(palno<=3)  + 55*(palno<=6) + 55*(palno<=9) + 999*(fvar(19)>0)
triggerall = (fvar(16) = 2 && fvar(15) > 100) || fvar(16) = 3
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = frontedgedist > 20
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [-3,110]
;triggerall = P2Dist Y = [-70,70]
;triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 230 && ((var(1) = 1) || (var(1) = [1,3]))
trigger1 =  animelemtime(7) >= 1       ;ȴڷ
trigger2 = StateNo = 220 && ((var(1) = 1) || (var(1) = [1,3]))
trigger3 = StateNo = 310 && ((var(1) = 1) || (var(1) = [1,3]))
trigger3 =  animelemtime(6) >= 1       ;ȴڷ
trigger4 = StateNo = 360 && ((var(1) = 1) || (var(1) = [1,3]))
trigger4 =  animelemtime(6) >= 1       ;ȴڷ
value = 1120

;1׷                        ;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall =  NumHelper(21101) = 0 && NumHelper(21102) = 0   && NumHelper(21103) = 0
triggerall = random < 5 + 55*(life >0.55*lifemax) + 55*(life >0.85*lifemax)+ 55*(life >0.35*lifemax) + 55*(palno<=3)  + 55*(palno<=6) + 55*(palno<=9) + 999*(fvar(19)>0)
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = frontedgedist > 55
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = P2BodyDist X = [-3,110]
;triggerall = P2Dist Y = [-70,70]
;triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = StateNo = 230 && ((var(1) = 1) || (var(1) = [1,3]))
trigger1 =  animelemtime(7) >= 1       ;ȴڷ
trigger1 =  random < 100
trigger2 = StateNo = 220 && ((var(1) = 1) || (var(1) = [1,3]))
trigger3 = StateNo = 310 && ((var(1) = 1) || (var(1) = [1,3]))
trigger3 =  animelemtime(6) >= 1       ;ȴڷ
trigger4 = StateNo = 360 && ((var(1) = 1) || (var(1) = [1,3]))
trigger4 =  animelemtime(6) >= 1       ;ȴڷ
value = 1110








; ͷװ ǣ
[State -1, 214B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall =  NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0  && NumHelper(21204) = 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 320) && (var(1) = 1)
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1210

; ͷװ ǣ
[State -1, 214B]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall =  NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0  && NumHelper(21204) = 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
trigger1 = (StateNo = [200,370]) && (var(1) = 2)
trigger1 = (fvar(16) = [2,3]) || var(59) < 8 && Random <= 300
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
value = 1210

; ͷװ ǣ
[State -1, 214A]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall =  NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0  && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0  && NumHelper(10324) = 0     ;л׵ʱʹ ΪпԴ׷
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 320) && (var(1) = 1)
value = 1200

; ͷװ ǣ
[State -1, 214A]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall =  NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0  && NumHelper(21204) = 0
triggerall = NumHelper(10321) = 0 && NumHelper(10322) = 0 && NumHelper(10323) = 0   && NumHelper(10324) = 0    ;л׵ʱʹ ΪпԴ׷
;triggerall = EnemyNear(var(54)),MoveType != H

trigger1 = (StateNo = [200,370]) && (var(1) = 2)
trigger1 = Random <= 200

value = 1200

;
[State -1, Stand Strong Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)!=1 || var(59)<10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [0,80]
triggerall = P2BodyDist Y > -50
triggerall = (fvar(16)=[2,3]) && var(1) = 2 && (P2BodyDist X = [0,80]) || var(1) = 1
trigger1 = StateNo = 200 && (var(1) = [1,2])
trigger2 = StateNo = 210 && (var(1) = [1,2])
trigger2 = EnemyNear(var(54)),StateType != A
trigger3 = StateNo = 220 && (var(1) = [1,2])
trigger4 = StateNo = 300 && (var(1) = [1,2])
trigger5 = StateNo = 310 && (var(1) = [1,2])
trigger6 = StateNo = 250 && (var(1) = [1,2])
value = 230



;ϒLv1
[State -1, 214214A]
type = ChangeState
triggerall = 0 ;
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Power >= 1000
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = (StateNo = [200,370]) && (var(1) = 2)
triggerall = EnemyNear(var(54)),StateNo = [120,159]
triggerall = Random <= var(59)*(5+(EnemyNear(var(54)),StateType=S)*5+Power/100)
triggerall = AnimTime < -15+var(59)+Random%3 || var(59)>10
triggerall = P2BodyDist X < 30 && Power >= 2000 && (fvar(16)=[2,3]) || (Power < 2000 || (fvar(16)!=[2,3])) && P2BodyDist X < 60
trigger1 = !EnemyNear(var(54)),NumHelper(60000)
trigger2 = EnemyNear(var(54)),NumHelper(60000)
trigger2 = (EnemyNear(var(54)),AuthorName = "586")=0 && (EnemyNear(var(54)),AuthorName = "frule")=0
trigger3 = EnemyNear(var(54)),NumHelper(60000)
trigger3 = EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),AuthorName = "frule"
trigger3 = EnemyNear(var(54)),var(58) < 10
value = 6200

