;---------------------------------------------------------------------------
;------------------------------------------------------------------------------
[Statedef -3]
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------

[State -3,]
type = Varset
trigger1 = EnemyNear,GethitVar(hitcount) >=0 
v = 10
value = 0 + (EnemyNear,GethitVar(hitcount))

[State -3,]
type = Varset
trigger1 = EnemyNear,movetype != H
v = 10
value = 0

[State -3,]
type = AttackMulSet
trigger1 = Var(10) > 0
trigger1 = Var(10) < 10
value = 1.0 - (var(10) * 0.078)

[State -3,]
type = AttackMulSet
trigger1 = EnemyNear,movetype != H
value = 1

[State -3, 音を鳴らす]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 0

[State -3,]
type = ChangeState
TriggerAll =! isHelper
TriggerAll = var(59) !=0
Trigger1 = stateno = [120,160]
value= 1050

[State -3]
type = SelfState
TriggerAll =! isHelper
trigger1 = Pos Y > 40
trigger1 = StateNo = 5210 && Pos y = 0
value = 105
ignorehitpause = 1

;---------------------------------------------------------------------------
;AI　㍻㌢さんのAI説明書を参考にさしてもらいました。
;---------------------------------------------------------------------------
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3, AIフラグセット]
type = VarSet
triggerall = !var(59)
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"||Command = "AI51"
trigger14= Command = "AI52"||Command = "AI53"||Command = "AI54"||Command = "AI55"
trigger15= Command = "AI56"||Command = "AI57"||Command = "AI58"||Command = "AI59"||Command = "AI60"
;trigger16 = 1
var(59) = 11;AIレベル　強い11←→1弱い　11だと超反応あり。

[State -3];Pループ（(昇り空強々＞下り空強々＞拾い＞JC）のループ)設定
Type=varset
Trigger1 = 1
var(58) = 1 ; 1 = 使う・0 = 使わない

[State -3];変数設定
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State -3];変数設定
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;暴発
;Time=1 Random StateNo
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;切り替えし
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;投げ
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,空中ドナサイドカッター]
Type = ChangeState
Value = 1053
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[-80,50]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,ドナサイドカッター]
Type = ChangeState
Value = 1050
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-15,60]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,相打ち覚悟リンゴ爆弾]
Type = ChangeState
Value = 1800
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[40,80]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=playerID(var(8)),Vel X>=1
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=playerID(var(8)),StateType!=A
triggerall = life >= 500
TriggerAll=playerID(var(8)),life <= 200
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,ジャンプ]
Type     = ChangeState
Value    = 40
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=playerID(var(8)),HitDefAttr=SCA,AT
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),Time>=30||var(59)>10
Trigger1 = playerID(var(8)),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ガード 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;打撃
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,立ちガード]
Type = ChangeState
Value = 120
TriggerAll=var(59) != 0
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=inguarddist
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||playerID(var(8)),Time>50
Trigger2 = Random<=var(59)*150

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;タッグ用行動
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,追撃（弱）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 200
trigger1 = playerID(var(8)),MoveType = H
value = 200

[State -3,追撃（屈弱）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 400
trigger1 = playerID(var(8)),MoveType = H
value = 400

[State -3,バックアタック（屈弱）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 400

[State -3,バックアタック（4個分）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 1205

[State -3,加勢ダッシュ]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = playerID(var(8)),MoveType = H
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
trigger3 = partner,ALIVE
value = 100

[State -3,救助ダッシュ]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,MoveType = H
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 100

[State -3,回り込みジャンプ]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,160]
triggerall = P2bodydist Y = [-320,-150]
TriggerAll=TeamMode = simul
triggerall = StateNo = 100
trigger1 = partner,ALIVE
value = 40

[State -3,追撃ジャンプ]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [80,120]
triggerall = P2bodydist Y = [-320,-10]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 40

[State -3,救助ジャンプ]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-80,120]
triggerall = P2bodydist Y = [-320,-10]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 40

[State -3,救助空中強々]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,100]
triggerall = P2bodydist Y = [-100,100]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 640

