;-------------------------------------------------------------------------------------------
[Statedef -3];펞ĎXe[g(p2statenoȂǂőɍs𐧌䂳ꂽ͎sȂ)
;-------------------------------------------------------------------------------------------
;===========================================================================================
;===========================================================================================
;-------------------------------------------------------------------------------------------
;AI
[State -3, AI1]
Type = VarSet
TriggerAll = var(58) < 1
TriggerAll = RoundState = [0,4]
Trigger1  = Command = "AI_00" || Command = "AI_01" || Command = "AI_02" || Command = "AI_03" || Command = "AI_04" || Command = "AI_05" || Command = "AI_06" || Command = "AI_07" || Command = "AI_08" || Command = "AI_09" || Command = "AI_10"
Trigger2  = Command = "AI_11" || Command = "AI_12" || Command = "AI_13" || Command = "AI_14" || Command = "AI_15" || Command = "AI_16" || Command = "AI_17" || Command = "AI_18" || Command = "AI_19" || Command = "AI_20" || Command = "AI_21"
Trigger3  = Command = "AI_22" || Command = "AI_23" || Command = "AI_24" || Command = "AI_25" || Command = "AI_26" || Command = "AI_27" || Command = "AI_28" || Command = "AI_29" || Command = "AI_30" || Command = "AI_31" || Command = "AI_32"
Trigger4  = Command = "AI_33" || Command = "AI_34" || Command = "AI_35" || Command = "AI_36" || Command = "AI_37" || Command = "AI_38" || Command = "AI_39" || Command = "AI_40" || Command = "AI_41" || Command = "AI_42" || Command = "AI_43"
Trigger5  = Command = "AI_44" || Command = "AI_45" || Command = "AI_46" || Command = "AI_47" || Command = "AI_48" || Command = "AI_49" || Command = "AI_50" || Command = "AI_51" || Command = "AI_52" || Command = "AI_53" || Command = "AI_54"
Trigger6  = var(20) = 1 
;Trigger7 = AILevel >= 1  ;Vltfdmp`hXCb`i[";"ƐVltfdmΉ)
;Trigger7 = 1             ;ϐpXCb`i[";"AI펞쓮)
v = 58                    ;ǂ炩ɂĂAIĂƋN܂B

;-------------------------------------------------------------------------------------------
;========|AIxݒ|=====================================================================
;-------------------------------------------------------------------------------------------
;xݒ

;Value = 0 ;`hNȂB
;Value = 1 ;x[C[W[iقƂǃR{ȂAKgȂj
;Value = 2 ;C[W[iR{AK͎gȂj
;Value = 3 ;n[hiR{AꕔKgj
;Value = 4 ;x[n[hirƃCړgAKyѐ݉`gĥ`hƂقړhj
Value = 5 ;dwn[hiXpLAhLgj
;Value = 6 ;{X[h i_[WArj
;Value = 7 ;EX{X[hiKAKEɖGԂt^܂j

;UłA5͋Ƌ̊Ԃ炢AU͋̒炢ȁAVŋʂ炢Ǝv܂B
;";"Ă镔LɂȂ܂AɂĂAIĂƋN܂B
;=========|h䐫\̕ύX|===================================================================
;h䐫\̕ύX
[State -3,]
Type = VarSet
Trigger1 = 1
fv = 22 

Value = 0 ;m[}
;Value = 1 ;̍UAqbgƂAR{␳B
;Value = 2 ;lɂ胉CtIՌɂȂAR{␳AB
;Value = 3 ;H΂ɂAxCtOɂȂȂBlAR{␳AB
;Value = 4 ;펞Ct񕜁AH΂AlAR{␳AB
;Value = 5 ;SOOȏ̑_[W}A펞Ct񕜁AH΂AlAR{␳AB
;Value = 6 ;Ct񕜋ASOOȏ̑_[W}AH΂AlAR{␳AB
;Value = 7 ;CtSOOȉGACt񕜋ASOOȏ̑_[W}AH΂AlAR{␳AB


;ĥ݂łQʂ狥\łBSʂ狶ʁA6ʂ狶ʂȁ[B
;-------------------------------------------------------------------------------------------
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------------------
;===========================================================================================
;========|XEF[Cݒ|===============================================================
;===========================================================================================
;-------------------------------------------------------------------------------------------
;XF[ĈnmAnee܂B
[State -3]
type = varset
trigger1 = 1
var(59) = 0 ;XF[C
;var(59) = 1 ;XF[CȂ

;@gp̂̂PhFhÂ͕̂tĒuĂB
;-------------------------------------------------------------------------------------------
;XEF[gp
[State 210, 1]
type = varrandom
trigger1 = 1
v = 51
;range = 0,0
range = 0,5
;range = 0,10
;range = 0,15
;range = 0,25

;@@@@  E̐lƎgp
;-------------------------------------------------------------------------------------------
;========|riGAŌjgpݒ|===================================================
;-------------------------------------------------------------------------------------------
;riGAŌjgp
[State 210, 1]
type = varrandom
trigger1 = 1
v = 34
;range = 0,0
range = 0,1
;range = 0,3
;range = 0,5
;range = 0,8