;
;ĿѺ                                          888999
;AnimTime=0 Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;



;                               
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 1
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = !Inguarddist     || fvar(24) >= 1   || (fvar(19)>0  && !enemy,numproj)
triggerall = P2BodyDist Y = [-60,60]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A || (EnemyNear(var(54)),StateNo != [120,169])
triggerall = P2BodyDist X <= 35

trigger1 = Ctrl
trigger1 = P2BodyDist Y = [-40,40]
trigger1 = PrevStateNo = 39
trigger2 = Ctrl

trigger2 = PrevStateNo = 45  || PrevStateNo = 110
trigger3 = StateNo = 400 && (var(1) = 1)
trigger3 = P2BodyDist Y = [-25,35]
value = 410

;ǰ         
[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = P2BodyDist X <= 40
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 410) && (var(1) = 1)
trigger1 = fvar(39) = 6
value = 110



; ׷    ڡ
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A || (EnemyNear(var(54)),StateNo != [120,169])
triggerall = P2BodyDist X <= 60
triggerall = P2Dist Y = [-90,70]
triggerall = Random <= var(59)*100
;trigger1 = StateNo = 400 && (var(1) = 1)
trigger1 = StateNo = 410 && (var(1) = 1)
value = 420



;
; 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -1, Jump Cancel - in Ground]                          ;888999
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall =  fvar(14)<= 0   ; ո                ;FrontEdgeBodyDist >= 75||
triggerall = EnemyNear(var(54)),GetHitVar(hitcount) < 20
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*40 || var(59) >= 6

;triggerall = EnemyNear(var(54)), BackEdgeBodyDist > 25      ;߽
trigger1 = (StateNo = [210,211]) && (var(1) = 1)

trigger2 = (StateNo = 270) && (var(1) = 1)
trigger2 = AnimElemTime(9) >= 0

trigger3 = 0
trigger3 = Ctrl && EnemyNear(var(54)),StateNo = 45003
trigger3 = BackEdgeBodyDist > 100
trigger3 = P2BodyDist X < 40
trigger3 = P2BodyDist Y = [-100,-80]

trigger4 = Ctrl && (fvar(39) != [3.9,4])
trigger4 = P2BodyDist X < 30
trigger4 = P2BodyDist Y  = [-85-(EnemyNear(var(54)),Vel Y)*5-40*(EnemyNear(var(54)),BackEdgeBodyDist < 25 && frontedgedist < 60),-140-(EnemyNear(var(54)),Vel Y)*5]
trigger4 = fvar(6) = [25,34]
value = 39

[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = var(1) = [1,3]
triggerall = StateNo = [400,431]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*40 || var(59) >= 6
triggerall = P2BodyDist X <= 30
trigger1 = (StateNo = [400,431]) && var(1) = 1
trigger1 = fvar(6) < 38 || fvar(39) = 3 || fvar(39) = 3.1 && fvar(6) < 38
trigger1 = P2BodyDist Y <= 60
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist<20||EnemyNear(var(54)),FrontEdgeBodyDist<20&&EnemyNear(var(54)),facing=-1&&BackEdgeBodyDist>50||var(6)>0
trigger2 = PrevStateNo = 610
trigger2 = !fvar(39)
trigger2 = P2BodyDist Y < -10
value = 45

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 6
trigger1 = (StateNo = [420,431]) && (var(1) = 1)
trigger1 = fvar(39) = 5.1 || fvar(39) = 3 && var(5) > 0 && fvar(6) > 28
trigegr1 = P2BodyDist X <= 10
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || P2BodyDist Y < -10
trigger2 = (StateNo = [400,431]) && (var(1) = 1)
trigger2 = !fvar(39)
trigger2 = EnemyNear(var(54)),StateType = A
value = 110

[State -1, Dash Jump]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo = [100,101]
triggerall =  fvar(14)<= 0   ; ո
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),GetHitVar(hitcount) < 20
;triggerall = EnemyNear(var(54)), BackEdgeBodyDist > 25      ;߽
triggerall = Random <= var(59)*40 || var(59) >= 6
                                                        ; 60
trigger1 = P2BodyDist X < 40-(EnemyNear(var(54)),Vel X)*2 && EnemyNear(var(54)),Vel X < 0 && P2BodyDist Y < -60 || P2BodyDist X < 40 && EnemyNear(var(54)),Vel X >= 0 || P2BodyDist Y < -80 && (P2BodyDist X = [0,40])
trigger1 = fvar(6) < 34 && (EnemyNear(var(54)),StateNo != [45000,45003])
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist >= 30 || FrontEdgeBodyDist >= 30
trigger1 = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = fvar(39) != 5.5 && fvar(39) != 4
value = 39


;-----------------;-----------------;-----------------;-----------------
;---------------------[Կ йֹص]---------------------
 ;-----------------;-----------------;-----------------;-----------------