[State -3,追撃空中弱から中からJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
triggerall = Numpartner
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
triggerall = playerID(var(8)),MoveType = H
triggerall = partner,MoveType = A
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 0
TriggerAll=MoveHit=1
triggerall = partner,ALIVE
Trigger1 = StateNo=610
Value    = 510

[State -3,追撃空中弱から中]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
triggerall = Numpartner
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
triggerall = playerID(var(8)),MoveType = H
triggerall = partner,MoveType = A
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-90,20])
TriggerAll=MoveHit=1
triggerall = partner,ALIVE
Trigger1 = StateNo=600
Value    = 610

[State -3,追撃空中弱]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y = [-100,20]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 600

[State -3,追撃空中強々]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,100]
triggerall = P2bodydist Y = [-100,100]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 640

[State -3,救助二段ジャンプ]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-80,120]
triggerall = P2bodydist Y = [-300,-120]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
triggerall = var(7) <= 0
trigger1 = partner,MoveType = H
value = 510

[State -3,タッグ用援護射撃（1個分救出）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,250]
triggerall = P2bodydist Y >= -40
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 1200

[State -3,タッグ用援護射撃（4個分）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [150,320]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1205

[State -3,タッグ用援護射撃（1個分追撃）]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,250]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1200

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;投げ後
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -3,投げ後拾い]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-50,50]
triggerall = P2bodydist Y >= -60
triggerall = PrevStateNo = 810
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
value = 430

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上起き攻め 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,足払い]
Type = ChangeState
value = 400
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [5,60]
Trigger1 = playerID(var(8)),StateNo = 5100

[State -3,ポテト]
Type = ChangeState
value = 1600
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
triggerall = NumProjID(1600) = 0
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [65,90]
triggerall = NumProjID(1600) = 0
Trigger1 = playerID(var(8)),AnimTime = -10
Trigger1 = playerID(var(8)),StateType = L

[State -3,ポテト斬り]
Type = ChangeState
value = 250
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [55,100]
Trigger1 = playerID(var(8)),StateNo = 5120
Trigger1 = playerID(var(8)),AnimTime = -14

[State -3,ダッシュ]
Type = ChangeState
value = 100
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [160,320]
Trigger1 = playerID(var(8)),StateType = L

[State -3,バックステップ]
Type = ChangeState
value = 105
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [0,55]
TriggerAll = BackEdgeBodyDist >= 25
Trigger1 = playerID(var(8)),StateType = L

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中起き攻め(詐欺飛び) 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X 
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,]
Type = ChangeState
value = 1100
TriggerAll = (var(59)&&Random<=var(59)*100)
TriggerAll = StateType=A
TriggerAll = playerID(var(8)),StateType=L
TriggerAll = playerID(var(8)),StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X=[40,80]
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y=[100,150]

[State -3,]
Type = ChangeState
value = 640
TriggerAll = (var(59)&&Random<=var(59)*100)
TriggerAll = StateType=A
TriggerAll = playerID(var(8)),StateType=L
TriggerAll = playerID(var(8)),StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X<=90
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y<=40

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上目押し 
;Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,GO ACTIVE（強）拾い]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist Y = [-285,-200]
triggerall = P2bodydist X = [160,230]
TriggerAll=playerID(var(8)),Vel Y >= 3
TriggerAll=playerID(var(8)),vel X = [-6,3]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger1 = P2bodydist X = [135,230]
trigger2 = playerID(var(8)),MoveType = H
trigger2 = (playerID(var(8)),StateNo != [120,159])
trigger2 = P2bodydist X = [155,230]
Trigger2 = playerID(var(8)),BackEdgeBodyDist <= 25
trigger3 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,GO ACTIVE（強）拾い]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,230]
triggerall = P2bodydist Y = [-180,-60]
TriggerAll=playerID(var(8)),Vel X = [2,4]
TriggerAll=playerID(var(8)),vel Y = [-3,1]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,GO ACTIVE（強）拾い]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [150,220]
triggerall = P2bodydist Y = [-140,-60]
TriggerAll=playerID(var(8)),Vel X = [-3,0]
TriggerAll=playerID(var(8)),Vel Y = [-3,0]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,低空拾い立ち強々]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = (P2bodydist X = [-35,70]) && Ctrl || (P2bodydist X = [-10,90]) && (StateNo = 100)
triggerall = (P2bodydist Y = [-60,-15]) && Ctrl || (P2bodydist Y = [-80,-40]) && (StateNo = 100)
TriggerAll=playerID(var(8)),Vel Y = [-6,6]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,空中おこぼれ立ち強々]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-110,-90]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,低空拾い屈中]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = (P2bodydist X = [-35,50]) && Ctrl || (P2bodydist X = [-10,90]) && (StateNo = 100)
triggerall = (P2bodydist Y = [-15,30]) && Ctrl || (P2bodydist Y = [-30,-10]) && (StateNo = 100)
TriggerAll=playerID(var(8)),Vel Y = [-6,5]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 410