;@@@@  E̐lƎgp
;-------------------------------------------------------------------------------------------
;===========================================================================================
;========|IWiZnm^nee|=========================================================
;===========================================================================================
;-------------------------------------------------------------------------------------------
;ɒǉĂQ̃IWiZgp\ɂ邩ǂ̃`FbNłB
;"`fkSi悵Ƃ񂫂j"G̒nkƓnkZłB
;"ij"Gѓgo钴Kłi󋵂ɂĂ͓goȂoO܂j
[State 210, 1]
type = varset
trigger1 = 1

;fvar(6) = 0;gps
fvar(6) = 1;gp

;@gp̂̂PhFhÂ͕̂tĒuĂB
;-------------------------------------------------------------------------------------------
;========|iKgjijgpݒ|===============================================
;-------------------------------------------------------------------------------------------
;ijgp
[State 210, 1]
type = varset
trigger1 = 1

;fvar(8) = 1000;POO
fvar(8) = 500;TO
;fvar(8) = 200;QO
;fvar(8) = 50;T
;fvar(8) = 0;O

;ѓgł܂̂ŁA͂łB
;============================================================================================
;--------------------------------------------------------------------------------------------
;`hs
;--------------------------------------------------------------------------------------------
;============================================================================================
[State 170, G]
type = NotHitBy
triggerall = Var(58) > 6
triggerall = time = 0
trigger1 = stateno = [1000,1999]
value = SCA
time = 10
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 170, G]
type = NotHitBy
triggerall = Var(58) > 6
triggerall = time = 0
trigger1 = stateno = [3000,3399]
value = SCA
time = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 170, G]
type = NotHitBy
triggerall = Var(58) > 6
trigger1 = stateno = [3400,3999]
value = SCA
time = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 170, G]
type = NotHitBy
triggerall = Var(58) > 6
trigger1 = stateno = [6400,6500]
triggerall = time = 0
value = SCA
time = 10
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1


;ij
[State -1, ]
type = ChangeState
value = 3100
Triggerall = fvar(6)!=0
Triggerall = fvar(8)>random
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = statetype != A
triggerall = ctrl || (stateno = 101)|| (stateno = 151)|| (stateno = 150)
Triggerall = fvar(9)=[10,30] 
trigger1 = var(50)
trigger2 = life < 500

;ij
[State -1, ]
type = ChangeState
value = 3100
Triggerall = fvar(6)!=0
Triggerall = EnemyNear,time = [0,20]
Triggerall = EnemyNear,pos y > -60
Triggerall = fvar(8)>random
triggerall = p2bodydist x < 70
triggerall = p2dist x >= 0
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = InguardDist || var(49)
Triggerall = EnemyNear,animtime < -4
triggerall = statetype != A
triggerall = ctrl || (stateno = 101)|| (stateno = 151)|| (stateno = 150)
triggerall = EnemyNear,HitDefAttr = SCA,AA,AT,AP 
trigger1 = var(50)
trigger2 = life < 500

;ij
[State -1, ]
type = ChangeState
value = 3100
Triggerall = fvar(6)!=0
Triggerall = EnemyNear,time = [0,20]
Triggerall = EnemyNear,pos y > -60
Triggerall = fvar(8)>random
triggerall = p2dist x >= 0
triggerall = RoundState = 2
triggerall = Var(58) > 6
Triggerall = InguardDist || var(49)
Triggerall = EnemyNear,animtime < -4
triggerall = statetype != A
triggerall = stateno = [200,1700]
triggerall = EnemyNear,HitDefAttr = SCA,AA,AT,AP 
trigger1 = var(50)
trigger2 = life < 500

;ij
[State -1, ]
type = ChangeState
value = 3100
Triggerall = fvar(6)!=0
Triggerall = EnemyNear,time = [0,20]
Triggerall = EnemyNear,pos y > -60
Triggerall = fvar(8)>random
triggerall = p2bodydist x < 70
triggerall = p2dist x >= 0
triggerall = RoundState = 2
triggerall = Var(58) > 6
Triggerall = InguardDist || var(49)
Triggerall = EnemyNear,animtime < -4
triggerall = statetype != A
triggerall = stateno = [6400,6500]
triggerall = animelem = 4,>0
triggerall = EnemyNear,HitDefAttr = SCA,AA,AT,AP 
trigger1 = var(50)
trigger2 = life < 500



;CUb
[State -1, Stand Light Punch]
type = ChangeState
value = 6420
triggerall = RoundState = 2
triggerall = Var(58) = 4
triggerall = stateno = [6020,6040]
triggerall = p2bodydist x = [1,40]
Trigger1 = Enemynear,stateno = 400
Trigger1 = Enemynear,time < 4
Trigger2 = Enemynear,stateno = 201
Trigger2 = Enemynear,time < 4
Trigger3 = EnemyNear,HitDefAttr = S, NT
Trigger3 = Enemynear,time < 4
;Trigger4 = EnemyNear,HitDefAttr = SC, NA
Trigger4 = Enemynear,time < 4
Trigger4 = Enemynear,stateno = [201,599]