;Կ йֹص
[State -3, 1000]
type = ChangeState
triggerall = var(59) > 0
triggerall = EnemyNear(var(54)),pos y < -440 || EnemyNear(var(54)),pos y > 44 || EnemyNear(var(54)),time > 360;Ǳʱ6ɶûɵĻпй
triggerall = random > 1000 - fvar(22)*50
triggerall = power >= 1000
 ;triggerall = random < fvar(22)*150 +200
triggerall = StateType != A
triggerall = EnemyNear,MoveType != H
triggerall = EnemyNear,MoveType != A      ;һ˵˶ԷпԶ й
;triggerall = EnemyNear,stateno !=[120,169]
triggerall = numhelper
;triggerall = EnemyNear,StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = Inguarddist
triggerall = !isHelper
;triggerall = !Numproj
;triggerall = P2BodyDist X = [0,50]  778899
;triggerall = P2BodyDist Y = [-70,0]
trigger1 = Ctrl || (StateNo = 101) || (StateNo = 106)
value = 6200


;Կ йֹص
[State -3, 1000]
type = ChangeState
triggerall = var(59) > 0
triggerall = EnemyNear(var(54)),pos y < -440 || EnemyNear(var(54)),pos y > 44 || EnemyNear(var(54)),time > 360;Ǳʱ6ɶûɵĻпй
 triggerall = random < fvar(22)*100 + 200
triggerall = StateType != A
triggerall = EnemyNear,MoveType != H
triggerall = EnemyNear,MoveType != A      ;һ˵˶ԷпԶ й
;triggerall = EnemyNear,stateno !=[120,169]
triggerall = numhelper
;triggerall = EnemyNear,StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = Inguarddist
triggerall = !isHelper
;triggerall = !Numproj
;triggerall = P2BodyDist X = [0,50]  778899
;triggerall = P2BodyDist Y = [-70,0]
trigger1 = Ctrl || (StateNo = 101) || (StateNo = 106)
value = 1020                      ;Կ йֹص

;Կ йֹص
[State -3, 1000]
type = ChangeState
triggerall = Numexplod(14430) = 0  ;--------- cooldown
triggerall = var(59) > 0
triggerall = EnemyNear(var(54)),pos y < -440 || EnemyNear(var(54)),pos y > 44 || EnemyNear(var(54)),time > 360;Ǳʱ6ɶûɵĻпй
 ;triggerall = random < fvar(22)*150 +200
triggerall = StateType != A
triggerall = (EnemyNear(var(54)),stateno != [120,159] )  ||  (P2BodyDist X = [-75,75])
triggerall = EnemyNear,MoveType != H
triggerall = EnemyNear,MoveType != A      ;һ˵˶ԷпԶ й
;triggerall = EnemyNear,stateno !=[120,169]
;triggerall = numhelper
;triggerall = EnemyNear,StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = Inguarddist
triggerall = !isHelper
;triggerall = !Numproj
;triggerall = P2BodyDist X = [0,50]  778899
;triggerall = P2BodyDist Y = [-70,0]
trigger1 = Ctrl || (StateNo = 101) || (StateNo = 106)
value = 320                                         ;Կ йֹص



;Կ йֹص
[State -3, 1000]
type = ChangeState
triggerall = var(59) > 0
triggerall = EnemyNear(var(54)),pos y < -440 || EnemyNear(var(54)),pos y > 44 || EnemyNear(var(54)),time > 360;Ǳʱ6ɶûɵĻпй
 ;triggerall = random < fvar(22)*150 +200
triggerall = StateType != A
triggerall = EnemyNear,MoveType != H
triggerall = EnemyNear,MoveType != A      ;һ˵˶ԷпԶ й
triggerall =  NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0  && NumHelper(21204) = 0 ;ӵװ
;triggerall = EnemyNear,stateno !=[120,169]
triggerall = numhelper
;triggerall = EnemyNear,StateType != L
triggerall = Alive
triggerall = RoundState = 2
;triggerall = Inguarddist
triggerall = !isHelper
;triggerall = !Numproj
;triggerall = P2BodyDist X = [0,50]  778899
;triggerall = P2BodyDist Y = [-70,0]
trigger1 = pos y = 0
trigger1 = Ctrl
trigger1 = random < 20

value = 1200                   ;Կ йֹص

;Կ йֹص
[State -3, 1000]
type = ChangeState
triggerall = var(59) > 0
triggerall = EnemyNear(var(54)),pos y < -440 || EnemyNear(var(54)),pos y > 44 || EnemyNear(var(54)),time > 360;Ǳʱ6ɶûɵĻпй
 ;triggerall = random < fvar(22)*150 +200
triggerall = StateType != A
triggerall = EnemyNear,MoveType != H
triggerall = EnemyNear,MoveType != A      ;һ˵˶ԷпԶ й
triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ
;triggerall = EnemyNear,stateno !=[120,169]
triggerall = numhelper
;triggerall = EnemyNear,StateType != L
triggerall = Alive
triggerall = RoundState = 2
;triggerall = Inguarddist
triggerall = !isHelper
;triggerall = !Numproj
;triggerall = P2BodyDist X = [0,50]  778899
;triggerall = P2BodyDist Y = [-70,0]
trigger1 = pos y = 0
trigger1 = Ctrl
trigger1 = random > 970
trigger1 = P2BodyDist X > 120

value = 1300                   ;Կ йֹص





;
;
;inguarddist EnemyNear(var(54)),HitDefAttr = SCA,AA;
;