[State -3,(Pループ未使用)空中おこぼれ立ち中]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) = 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-100,-50]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,空中おこぼれ立ち中]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-100,-50]
TriggerAll=playerID(var(8)),BackEdgeBodyDist >= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,高いところから拾い]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-25,65]
triggerall = P2bodydist Y = [-190,-148]
TriggerAll=playerID(var(8)),Vel Y >= 6.5
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,高いところから拾い]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,65]
triggerall = P2bodydist Y = [-140,-80]
TriggerAll=playerID(var(8)),Vel Y >= 5.5
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,おこぼれ屈弱]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*70
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y >= -60
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 400

[State -3,おこぼれ弱]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = S
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y >= -80
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 200

[State -3,おこぼれポテト斬り]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [60,90]
triggerall = P2bodydist Y = [20,40]
TriggerAll=playerID(var(8)),Vel Y = [-3,2]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 250

[State -3,喰らいにダッシュ（空中）]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [50,320]
triggerall = P2bodydist Y = [-400,20]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 5
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

[State -3,喰らいにダッシュ（空中）]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,320]
triggerall = P2bodydist Y = [-400,-40]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

[State -3,喰らいにダッシュ（地上）]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上繋ぎ 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,立ち強々からポテト斬り壁際]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[-20,60]
TriggerAll=P2BodyDist Y=[5,20]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=240
Value    = 250

[State -3,立ち中から屈強々壁際]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[0,60]
TriggerAll=P2BodyDist Y=[-35,40]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 440

[State -3,立ち中から屈強々]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y=[-45,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Value    = 440

[State -3,立ち中からJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y=[-160,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 40

[State -3,屈強々からJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=Movehit
Trigger1 = StateNo=440
Trigger1=P2BodyDist Y = [-150,-50]
Trigger2 = StateNo=440
Trigger2=AnimElemTime(3) >= 5
Trigger2=P2BodyDist Y = [-50,0]
Value    = 40

[State -3,弱から屈中]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,35]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Value    = 410

[State -3,弱から立ち中]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,75]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Value    = 210

[State -3,中から立ち強]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 230

[State -3,強から屈強々]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Value    = 440

[State -3,強から立ち強々]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,42]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1=AnimElemTime(2) >= 3
Value    = 240

[State -3,立ち強々からJC壁際]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 30 || playerID(var(8)),FrontEdgeBodyDist <= 30
TriggerAll=P2BodyDist Y=[-180,0]
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Movehit=1
Trigger1 = StateNo=240
Value    = 40

[State -3,ソウル・ウィスプ]
Type = ChangeState
value = 1400
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemynear,StateType = L
TriggerAll=!InGuardDist
triggerall = NumHelper(1400) = 0
TriggerAll=P2BodyDist X=[60,200]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*60

[State -3,魂]
Type = ChangeState
value = 1400
TriggerAll=var(59) != 0
TriggerAll=!helper(2100),movehit
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=Enemynear,stateno !=[5020,5101]
TriggerAll=(Enemynear,StateType = L) || (Enemynear,stateno =[120,159]) || ((NumProjID(1600) >= 1) && (Enemynear,movetype = H)) || (Palno = 12)
triggerall= NumHelper(1400) = 0
TriggerAll=P2BodyDist X=[80,900]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
TriggerAll=projhit(1200) = 0
Trigger1 = Random <= 640