;CUb
[State -1, Stand Light Punch]
type = ChangeState
value = 6420
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = fvar(9)!=[10,40] 
triggerall = stateno = [6020,6040]
triggerall = p2bodydist x = [1,40]
Triggerall = Enemynear,animtime < -21
Trigger1 = EnemyNear,HitDefAttr = SC, NA
Trigger2 = EnemyNear,HitDefAttr = SC, SA,NT,ST,NP,SP
Trigger2 = Enemynear,animtime > -60

;CUa
[State -1, Stand Light Punch]
type = ChangeState
value = 6410
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = fvar(9)!=[10,40] 
triggerall = stateno = [6020,6040]
triggerall = p2bodydist x = [1,40]
Trigger1 = EnemyNear,HitDefAttr = S, NA
Trigger2 = Enemynear,animtime < -14
Trigger2 = EnemyNear,HitDefAttr = S, SA,NT,ST,NP,SP
Trigger2 = Enemynear,animtime > -50

;CU`
[State -1, Stand Light Punch]
type = ChangeState
value = 6400
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = fvar(9)!=[10,40] 
triggerall = stateno = [6020,6040]
triggerall = p2bodydist x = [1,40]
Trigger1 = EnemyNear,HitDefAttr = C, NA
Trigger2 = Enemynear,animtime < -15
Trigger2 = EnemyNear,HitDefAttr = C, SA,NT,ST,NP,SP
Trigger2 = Enemynear,animtime > -50
Trigger3 = EnemyNear,HitDefAttr = C, NA ,SA
Trigger3 = Enemynear,animtime < -15

;CUb
[State -1, Stand Light Punch]
type = ChangeState
value = 6420
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = fvar(9)!=[10,40] 
triggerall = stateno = [6020,6040]
triggerall = p2dist x = [-20,20]
Triggerall = Enemynear,animtime < -18
Triggerall = EnemyNear,HitDefAttr = SC, NA
Trigger1 = FrontEdgeBodyDist < 40
Trigger2 = BackEdgeBodyDist < 40

;CUa
[State -1, Stand Light Punch]
type = ChangeState
value = 6410
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = fvar(9)!=[10,40] 
triggerall = stateno = [6020,6040]
triggerall = p2dist x = [-20,20]
Triggerall = EnemyNear,HitDefAttr = S, NA
Trigger1 = FrontEdgeBodyDist < 40
Trigger2 = BackEdgeBodyDist < 40


;CU`
[State -1, Stand Light Punch]
type = ChangeState
value = 6400
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = fvar(9)!=[10,40] 
triggerall = stateno = [6000,6041]
triggerall = p2dist x = [-20,20]
Triggerall = EnemyNear,HitDefAttr = C, NA
Trigger1 = FrontEdgeBodyDist < 40
Trigger2 = BackEdgeBodyDist < 40

;^S
[State -1, ]
type = ChangeState
value = 3400
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = life < 500
triggerall = var(50)
triggerall = P2Dist X >= 0
trigger1 = stateno = 3200 && movehit
trigger1 = numtarget
trigger2 = stateno = 3109 && animelem = 15>0

;
[State -1, ]
type = ChangeState
value = 3200
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = EnemyNear,pos y = 0
Triggerall = EnemyNear,time = 0
Triggerall = EnemyNear,HitDefAttr = SC, NA,NP
Triggerall = p2bodydist x = [0,70]
triggerall = ctrl
trigger1 = var(50)
trigger2 = life < 500

;r
[State -1, ]
type = ChangeState
value = 1600
triggerall = var(34) = [0,5]
triggerall = RoundState = 2
triggerall = Var(58) > 5
Triggerall = p2bodydist x = [0,70]
Triggerall = EnemyNear,statetype = A
Triggerall = EnemyNear,HitDefAttr = SCA, SA,NA,AT
triggerall = statetype != A
trigger1 = EnemyNear,statetype = A
trigger1 = EnemyNear,vel y >= 1
trigger1 = EnemyNear,movetype = A
trigger1 = EnemyNear,pos y < -40
trigger1 = ctrl

;
[State -1, ]
type = ChangeState
value = 1610
triggerall = var(34) = [0,1]
triggerall = RoundState = 2
triggerall = Var(58) > 5
Triggerall = p2bodydist x = [26,66]
Triggerall = EnemyNear,statetype = S
Triggerall = EnemyNear,HitDefAttr = SCA, AA,AT,AP
Triggerall = EnemyNear,animtime < -12
triggerall = statetype != A
trigger1 = EnemyNear,movetype = A
trigger1 = ctrl || (stateno = 101)
;trigger2 = (power >= 1200) || var(50);BS
;trigger2 = stateno = [150,153];K[L

;Ⴊ
[State -1, ]
type = ChangeState
value = 1620
triggerall = var(34) = [0,1]
triggerall = RoundState = 2
triggerall = Var(58) > 5
Triggerall = p2bodydist x = [26,66]
Triggerall = EnemyNear,statetype = C
Triggerall = EnemyNear,HitDefAttr = SCA, AA,AT,AP
Triggerall = EnemyNear,animtime < -12
triggerall = statetype != A
trigger1 = EnemyNear,movetype = A
trigger1 = ctrl || (stateno = 101)
trigger2 = EnemyNear,stateno =! var(35)
Trigger2 = time < 3
Trigger2 = stateno = 200 && stateno = 210 && stateno = 240 && stateno = 400 && stateno = 410