[State -3,`]
Type = ChangeState
TriggerAll = var(59) > 0
TriggerAll = fvar(24) = 0              ;ûж
TriggerAll = Ctrl || StateNo = 111 || StateNo = 116 || StateNo = 52 && Time >= 3
triggerall = RoundState <= 2
;triggerall = statetype != A ;ٿշ
triggerall = StateNo != 125 && StateNo != 145
triggerall = Random <= var(58)*(50+EnemyNear(var(54)),Time/3)||var(58)>9
triggerall = fvar(38) != [3,4]
triggerall = !(EnemyNear(var(54)),Hitdefattr = SCA,NT,ST,HT,AT)
triggerall = Random < 1000* -1000*(EnemyNear(var(54)),facing = facing && p2dist x > 0 && enemy,numproj = 0)
triggerall = Random < 1000 - 1000*(fvar(24) >0  ||  fvar(19)>0)  ;|| (fvar(19)>0  && !enemy,numproj))

trigger1 = Inguarddist

trigger2 = !Inguarddist
trigger2 = EnemyNear(var(54)),Vel X > 0
trigger2 = EnemyNear(var(54)),HitDefAttr=SCA,AA

trigger3 = !Inguarddist && Abs(P2Dist X) < 40
trigger3 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),MoveType = A

trigger4 = NumHelper(60000)
trigger4 = Helper(60000),Inguarddist
trigger5 = NumHelper(60001)
trigger5 = Helper(60001),Inguarddist
trigger5 = var(59)>9

trigger6 = !Inguarddist && fvar(37) = 5
;trigger7 = !Inguarddist
trigger7 = P2BodyDist X < 140
trigger7 = EnemyNear, vel X > 11
trigger7 = EnemyNear, MoveType = A
Value = 120

;
;Ƅ 
;Ctrl Random P2bodyDist X
;

[State -1, Walk]         ;ǰ
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != 4 && fvar(38) != -1
triggerall = !Inguarddist
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = fvar(39) != 2
trigger1 = P2BodyDist X > 0
Value = 20
ctrl = 1


;
; ء  ;Ѿȫϣֻʣ
;


;
;Ƅ 
;Ctrl Random P2bodyDist X
;

[State -1, Air Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = Ctrl
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist
triggerall = Pos Y <= -60+Enemy(var(54)),Const(size.head.pos.y)
trigger1 = Random <= var(59)*(10-(var(57))/10) || Random <= var(59)*10 && var(59) < 12
trigger1 = P2BodyDist X >= 180+(EnemyNear(var(54)),Vel X)*5
trigger1 = EnemyNear(var(54)),Vel X <= 0
trigger2 = EnemyNear(var(54)),Vel Y > 0 && P2BodyDist Y > 50 || P2BodyDist Y > 120 && EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [-40,40]
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
trigger2 = BackEdgeBodyDist < 25
value = 110

[State -1, Air Back Dash]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != [110,116]
triggerall = var(6) = 0
triggerall = Pos Y <= -40
triggerall = Ctrl
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = backedgebodydist >= 62
triggerall = !Inguarddist
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [50+(EnemyNear(var(54)),Vel X)*5,150+(EnemyNear(var(54)),Vel X)*5]
trigger1 = Random <= var(59)*10
trigger1 = EnemyNear(var(54)),Vel X > 3
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [0,60]
trigger2 = P2BodyDist Y > 160
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
value = 115

[State -1, Air Jump]
type = ChangeState
triggerall = random < 2 ;
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(5) < 1
triggerall = ctrl
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = !Inguarddist
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [120+(EnemyNear(var(54)),Vel X)*5,240+(EnemyNear(var(54)),Vel X)*5]
Trigger1 = vel Y > 0
trigger1 = Random <= var(59)*35
trigger1 = StateNo != 5210
trigger2 = P2BodyDist X > 100+(EnemyNear(var(54)),Vel X)*5
trigger2 = Random <= var(59)*25
trigger2 = EnemyNear(var(54)),MoveType = A
trigger2 = EnemyNear(var(54)),NumHelper > 0 || EnemyNear(var(54)),NumProj > 0
trigger2 = fvar(37)!=0.5
trigger2 = Pos Y >= -30+(10-Enemy(var(54)),Const(size.head.pos.y)) && Vel Y > 0
value = 45

;
; 
;Ctrl Random EnemyNear(var(54)),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;