[State -3,強からJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[42,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1=AnimElemTime(2) >= 3
Value    = 40

[State -3,弱から屈強]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[35,53]
TriggerAll=P2BodyDist Y>=-15
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = StateNo=210
Value    = 430

[State -3,弱からGO弱]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[53,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = StateNo=210
Value    = 1000

[State -3,屈中から屈強々]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,35]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Movehit=1
Trigger1 = StateNo=410
Value    = 440

[State -3,屈強からJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveGuarded=1
Trigger1 = StateNo=430
Value    = 40

[State -3,屈中・強からポテト斬り]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveContAct=1
Trigger1 = StateNo=410
Trigger2 = MoveGuarded=1
Trigger2 = StateNo=430
Trigger3 = MoveGuarded=1
Trigger3 = StateNo=240
Trigger4 = MoveGuarded=1
Trigger4 = StateNo=440
Value    = 250

[State -3,足払いから立ち強々]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = power >= 2000
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 240

[State -3,足払いからドナサイド]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 1050

[State -3,足払いからポテト]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[40,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 1600

[State -3,屈中から屈強]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=410
Value    = 430

[State -3,ポテト斬りからGO弱]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,100]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
TriggerAll=AnimElemTime(5) >= 1
TriggerAll=playerID(var(8)),StateType!=A
Trigger1 = StateNo=250
Value    = 1000

[State -3,ポテト斬りからポテト食ってろ]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[50,140]
TriggerAll=P2BodyDist Y>=-40
triggerall = NumProjID(1600) = 0
TriggerAll=Movehit=1
TriggerAll=AnimElemTime(5) >= 1
TriggerAll=playerID(var(8)),StateType=A
Trigger1 = StateNo=250
Value    = 1600

[State -3,ポテト斬りから犯ヴァーガー]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[80,200]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=250
Trigger1=AnimElemTime(5) >= 1
Value    = 1200

[State -3,立ち強・ポテト斬りからJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=250
Value    = 40

[State -3,立ち強・ポテト斬りからJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=240
Trigger2 = StateNo=250
Trigger2=AnimElemTime(5) >= 1
Value    = 40

[State -3,ポテト繋ぎ弱]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
triggerall = playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=ProjContactTime(1600)= 1 
Trigger1 = ctrl
Value    = 400

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中目押し 
;AnimTime=0 Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159]
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,下りポテト]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,40]
triggerall = Vel Y >= 1
TriggerAll = playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll = PrevStateNo = 640
triggerall = Ctrl
triggerall = var(7) <= 0
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,昇りポテト]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,40]
triggerall = Vel Y <= 0
triggerall = var(7) <= 0
TriggerAll = playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl
TriggerAll=playerID(var(8)),GethitVar(hitcount) <= 15
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,浮かせから弱]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,10]
triggerall = Vel Y <= 0
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 600

[State -3,浮かせからドナサイド]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-100,-50]
triggerall = Vel Y >= -0.8
triggerall = playerID(var(8)),Vel Y <= 0
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 1053

[State -3,浮かせから強々]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,80]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,下り一個分]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y >= -40
triggerall = Vel Y >= 2
TriggerAll = PrevStateNo = 640
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo = [120,159])
Value    = 1110

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;隙付き
;EnemyNear,MoveType=I !EnemyNearCtrl EnemyNear,StateType=A
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,GO ACTIVE強]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,230]
triggerall = P2bodydist Y >= -60
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -11
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = !playerID(var(8)),Ctrl
value = 1020

[State -3,屈強々]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,40]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -12
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType = A
Trigger2 = !playerID(var(8)),Ctrl
value = 440

[State -3,屈弱]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -5
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType = A
Trigger2 = !playerID(var(8)),Ctrl
value = 400