;r
[State -1, ]
type = ChangeState
value = 1600
triggerall = var(34) = [0,5]
triggerall = RoundState = 2
triggerall = Var(58) > 2
Triggerall = p2bodydist x = [0,70]
Triggerall = EnemyNear,statetype = A
Triggerall = EnemyNear,HitDefAttr = SCA, NA
triggerall = statetype != A
trigger1 = EnemyNear,statetype = A
trigger1 = EnemyNear,vel y >= 1
trigger1 = EnemyNear,movetype = A
trigger1 = EnemyNear,pos y < -40
trigger1 = ctrl

;
[State -1, ]
type = ChangeState
value = 1610
triggerall = var(34) = [0,1]
triggerall = RoundState = 2
triggerall = Var(58) > 2
Triggerall = p2bodydist x = [26,66]
Triggerall = EnemyNear,statetype = S
Triggerall = EnemyNear,HitDefAttr = SCA, NA,NP,NT
Triggerall = EnemyNear,animtime < -12
triggerall = statetype != A
trigger1 = EnemyNear,movetype = A
trigger1 = ctrl || (stateno = 101)
;trigger2 = (power >= 1200) || var(50);BS
;trigger2 = stateno = [150,153];K[L

;Ⴊ
[State -1, ]
type = ChangeState
value = 1620
triggerall = var(34) = [0,1]
triggerall = RoundState = 2
triggerall = Var(58) > 2
Triggerall = p2bodydist x = [26,66]
Triggerall = EnemyNear,statetype = C
Triggerall = EnemyNear,HitDefAttr = SCA, NA,NP,NT
Triggerall = EnemyNear,animtime < -12
triggerall = statetype != A
trigger1 = EnemyNear,movetype = A
trigger1 = ctrl || (stateno = 101)
trigger2 = EnemyNear,stateno =! var(35)
Trigger2 = time < 3
Trigger2 = stateno = 200 && stateno = 210 && stateno = 240 && stateno = 400 && stateno = 410

;Cړ
[State -1, Stand Light Punch]
type = ChangeState
value = 6200
triggerall = var(51) = [0,5]
triggerall = RoundState = 2
triggerall = !var(59)
triggerall = Var(58) > 4
triggerall = !var(6)
triggerall = statetype != A
triggerall = ctrl
Trigger1 = BackEdgeBodyDist < 40

;Cړ
[State -1, Stand Light Punch]
type = ChangeState
value = 6200
triggerall = var(51) = [0,1]
triggerall = RoundState = 2
triggerall = !var(59)
triggerall = Var(58) > 2
triggerall = !var(6)
triggerall = statetype = S
Triggerall = stateno = 260 && animtime = 0
trigger1 = moveguarded
trigger2 = !movehit
trigger3 = movehit
Trigger3 = Enemy,MoveType = A

;Cړ
[State -1, Stand Light Punch]
type = ChangeState
value = 6200
triggerall = var(51) = [0,1]
triggerall = RoundState = 2
triggerall = !var(59)
triggerall = Var(58) > 2
triggerall = !var(6)
triggerall = statetype = S
Triggerall = stateno = 1000 && animtime = 0
trigger1 = moveguarded
trigger2 = !movehit
trigger3 = movehit
Trigger3 = Enemy,MoveType = A

;Cړ
[State -1, Stand Light Punch]
type = ChangeState
value = 6200
triggerall = var(51) = 0
triggerall = RoundState = 2
triggerall = !var(59)
triggerall = Var(58) > 2
triggerall = !var(6)
triggerall = statetype = S
triggerall = ctrl
Triggerall = p2bodydist x > 80
;Trigger1 = Enemy,MoveType = A
Trigger1 = fvar(9)=[10,80] 
Trigger2 = stateno = 1210 && animtime = 0
Trigger3 = InguardDist || var(49)


[State -1, Stand Light Punch]
type = ChangeState
value = 6200
triggerall = var(51) = 0
triggerall = RoundState = 2
triggerall = !var(59)
triggerall = Var(58) > 2
triggerall = !var(6)
triggerall = statetype = S
triggerall = ctrl
Trigger1 = p2bodydist x > 200
Trigger2 = p2bodydist x = [150,199]
Trigger2 = random%5 = 0
Trigger3 = p2bodydist x = [100,149]
Trigger3 = random%10 = 0
Trigger4 = p2bodydist x = [80,99]
Trigger4 = random%20 = 0
Trigger5 = fvar(9)=[10,80] 
Trigger6 = random < 10
trigger6 = Var(58) > 4

;^S
[State -1, ]
type = ChangeState
value = 3400
triggerall = RoundState = 2
triggerall = Var(58) = [3,4]
triggerall = life < 500
triggerall = var(50)
triggerall = statetype != A
Triggerall = EnemyNear,statetype != L
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,pos y = 0
Triggerall = EnemyNear,movetype != H
Triggerall = EnemyNear,stateno != 0
triggerall = P2BodyDist X < 28
triggerall = P2Dist X >= 0
trigger1 = ctrl