;                         
[State -1, Ariel Medium Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]

triggerall = !Inguarddist     || fvar(24) >= 1   || (fvar(19)>0  && !enemy,numproj)

triggerall = P2BodyDist X=[-5+(EnemyNear(var(54)),Vel X)*8,40+(EnemyNear(var(54)),Vel X)*8]
triggerall = P2BodyDist Y=[-40-(EnemyNear(var(54)),Vel Y)*8,40-(EnemyNear(var(54)),Vel Y)*8]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*24
value = 410



;                                  
[State -1, Ariel Strong Attack]
type = ChangeState
triggerall = var(59) > 0
triggerall =( random % 8 = 0) || (palno = [4,12] )
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = StateNo != 430
triggerall = StateNo != 320 || palno >=7
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
;triggerall = !InGuardDist

trigger1 = Ctrl
trigger1 = P2BodyDist X=[-15+(EnemyNear(var(54)),Vel X)*5,60+(EnemyNear(var(54)),Vel X)*5]
trigger1 = P2BodyDist Y=[-40,80]
;triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),MoveType = A

trigger2 = stateno = 115
trigger2 = time > 25

trigger3 = Ctrl
trigger3 = random < (fvar(22)-0.5)* 800
trigger3 = EnemyNear(var(54)),facing = facing
trigger3 = p2dist x < 0
value = 430

;------------------------ ʲô¶ûʱ ֹ -----------------
[State -1, 214b]
type = ChangeState

triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(23000) = 0 && NumHelper(23500) = 0   && NumHelper(23600) = 0 ;ܴڳ
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)  ; (stateno = [120,149] ) && random % 6 =0
;triggerall = fvar(19) = 1          ;Է֪״̬    ȴûʲôֻΪһ׶εѹ
triggerall = enemynear,movetype = H  && (  enemynear,stateno !=[120,159]   )
triggerall = enemynear,pos Y > -5
;triggerall = EnemyNear(var(54)),StateType != A
;triggerall = EnemyNear(var(54)),StateType != L
;triggerall =  random < (200- 150*(Enemy,numproj))*(fvar(22)) + 600*(!Inguarddist)  || fvar(24) >= 1   ;˵  Ҳð̫
;triggerall =  Random <= fvar(22)*50 +300
trigger1 = P2BodyDist X > 200

value = 1300    +10*(random % 2 = 0)





;------------------------ ʲô¶ûʱ ֹ -----------------
[State -1, 214b]
type = ChangeState

triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = NumHelper(21201) = 0 && NumHelper(21202) = 0 && NumHelper(21203) = 0 && NumHelper(21204) = 0   ;ܴװ
triggerall = Ctrl || (StateNo = 101) || (StateNo = 106)  ; (stateno = [120,149] ) && random % 6 =0
;triggerall = fvar(19) = 1          ;Է֪״̬    ȴûʲôֻΪһ׶εѹ
triggerall = enemynear,movetype = H  && (  enemynear,stateno !=[120,159]   )
triggerall = enemynear,pos Y > -5
;triggerall = EnemyNear(var(54)),StateType != A
;triggerall = EnemyNear(var(54)),StateType != L
;triggerall =  random < (200- 150*(Enemy,numproj))*(fvar(22)) + 600*(!Inguarddist)  || fvar(24) >= 1   ;˵  Ҳð̫
;triggerall =  Random <= fvar(22)*50 +300
trigger1 = P2BodyDist X = [50,200]

value = 1200  +10*(P2BodyDist X > 100)




 ;󲹳  ʱ  ̫Զʲô
[State -3, 105]
type = ChangeState
value = 100
triggerall = var(59) > 0
triggerall = Roundstate = 2  && alive && (!ishelper)
triggerall = statetype != A

trigger1 = fvar(19)=0        ;
trigger1 =  Ctrl ||(stateno = [10,12])||(stateno = 21)

trigger1 =  !inguarddist
trigger1 =  (EnemyNear,pos x - pos x)*facing  > 350  ; 320


;
;
;AIӥإѩ`
;
[Statedef 10000]
ctrl=0

[State 10000,g`Ǳ夬]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,ץ쥤`ж]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,äʧ]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,????ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;
;ѧإѩ`
;
[Statedef 60000]
ctrl=0
anim=0

[State 60000,g`Ǳ夬]
type=selfstate
trigger1=!ishelper
value=0

[State 60000];͸״Bˤ
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 60000]
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos X
y = Root,Pos Y
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = turn
trigger1 = facing=Root,facing
trigger1 = Enemy(Root,var(54)),facing=Root,facing && Root,var(59)>9
trigger2 = facing!=Root,facing
trigger2 = Enemy(Root,var(54)),facing!=Root,facing && Root,var(59)>9 || Root,var(59)<=9
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = StateTypeSet
trigger1 = StateType != A
Physics = S
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = StateTypeSet
trigger1 = StateType = A
Physics = A
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000];o
Type = NotHitBy
Trigger1 = 1
value = SCA