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中繋ぎ 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,寸前ドナサイド壁際]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall=playerID(var(8)),GethitVar(hitcount) >= 24
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=630
Value    = 1053

[State -3,弱から中]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-90,20])
TriggerAll=MoveHit=1
Trigger1 = StateNo=600
Value    = 610

[State -3,弱から強]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-80,10])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=600
Value    = 630

[State -3,弱から強々]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-50,70])
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=600
Value    = 640

[State -3,中からJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 0
TriggerAll=MoveHit=1
Trigger1 = StateNo=610
Value    = 510

[State -3,中から強]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=610
Value    = 630

[State -3,強から強々]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,75])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Trigger1 = StateNo=630
Value    = 640

[State -3,強からドナサイド]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,60])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
TriggerAll=Vel Y >= 2
Trigger1 = StateNo=630
Value    = 1053

[State -3,強々からドナサイド]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,40])
TriggerAll=playerID(var(8)),BackEdgeBodyDist >= 20
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = 1053

[State -3,強からドナサイド壁際]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall = StateNo=630
Trigger1=playerID(var(8)),GethitVar(hitcount) >= 20 || playerID(var(8)),FrontEdgeBodyDist >= 20
trigger2 = P2bodydist Y = [-60,80]
Trigger2=Vel Y <= 1
Value    = 1053

[State -3,強々から1個分]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*65)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 3
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[0,150])
TriggerAll=(P2BodyDist Y=[-50,50])
TriggerAll=MoveContAct
Trigger1 = StateNo=640
Value    = 1110

[State -3,強々から四個分]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=Movehit=1
Trigger1 = StateNo=640
Value    = 1100

[State -3,強々から四個分]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*45)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[-5,50])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=640
Value    = 1100

[State -3,強々からJC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*80)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = var(7) <= 0
TriggerAll=(P2BodyDist X=[-5,150])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=640
Value    = 520

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ぶっぱ
;EnemyNear,Ctrl EnemyNear,MoveType=A P2BodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,ぶっぱ犯ヴァーガー]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ぶっぱ犯ヴァーガー4個分]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ぶっぱGOACTIVE強]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ぶっぱGOACTIVE弱]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ぶっぱリンゴ爆弾]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,ぶっぱポテト]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumProjID(1600) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上移動 
;Ctrl Random P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,しゃがみ(ｶﾞｰﾄﾞ切替も兼ねてる)]
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState=2
TriggerAll=var(59)
TriggerAll=StateType != A
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,しゃがみ解除(ｶﾞｰﾄﾞ切替も兼ねてる)]
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)
TriggerAll=StateType != A
TriggerAll=fvar(38)=2
TriggerAll=StateNo = 11
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,ダッシュ]
Type     = ChangeState
Value    = 100
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType = I
Triggerall = !inguarddist
Triggerall = Ctrl
trigger1 = Random <= var(59)*20
Trigger1 = P2BodyDist X >= 80

[State -3,ﾊﾞｯｸｽﾃｯﾌﾟ]
Type     = ChangeState
Value    = 105
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType != H
Triggerall = playerID(var(8)),Stateno != [120,159]
Triggerall = Ctrl||StateNo = 100
Triggerall = backedgebodydist > 62
Trigger1 = P2BodyDist X <= 140
trigger1 = Random <= var(59)*3

[State -3,ｼﾞｬﾝﾌﾟ]
Type     = ChangeState
Value    = 40
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType != H
Triggerall = !inguarddist
Triggerall = Ctrl||StateNo = 100
trigger1 = Random <= var(59)*2

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上立ち回り技振り 
;Ctrl Random EnemyNear,Movetype = I　inguarddist  P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,投げ]
Type = ChangeState
value = 800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=P2BodyDist X=[0,10]
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80
Trigger2 = (playerID(var(8)),StateNo=[120,159])

[State -3,対空ポテト]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[180,220]
TriggerAll=P2BodyDist Y>-80
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=playerID(var(8)),vel X = [1,3.5]
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,牽制立ち弱]
Type = ChangeState
value = 200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [0,72]
TriggerAll=P2BodyDist Y >= -70
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=Ctrl||StateNo = 100
triggerall = PrevStateNo != 200
Trigger1 = Random <= var(59)*12