;S_
[State -1, ]
type = ChangeState
value = 3000
triggerall = RoundState = 2
triggerall = Var(58) = [1,4]
trigger1 = stateno = 411 && movehit
trigger1 = var(50)
trigger2 = stateno = 411 && movehit
trigger2 = life < 500
trigger3 = stateno = 250 && movehit
trigger3 = var(50)
trigger4 = stateno = 250 && movehit
trigger4 = life < 500

;S_
[State -1, ]
type = ChangeState
value = 3000
triggerall = RoundState = 2
triggerall = Var(58) > 4
trigger1 = stateno = 1610 && movehit
trigger1 = life < 500
trigger2 = stateno = 1610 && movehit
trigger2 = var(50)
trigger3 = stateno = 1620 && movehit
trigger3 = life < 500
trigger4 = stateno = 1620 && movehit
trigger4 = var(50)

;
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = RoundState = 2
triggerall = Var(58) > 0
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2bodydist X < 3
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2movetype != H
trigger1 = random%(30/Var(58))=2
trigger2 = Var(58) > 4

;
[State -1, ]
type = ChangeState
value = 3200
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = stateno = 220 && movehit
trigger1 = var(50)
trigger2 = life < 500

[State -1, ]
type = ChangeState
value = 3201
triggerall = RoundState = 2
triggerall = Var(58) > 4
trigger1 = stateno = 3200 && movehit
trigger1 = numtarget
trigger1 = animelemtime(5) < 0
-------------------------------------


;LbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = life > 500
Triggerall = BackEdgeBodyDist > 40
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
Triggerall = EnemyNear,stateno =! 0
trigger1 = P2BodyDist X = [0,45]
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = stateno = [130,131]
trigger1 = movetype = H
trigger1 = p2movetype = A

;LbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = RoundState = 2
triggerall = Var(58) = [1,4]
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
trigger1 = P2BodyDist X = [0,45]
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = stateno = [130,131]
trigger1 = movetype = H
trigger1 = p2movetype = A

;VR
[State -1, ]
type = ChangeState
value = 1400
triggerall = RoundState = 2
triggerall = Var(58) = [1,4]
triggerall = statetype != A
Triggerall = EnemyNear,statetype != L
triggerall = ctrl || (stateno = 101)

trigger1 = P2BodyDist X = [0,25]
trigger1 = EnemyNear,statetype != A
trigger1 = p2movetype = A
trigger2 = P2BodyDist X = [0,40]
trigger2 = EnemyNear,statetype = A
trigger2 = EnemyNear,vel y >= 2
trigger2 = EnemyNear,movetype != H
trigger2 = EnemyNear,pos y < -30


[State -1, Run Back]
type = ChangeState
value = 105
triggerall = RoundState = 2
triggerall = Var(58) > 1
triggerall = ctrl
triggerall = statetype != A
trigger1 = EnemyNear,HitDefAttr = SCA, AT
trigger2 = backedgeBodyDist > 40
trigger2 = P2BodyDist X = [0,30]
trigger2 = p2statetype = L
Trigger2 = EnemyNear,stateType != A

;U
[State -1,[]
type = ChangeState
value = 350
triggerall = Var(58) >= 5
triggerall = statetype != A
triggerall = ctrl
Triggerall = P2BodyDist X =[20,70]
trigger1 = EnemyNear,statetype != A
trigger1 = EnemyNear,HitDefAttr = S,NA
trigger2 = EnemyNear,pos y > -60
trigger2 = EnemyNear,AnimTime > -30
trigger2 = EnemyNear,HitDefAttr = SA,SA,HA


[State -1,с[с[]
type = ChangeState
value = 1610
triggerall = Var(58) >= 5
triggerall = statetype != A
triggerall = enemynear,movetype = A
triggerall = EnemyNear,AnimTime < -12
triggerall = ctrl
Trigger1 = P2BodyDist X = [0,40]
trigger1 = EnemyNear,statetype != A
trigger1 = EnemyNear,HitDefAttr = SCA, NA
Trigger2 = P2BodyDist X = [0,40]
trigger2 = EnemyNear,statetype != A
trigger2 = EnemyNear,HitDefAttr = CA, SA
Trigger3 = P2BodyDist X = [0,40]
trigger3 = EnemyNear,statetype != A
trigger3 = EnemyNear,AnimTime > -30
trigger3 = EnemyNear,HitDefAttr = S, SA
Trigger4 = P2BodyDist X = [0,40]
trigger4 = EnemyNear,statetype != A
trigger4 = EnemyNear,AnimTime > -30
trigger4 = EnemyNear,HitDefAttr = SCA, HA