;var(50)=`
;1= 2= 3=
;var(51)=ֱǰStateNo

[State 60000,`ɕrѧ]
type = VarSet
trigger1 = Root,StateNo = 130 || (Root,StateNo = [150,151]) 
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = S
var(50) = 1
ignorehitpause = 1

[State 60000,¶Υ`ɕrѧ]
type = VarSet
trigger1 = Root,StateNo = 131 || (Root,StateNo = [152,153])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = C
var(50) = 2
ignorehitpause = 1

[State 60000,Х`ɕrѧ]
type = VarSet
trigger1 = Root,StateNo = 132 || (Root,StateNo = [154,155])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = A
var(50) = 3
ignorehitpause = 1

[State 60000,ꥳ]
type = VarSet
trigger1 = Root,PrevStateNo = 145
trigger1 = Root,StateNo != [120,159]
var(50) = 4
ignorehitpause = 1

[State 60000,]
type = null;VarSet
trigger1 = Root,StateNo = 125
trigger2 = Root,StateNo = 140
trigger3 = Root,StateNo = 145
var(50) = 5
ignorehitpause = 1

[State 60000,ꥻå]
type = VarSet
triggerall = var(50)
triggerall = Root,StateNo != [120,155]
triggerall = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger1 = (Root,StateNo != [35,52]) && (Root,StateNo != [100,119])
trigger2 = var(50)!=4
trigger2 = Root,MoveType = A || Root,StateNo = 7000
trigger3 = var(50)=4
trigger3 = Root,MoveType = A && EnemyNear(Root,var(54)),MoveType = H && (EnemyNear(Root,var(54)),StateNo!=[120,169])
var(50) = 0
ignorehitpause = 1

[State 60000,ֱǰӛ]
type = VarSet
trigger1 = !var(51)
trigger1 = (Root,StateNo = [200,370]) || (Root,StateNo = [1000,1010]) || Root,StateNo = 500
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(51) = Root,StateNo
ignorehitpause = 1

[State 60000,Ͷӛ]
type = VarSet
trigger1 = !var(52)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT
trigger1 = EnemyNear,Time > 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(52) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,timeӛ]
type = VarSet
trigger1 = Root,var(59) > 0
trigger1 = Root,MoveType != H
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(53) = EnemyNear,Time
ignorehitpause = 1

[State 60000,ֱǰӛ2]
type = VarSet
trigger1 = !var(54)
trigger1 = Root,StateNo = [1100,1320]
trigger1 = EnemyNear,MoveType != H
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(54) = Root,StateNo
ignorehitpause = 1

[State 60000,ֱǰӛ2]
type = VarSet
trigger1 = !var(56)
trigger1 = Root,StateNo = 225
trigger1 = EnemyNear,MoveType != H
trigger1 = Root,var(1) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(56) = 1
ignorehitpause = 1

[State 60000,ꥳ]
type = VarSet
trigger1 = var(58) != 1
trigger1 = Root,StateType = S
var(58) = 1
ignorehitpause = 1

[State 60000,ꥳ]
type = VarSet
trigger1 = var(58) != 3
trigger1 = Root,StateType = C || Root,StateType = A
var(58) = 3
ignorehitpause = 1

[State 60000,ꥳ?֥ж]
type = VarSet
triggerall = !var(59)
;triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
triggerall = Root,var(1) = [1,2]
trigger1 = EnemyNear(Root,var(54)),Name = "Ayu Tukimiya"
trigger1 = EnemyNear(Root,var(54)),authorName = "shikkoku"
trigger1 = EnemyNear(Root,var(54)),NumExplod(7200) > 0 || EnemyNear(Root,var(54)),StateNo = 160
trigger2 = EnemyNear(Root,var(54)),Name = "Makoto Sawatari" || Enemy(Root,var(54)),Name = "Mayu Shiina"
trigger2 = EnemyNear(Root,var(54)),authorName = "BF"
trigger2 = EnemyNear(Root,var(54)),NumExplod(8210) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,161])
trigger3 = EnemyNear(Root,var(54)),Name = "Misuzu" || EnemyNear(Root,var(54)),Name = "UNKNOWN" || EnemyNear(Root,var(54)),Name = "Mizuka Nagamori"
trigger3 = EnemyNear(Root,var(54)),authorName = "hanma"
trigger3 = EnemyNear(Root,var(54)),NumExplod(7011) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger4 = EnemyNear(Root,var(54)),Name = "RUMI NANASE"
trigger4 = EnemyNear(Root,var(54)),authorName = "UMA"
trigger4 = EnemyNear(Root,var(54)),NumExplod(7011) > 0 || (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger5 = EnemyNear(Root,var(54)),Name = "Another_Mai_K" || EnemyNear(Root,var(54)),Name = "Kanna_Kouryu"
trigger5 = EnemyNear(Root,var(54)),authorName = "kuri"
trigger5 = EnemyNear(Root,var(54)),NumExplod(715) > 0 || (EnemyNear(Root,var(54)),StateNo = [4650,4670])
trigger6 = (EnemyNear(Root,var(54)),StateNo = [160,162])
trigger7 = (EnemyNear(Root,var(54)),StateNo = [130,132]) && EnemyNear(Root,var(54)),Ctrl
var(59) = 1
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,֥ж]
type = VarSet
triggerall = !var(59) && !Root,fvar(37)
trigger1 = Root,var(1)=1&&EnemyNear(Root,var(54)),MoveType=I||Root,var(1)=2&&(EnemyNear(Root,var(54)),StateNo!=[120,169])
trigger1 = EnemyNear(Root,var(54)),StateNo>=200
var(59) = 2
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,ꥳ?֥жꥻå]
type = VarSet
triggerall = var(59)
trigger1 = EnemyNear(Root,var(54)),MoveType=H&&(EnemyNear(Root,var(54)),StateNo!=[120,169])||Root,MoveType!=A||Root,Ctrl
trigger2 = (EnemyNear(Root,var(54)),StateNo=[120,159]) && EnemyNear(Root,var(54)),Ctrl=0
var(59) = 0
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,¶ѧ]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(1)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(1) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,¶ѧ2]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(2)
trigger1 = var(1)
trigger1 = var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,¶ѧ3]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(3)
trigger1 = var(2)
trigger1 = var(2) != EnemyNear,StateNo && var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(3) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,жѧ]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(4)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(4) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,жѧ2]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(5)
trigger1 = var(4)
trigger1 = var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(5) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,жѧ3]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(6)
trigger1 = var(5)
trigger1 = var(5) != EnemyNear,StateNo && var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(6) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,Ͷѧ]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(7)
trigger1 = var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(7) = var(52)
ignorehitpause = 1