[State -3,下弱]
Type = ChangeState
value = 400
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,80]
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=Ctrl||StateNo = 100
triggerall = PrevStateNo != 400
Trigger1 = Random <= var(59)*12

[State -3,下中]
Type = ChangeState
value = 410
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[5,50]
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,下強々]
Type = ChangeState
value = 440
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=playerID(var(8)),Vel X = [0,3]
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,対空立ち強々]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[40,70]
TriggerAll=P2BodyDist Y=[-120,-70]
TriggerAll=playerID(var(8)),Vel X = [2,5]
TriggerAll=playerID(var(8)),Vel Y >= 1
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,牽制立ち強々]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [20,60]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*15

[State -3,対空下強々]
Type = ChangeState
value = 440
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y=[-160,-70]
TriggerAll=playerID(var(8)),Vel X = [0,3]
TriggerAll=playerID(var(8)),Vel Y >= 1
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,下強]
Type = ChangeState
value = 430
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[55,75]
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*6

[State -3,牽制立ち中]
Type = ChangeState
value = 210
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [10,50]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7

[State -3,牽制犯ヴァーガー（余裕時）]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life >= 700
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,牽制犯ヴァーガー4個分（余裕時）]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life >= 700
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,牽制犯ヴァーガー]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life <= 700
TriggerAll=playerID(var(8)),vel X <= 4
TriggerAll=playerID(var(8)),vel Y = [0,2]
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,牽制犯ヴァーガー4個分]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life <= 700
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=playerID(var(8)),vel X <= 4
TriggerAll=playerID(var(8)),vel Y = [0,2]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*6
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*6
Trigger2=TeamMode = turns

[State -3,GO ACTIVE 強（前ジャンプ）]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [240,270]
TriggerAll=P2BodyDist Y = [-180,-80]
TriggerAll=playerID(var(8)),vel X = [0,3]
TriggerAll=playerID(var(8)),vel Y = [-2,2]
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80


[State -3,GO ACTIVE 強（後ろジャンプ）]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [180,240]
TriggerAll=P2BodyDist Y = [-180,-80]
TriggerAll=playerID(var(8)),vel X = [-2,0]
TriggerAll=playerID(var(8)),vel Y = [-2,2]
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80

[State -3,リンゴ爆弾]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=playerID(var(8)),MoveType != H
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=P2BodyDist X=[60,300]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*5

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中移動 
;Ctrl Random P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;空中立ち回り技振り 
;Ctrl Random EnemyNear,Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3,空中投げ]
Type = ChangeState
value = 850
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
triggerall = p2bodydist X =[0,10]
triggerall = p2bodydist Y =[-30,30]
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*80
Trigger2 = (playerID(var(8)),StateNo=[120,159])

[State -3,空中強々強襲]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel X >= 5
TriggerAll=P2BodyDist X=[10,120]
TriggerAll=P2BodyDist Y=[0,50]
TriggerAll=Pos Y <= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,空中強々]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 0
TriggerAll=P2BodyDist X=[-40,90]
TriggerAll=P2BodyDist Y=[-20,50]
TriggerAll=Pos Y <= -30
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,空中強]
Type = ChangeState
value = 630
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 0
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-90,30]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,空中中]
Type = ChangeState
value = 610
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-50,20]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20

[State -3,空中弱]
Type = ChangeState
value = 600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,70]
TriggerAll=P2BodyDist Y=[-60,10]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*30

[State -3,空中犯ヴァーガー4個分]
Type = ChangeState
value = 1100
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),Vel X <= 3
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = BackEdgeBodyDist >= 45
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y=[-30,150]
TriggerAll=playerID(var(8)),Vel X<= 3
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*40

[State -3,空中犯ヴァーガー]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=P2BodyDist X=[0,130]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*60

[State -3,空中犯ヴァーガー]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=P2BodyDist X=[130,250]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*50