;VR
[State -1,с[с[]
type = ChangeState
value = 1400
triggerall = Var(58) >= 5
triggerall = statetype != A
triggerall = enemynear,movetype = A
triggerall = enemynear,time > 3
triggerall = EnemyNear,AnimTime < -3
triggerall = ctrl
Trigger1 = P2BodyDist X = [0,40]
trigger1 = EnemyNear,statetype != A
trigger1 = EnemyNear,HitDefAttr = SCA, NA
Trigger2 = P2BodyDist X = [0,40]
trigger2 = EnemyNear,statetype != A
trigger2 = EnemyNear,HitDefAttr = CA, SA
Trigger3 = P2BodyDist X = [0,40]
trigger3 = EnemyNear,statetype != A
trigger3 = EnemyNear,AnimTime > -30
trigger3 = EnemyNear,HitDefAttr = S, SA
Trigger4 = P2BodyDist X = [0,40]
trigger4 = EnemyNear,statetype != A
trigger4 = EnemyNear,AnimTime > -30
trigger4 = EnemyNear,HitDefAttr = SCA, HA
trigger5 = Var(36) > 0
Trigger5 = P2BodyDist X = 40
trigger5 = EnemyNear,pos y > -60
trigger5 = EnemyNear,HitDefAttr = SCA, NA
trigger6 = Var(36) > 0
Trigger6 = P2BodyDist X = 40
trigger6 = EnemyNear,pos y > -60
trigger6 = EnemyNear,HitDefAttr = CA, SA
trigger7 = Var(36) > 0
Trigger7 = P2BodyDist X = 40
trigger7 = EnemyNear,pos y > -60
trigger7 = EnemyNear,AnimTime > -30
trigger7 = EnemyNear,HitDefAttr = S, SA
trigger8 = Var(36) > 0
Trigger8 = P2BodyDist X = 40
trigger8 = EnemyNear,pos y > -60
trigger8 = EnemyNear,AnimTime > -30
trigger8 = EnemyNear,HitDefAttr = SCA, HA





;------------------------------------------------------------------------------
[State 130, ]
type = ChangeState
triggerall = statetype != A
triggerall = RoundState = 2
triggerall = var(58) >= 5
Triggerall = InGuardDist
trigger1 = enemynear,StateType = A
trigger1 = ctrl
value = 130
pausemovetime = 9999999
supermovetime = 9999999

[State 131, ]
type = ChangeState
triggerall = statetype != A
triggerall = RoundState = 2
triggerall = var(58) >= 5
Triggerall = InGuardDist
trigger1 = enemynear,StateType != A
trigger1 = ctrl
value = 131
pausemovetime = 9999999
supermovetime = 9999999

[State -3];K[h
type = ChangeState
value = 130
triggerall = RoundState = 2
triggerall = Var(58) > 0
triggerall = p2StateType = A
triggerall = Statetype != A
triggerall = ctrl || ((stateno = 101)&&animtime = 0)
Trigger1 = InguardDist || var(49)
Trigger1 = EnemyNear,MoveType = A
Trigger1 = enemy,numproj > 0 ||  Enemy,Numhelper > 0
Trigger2 = InguardDist || var(49)
Trigger2 = EnemyNear,HitDefAttr = , AA,AP

[State -3];Ⴊ݃K[h
type = ChangeState
value = 131
triggerall = RoundState = 2
triggerall = Var(58) > 0
triggerall = p2StateType != A
triggerall = Statetype != A
triggerall = ctrl || ((stateno = 101)&&animtime = 0)
Trigger1 = InguardDist || var(49)
Trigger1 = EnemyNear,MoveType = A
Trigger1 = enemy,numproj > 0 ||  Enemy,Numhelper > 0
Trigger2 = InguardDist || var(49)
Trigger2 = EnemyNear,HitDefAttr = , AA,AP
;-----------------------------------------


;ߖj
[State -1, ]
type = ChangeState
value = 1000
triggerall = Var(58) > 0
triggerall = RoundState = 2
trigger1 = stateno = 6900
trigger1 = EnemyNear,vel y >= 0
trigger1 = p2bodydist y  > -140


;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = Var(58) < 5
triggerall = RoundState = 2
triggerall = Var(58) > 1
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 20
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl

;a
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = Var(58) < 5
triggerall = RoundState = 2
triggerall = Var(58) > 0
Triggerall = EnemyNear,statetype != C
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 35
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 101)

;LbN
[State -1, Crouching Light Kick]
type = ChangeState
value = ifelse(random%2=0,410,210)
triggerall = Var(58) < 5
triggerall = RoundState = 2
triggerall = Var(58) > 0
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,stateno !=[120,151]
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 48
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 210
triggerall = Var(58) < 5
triggerall = RoundState = 2
triggerall = Var(58) > 0
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,stateno !=[120,151]
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 48
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 101)

;4b
[State -1, Stand Strong Punch]
type = ChangeState
value = 240
triggerall = Var(58) < 5
triggerall = RoundState = 2
triggerall = Var(58) > 0
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 70
Triggerall = EnemyNear,vel x <= 0
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl

;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = RoundState = 2
triggerall = Var(58) > 4
Triggerall = BackEdgeBodyDist > 30
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 20
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl

;a
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = life > 500
Triggerall = BackEdgeBodyDist > 30
Triggerall = EnemyNear,statetype != C
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 35
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 101)

;LbN
[State -1, Crouching Light Kick]
type = ChangeState
value = ifelse(random%2=0,410,210)
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = life > 500
Triggerall = BackEdgeBodyDist > 30
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,stateno !=[120,151]
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 48
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 210
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = life > 500
Triggerall = BackEdgeBodyDist > 30
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,stateno !=[120,151]
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 48
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 101)