[State 60000,Ͷѧ2]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(8)
trigger1 = var(52)
trigger1 = var(7)
trigger1 = var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(8) = var(52)
ignorehitpause = 1

[State 60000,Ͷѧ3]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(9)
trigger1 = var(52)
trigger1 = var(8)
trigger1 = var(8) != var(52) && var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(9) = var(52)
ignorehitpause = 1

[State 60000,ѧ]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(10)
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(10) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ѧ2]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(11)
trigger1 = var(10)
trigger1 = var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(11) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ѧ3]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(12)
trigger1 = var(11)
trigger1 = var(11) != EnemyNear,StateNo && var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(12) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = !var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(13) = var(1)
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = !var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(13) = var(2)
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = !var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(13) = var(3)
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,`ɲж]
type = VarSet
triggerall = var(13)
triggerall = !var(14)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(14) = -1
ignorehitpause = 1

[State 60000,`ɲж]
type = VarSet
triggerall = var(13)
triggerall = var(14) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(14) = 1
ignorehitpause = 1

[State 60000,`ɲѧ2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(15) = ifelse(var(1)!=var(13),var(1),0)
ignorehitpause = 1

[State 60000,`ɲѧ2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(15) = ifelse(var(1)!=var(13),var(2),0)
ignorehitpause = 1ر

[State 60000,`ɲѧ2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(15) = ifelse(var(1)!=var(13),var(3),0)
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,`ɲѧ]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,`ɲж2]
type = VarSet
triggerall = var(15)
triggerall = !var(16)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(16) = -1
ignorehitpause = 1

[State 60000,`ɲж2]
type = VarSet
triggerall = var(15)
triggerall = var(16) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(16) = 1
ignorehitpause = 1

[State 60000,oж]
type = VarSet
triggerall = !var(18)
trigger1 = Root,CanRecover
trigger1 = Root,MoveType = H
var(18) = 1
ignorehitpause = 1

[State 60000,oж]
type = VarSet
triggerall = var(18)
trigger1 = Root,CanRecover = 0
trigger1 = Root,MoveType = H
trigger1 = Enemy(Root,var(54)),MoveType = A
trigger1 = Root,StateNo != 5210
var(19) = 1
ignorehitpause = 1

[State 60000,oж]
type = VarSet
triggerall = var(18)
trigger1 = Root,CanRecover = 0
trigger2 = Root,MoveType != H
trigger3 = Root,StateType = L
trigger4 = Root,StateNo = [5100,5120]
trigger5 = Root,StateNo = 5210
var(18) = 0
ignorehitpause = 1

[State 60000,ꥳ딳Noӛ]
type = VarSet
trigger1 = Root,StateNo = 125
trigger1 = !var(20)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
var(20) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ꥳrNoꥻå]
type = VarSet
triggerall = var(20)
trigger1 = EnemyNear,Ctrl
trigger2 = EnemyNear,MoveType != A
trigger3 = EnemyNear,StateNo = [120,169]
var(20) = 0
ignorehitpause = 1

[State 60000,ꥳѧ]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(21) && var(20)>0
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(21) = var(20)
ignorehitpause = 1

[State 60000,ꥳѧ]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(22) && var(20)>0
trigger1 = var(21)
trigger1 = var(21) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(22) = var(20)
ignorehitpause = 1

[State 60000,ꥳѧ]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(23) && var(20)>0
trigger1 = var(22)
trigger1 = var(22) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(23) = var(20)
ignorehitpause = 1

[State 60000,ꥳѧ]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(24) && var(20)>0
trigger1 = var(23)
trigger1 = var(23) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(24) = var(20)
ignorehitpause = 1

[State 60000,ѧ]
type = VarSet
trigger1 = var(51) = 200
trigger1 = !var(30)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(30) = 1
ignorehitpause = 1

[State 60000,ѧ]
type = VarSet
trigger1 = var(51) = 210
trigger1 = !var(31)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(31) = 1
ignorehitpause = 1

[State 60000,hѧ]
type = VarSet
trigger1 = var(51) = 220
trigger1 = !var(32)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(32) = 1
ignorehitpause = 1

[State 60000,ѧ]
type = VarSet
trigger1 = var(51) = 230
trigger1 = !var(33)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(33) = 1
ignorehitpause = 1

[State 60000,ѧ]
type = VarSet
trigger1 = var(51) = 300
trigger1 = !var(34)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(34) = 1
ignorehitpause = 1

[State 60000,ѧ]
type = VarSet
trigger1 = var(51) = 310
trigger1 = !var(35)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(35) = 1
ignorehitpause = 1

[State 60000,ѧ]
type = VarSet
trigger1 = var(51) = 320
trigger1 = !var(36)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(36) = 1
ignorehitpause = 1

[State 60000,ޤ`ѧ]
type = VarSet
trigger1 = var(51) = 225
trigger1 = !var(37)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(37) = 1
ignorehitpause = 1

[State 60000,ީ`ѧ]
type = VarSet
trigger1 = var(51) = 1000
trigger1 = !var(38)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(38) = 1
ignorehitpause = 1

[State 60000,Хީ`ѧ]
type = VarSet
trigger1 = var(51) = 1010
trigger1 = !var(39)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(39) = 1
ignorehitpause = 1

[State 60000,Oѧ]
type = VarSet
trigger1 = var(54)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(45)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(45) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,Oѧ]
type = VarSet
trigger1 = var(54)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(46)
trigger1 = var(45)
trigger1 = var(45) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(46) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,Oѧ]
type = VarSet
trigger1 = var(54)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(47)
trigger1 = var(46)
trigger1 = var(46) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(47) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,Oѧ]
type = VarSet
trigger1 = var(54)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(48)
trigger1 = var(47)
trigger1 = var(47) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(48) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ӛOFF]
type = VarSet
trigger1 = var(51)
trigger1 = Root,StateNo != var(51)
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(51) = 0
ignorehitpause = 1

[State 60000,ֹӛOFF]
type = VarSet
trigger1 = var(52)
trigger1 = EnemyNear,StateNo != var(52)
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(52) = 0
ignorehitpause = 1

[State 60000,ӛOFF]
type = VarSet
trigger1 = var(54)
trigger1 = Root,StateNo != var(54)
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(54) = 0
ignorehitpause = 1

[State 60000,LǤʧ]
type = DestroySelf
triggerall = isHelper
trigger1 = RoundState > 2
trigger2 = Root,Alive = 0

;
;`ɥإѩ`(Ϥ˸x)
;
[Statedef 60001]
anim = 0
ctrl = 0

[State 60001,g`Ǳ夬]
type=selfstate
trigger1=!ishelper
value=0

[State 60001];͸״Bˤ
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 60001];o
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 60001]
Type = Turn
Trigger1 = Facing*ifelse((Enemy(Root,var(54)),Pos X-Pos X)>=0,1,-1) < 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 60001]
type = varset
Trigger1 = Enemy(Root,var(54)),Facing*ifelse((Enemy(Root,var(54)),Pos X-root,Pos X)>=0,1,-1)<=0
Trigger2 = !Enemy(Root,var(54)),HitDefAttr = A,NA,SA,HA
var(10) = 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 60001]
type = varset
Trigger1 = Enemy(Root,var(54)),Facing*ifelse((Enemy(Root,var(54)),Pos X-root,Pos X)>=0,1,-1)>0
Trigger1 = Enemy(Root,var(54)),HitDefAttr = A,NA,SA,HA
var(10) = 1
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001]
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos X+ifelse((Enemy(Root,var(54)),Pos Y<0&&var(10)=1),(Enemy(Root,var(54)),Const(size.attack.dist)),(Enemy(Root,var(54)),Const(size.proj.attack.dist)))*(Enemy(Root,var(54)),Facing)
y = ifelse(Root,StateType!=A,Root,Pos Y,Root,Pos Y+30)
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001,LǤʧ]
type = DestroySelf
triggerall = isHelper
trigger1 = RoundState > 2
trigger2 = Root,Alive = 0

;==========================================
;==========================================
;----------------------------------------------
;     (  (enemynear,pos x - pos x)*facing - const(size.ground.front)- enemynear,const(size.ground.front)   ) < 0
;     (enemynear,pos x - pos x)*facing  > 0