;4b
[State -1, Stand Strong Punch]
type = ChangeState
value = 240
triggerall = Var(58) > 4
triggerall = life > 500
Triggerall = BackEdgeBodyDist > 30
triggerall = RoundState = 2
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
triggerall = p2bodydist X < 70
Triggerall = EnemyNear,vel x <= 0
Trigger1 = !InguardDist && !var(49)
trigger1 = statetype != A
trigger1 = ctrl

;`fkSi悵Ƃ񂫂j
[State -1, ]
type = ChangeState
value = 1700
Triggerall = fvar(6)!=0
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = statetype != A
Triggerall = EnemyNear,movetype != A
triggerall = EnemyNear,movetype != H
triggerall = EnemyNear,statetype != A
triggerall = EnemyNear,statetype != L
Triggerall = EnemyNear,pos y = 0
triggerall = p2bodydist X > 120
Triggerall = EnemyNear,animtime < -25
Triggerall = fvar(9)=0
Triggerall = ctrl
Trigger1 = EnemyNear,ctrl = 0
trigger2 = p2bodydist X > 180


;`fkSi悵Ƃ񂫂j
[State -1, ]
type = ChangeState
value = 1700
Triggerall = fvar(6)!=0
triggerall = RoundState = 2
triggerall = Var(58) > 6
triggerall = statetype != A
Triggerall = EnemyNear,movetype != A
triggerall = EnemyNear,movetype != H
triggerall = EnemyNear,statetype != A
triggerall = EnemyNear,statetype != L
Triggerall = EnemyNear,pos y = 0
triggerall = p2bodydist X > 120
Triggerall = EnemyNear,animtime < -18
Triggerall = fvar(9)=0
Triggerall = ctrl
Trigger1 = EnemyNear,ctrl = 0
trigger2 = p2bodydist X > 180


[State -2, ]
type = varset
Triggerall = time = 0
Trigger1 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410
var(35) = EnemyNear,stateno

;U
[State -1, Stand Strong Punch]
type = ChangeState
value = 350
Triggerall = time < 4
triggerall = Var(58) > 4
triggerall = RoundState = 2
Triggerall = EnemyNear,statetype != A
Triggerall = EnemyNear,statetype != L
Triggerall = EnemyNear,statetype != C
triggerall = EnemyNear,stateno =! var(35)
Trigger1 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410

;JE^[VR
[State -1, Stand Strong Punch]
type = ChangeState
value = 1400
Triggerall = time < 4
triggerall = Var(58) > 4
triggerall = RoundState = 2
Triggerall = EnemyNear,statetype != L
triggerall = EnemyNear,stateno =! var(35)
Trigger1 = stateno = 200 || stateno = 210 || stateno = 240 || stateno = 400 || stateno = 410

;na̔h
[State -1, Stand Strong Punch]
type = ChangeState
value = 221
triggerall = RoundState = 2
triggerall = Var(58) > 1
trigger1 = stateno = 200 && animelem = 3,>1
trigger1 = movehit
trigger2 = stateno = 400 && animelem = 3,>1
trigger2 = movehit
trigger3 = stateno = 6400 && animelem = 5,>1
trigger3 = movehit


;221̔ha
[State -1, Stand Strong Punch]
type = ChangeState
value = 250
triggerall = RoundState = 2
triggerall = Var(58) > 2
trigger1 = stateno = 221 && animelem = 5,>1
trigger1 = movehit

[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(random%4<2,227,ifelse(random%4=2,195,196))
triggerall = RoundState = 2
triggerall = Var(58) = 4
trigger1 = stateno = 250 && movehit

[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(life<750,227,ifelse(random/200<4,227,ifelse(random/200=4,195,196)))
triggerall = RoundState = 2
triggerall = Var(58) > 4
trigger1 = stateno = 250 && movehit

;A
[State -1, Stand Strong Punch]
type = ChangeState
value = 411
triggerall = RoundState = 2
triggerall = Var(58) > 2
trigger1 = stateno = 200 && animelem = 3,>1
trigger1 = moveguarded
trigger2 = stateno = 400 && animelem = 3,>1
trigger2 = moveguarded
trigger3 = stateno = 210 && animelem = 3,>1
trigger3 = movecontact
trigger4 = stateno = 410 && animelem = 3,>1
trigger4 = movecontact
trigger5 = stateno = 6410 && animelem = 5,>1
trigger5 = movehit


;211,411qbg̔hOc
[State -1, Standing Strong Kick]
type = ChangeState
value = 270
triggerall = RoundState = 2
triggerall = Var(58) > 2
triggerall = p2bodydist X < 40
trigger1 = stateno = 411 && movehit


;211,411̔hj[gc
[State -1, Standing Strong Kick]
type = ChangeState
value = 260
triggerall = RoundState = 2
triggerall = Var(58) > 2
triggerall = random > 400
trigger1 = stateno = 411 && animelem = 4,>=1
trigger1 = moveguarded

;ߖj
[State -1, ]
type = ChangeState
value = 1000
triggerall = Var(58) > 4
triggerall = RoundState = 2
Triggerall = statetype != A
trigger1 = stateno = 411 && animelem = 4,>1
trigger1 = moveguarded

;MIc
[State -1, ]
type = ChangeState
value = 1200
triggerall = RoundState = 2
triggerall = Var(58) > 1
triggerall = statetype != A
trigger1 = p2bodydist X >= 40
trigger1 = stateno = 411 && movehit
trigger2 = Var(58) < 5
trigger2 = p2bodydist X = [70,115]
trigger2 = !numtarget
Trigger2 = EnemyNear,statetype != A
Trigger2 = !InguardDist && !var(49)
Trigger2 = ctrl
Trigger2 = random%20= 0

;MIcы
[State -1, ]
type = ChangeState
value = 1300
triggerall = RoundState = 2
triggerall = Var(58) > 2
trigger1 = stateno = 1201 && animelem = 11

;MIcSӔc
[State -1, ]
type = ChangeState
value = 1340
triggerall = RoundState = 2
triggerall = Var(58) > 1
trigger1 = stateno = 1200 && animelem = 10
trigger1 = !numtarget

;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = RoundState = 2
triggerall = Var(58) > 1
Triggerall = EnemyNear,statetype != L
trigger1 = statetype = S
trigger1 = ctrl
Trigger1 = EnemyNear,statetype != A
Trigger1 = !InguardDist && !var(49)
trigger1 = p2bodydist X < 160


;
[State -1, ]
type = ChangeState
value = 3200
triggerall = RoundState = 2
triggerall = Var(58) = 4
triggerall = stateno = 220 && movehit
trigger1 = var(50)
trigger2 = life < 500

;
[State -1, ]
type = ChangeState
value = 3200
triggerall = RoundState = 2
triggerall = Var(58) > 4
triggerall = var(50)
triggerall = life < 500
trigger1= stateno = [200,440]
trigger1= movehit

;
[State -1, ]
type = ChangeState
value = 3200
triggerall = Var(58) > 4
triggerall = RoundState = 2
Triggerall = statetype != A
triggerall = stateno = 1400 && movehit
trigger1 = var(50)
trigger2 = life < 500

[State -1, ]
type = ChangeState
value = 1000
triggerall = RoundState = 2
triggerall = Var(58) > 4
trigger1 = stateno = 220 && movehit
trigger2 = stateno = 227 && movehit
trigger3 = stateno = 350 && movehit

[State -1, ]
type = ChangeState
value = 1010
triggerall = RoundState = 2
triggerall = Var(58) > 4
trigger1 = stateno = 260 && movehit


[State -1, ]
type = ChangeState
value = 3201
triggerall = RoundState = 2
triggerall = Var(58) > 2
trigger1 = stateno = 3200 && movehit
trigger1 = numtarget
trigger1 = animelemtime(5) < 0

[State -1, Run Back]
type = ChangeState
triggerall = Var(58) > 0
triggerall = stateno = [130,131]
trigger1 = fvar(39) > 180
value = 105

;-----------------------------------------------------------------------
;-----------------------------------------------------------------------
[State ]
type = removeExplod
trigger1 = power >= 1200
trigger2 = var(50)
ID = 4010
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1


[State ]
type = removeExplod
trigger1 = power < 1200
trigger2 = var(50)
ID = 4011
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State ]
type = removeExplod
trigger1 = power < 1200
trigger2 = var(50)
ID = 4001
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1


[State ]
type = removeExplod
trigger1 = Stateno = 3000
trigger1 = life >= 500
trigger2 = Stateno = 3200
trigger2 = life >= 500
trigger3 = Stateno = 3400
trigger4 = var(50) <= 1
trigger5 = life < 500
trigger6 = Stateno = 3100
trigger6 = life >= 50
ID = 4002
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State ]
type = removeExplod
trigger1 = Stateno != [1000,1099]
ID = 1001
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State ]
type = removeExplod
trigger1 = life >= 500
trigger2 = var(50) <= 1
ID = 4003
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State ]
type = Explod
triggerall = !numexplod(9999)
trigger1 = stateno = [6000,6199]
anim = 9999
ID = 9999
pos = 9999,9999
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -100

[State -2]
Type = Varset
triggerall = numexplod(9999)=0
Trigger1 = 1
fV = 5
Value = 0
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
Type = Varadd
triggerall = numexplod(9999)!=0
Trigger1 = 1
fV = 5
Value = 1
pausemovetime = 9999999
supermovetime = 9999999

[State ]
type = removeExplod
trigger1 = stateno != [6000,6199]
ID = 9999
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

;Cړ
[State -1, Stand Light Punch]
type = ChangeState
value = 6300
trigger1 = stateno = [6000,6199]
trigger1 = fvar(5) >181


[State 40, 6]
type = ChangeState
triggerall = anim = 3102
trigger1 = AnimTime = 0
trigger2 = Time >= 263
value = 0
ctrl = 1

[State 1000, 7]
type = ChangeState
triggerall = anim = 1700
trigger1 = AnimTime = 0
trigger2 = time >= 115
value = 0
ctrl = 1

[State 1000, 7]
type = ChangeState
triggerall = anim = 1701
trigger1 = AnimTime = 0
trigger2 = time >= 100
value = 0
ctrl = 1