[Statedef -3]

[State -1,AI]
type = Varset
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = 1;ֲ= 0  ʱAI = 1
var(59) = 1
;---------------------------------------------------------------------------


































































































































;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Լstateeÿһ(statedef -3)
;--------------------------------------------------------------------------
[State -3, State Missing VarSet] ;GameTime?x?
type = VarSet
triggerall = var(31) = 1
trigger1 = !ishelper
sysvar(4)= GameTime%100
ignorehitpause = 1

;ÿ?SػSrŵ?
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, ??إѩ`]
Type = Helper
TriggerAll = (var(59)%10)
TriggerAll = RoundState <= 2 && Alive
Trigger1 =!NumHelper(33500+ID)
Trigger1 =!IsHelper
HelperType = Normal
Name = "MoveReversed"
PosType = P1
StateNo = 33500
ID = 33500+ID
Pos = 0,0
KeyCtrl = 0
persistent = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647
IgnoreHitPause = 1

[State -3, vSoƩ`ȤФʤ褦]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(33500+Root,ID)
Trigger1 = StateNo!=33500
Value = 33500

[State -3, һĿ]
Type       = VarAdd
TriggerAll =!(var(58)&16384)
TriggerAll = NumHelper(33500+ID)
TriggerAll = var(54) = Helper(33500+ID),var(1)
TriggerAll = PlayerIDExist(var(54))
TriggerAll = PlayerID(var(54)),StateNo!= 0
Trigger1   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(10)
Trigger2   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(11)
Trigger3   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(12)
Trigger4   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(13)
Trigger5   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(14)
Trigger6   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(15)
Trigger7   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(16)
Trigger8   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(17)
Trigger9   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(18)
Trigger10  = PlayerID(var(54)),StateNo = Helper(33500+ID),var(19)
Trigger11  = PlayerID(var(54)),StateNo = Helper(33500+ID),var(20)
Trigger12  = PlayerID(var(54)),StateNo = Helper(33500+ID),var(21)
Trigger13  = Helper(33500+ID),var(49)!= 0
var(58)    = 16384
IgnoreHitPause = 1

[State -3, һĿ]
Type       = VarAdd
TriggerAll =!(var(58)&16384)
TriggerAll = NumHelper(33500+ID)
TriggerAll = var(54) = Helper(33500+ID),var(2)
TriggerAll = PlayerIDExist(var(54))
TriggerAll = PlayerID(var(54)),StateNo!= 0
Trigger1   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(28)
Trigger2   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(29)
Trigger3   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(30)
Trigger4   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(31)
Trigger5   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(32)
Trigger6   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(33)
Trigger7   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(34)
Trigger8   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(35)
Trigger9   = PlayerID(var(54)),StateNo = Helper(33500+ID),var(36)
Trigger10  = PlayerID(var(54)),StateNo = Helper(33500+ID),var(37)
Trigger11  = PlayerID(var(54)),StateNo = Helper(33500+ID),var(38)
Trigger12  = PlayerID(var(54)),StateNo = Helper(33500+ID),var(45)
Trigger13  = Helper(33500+ID),var(50)!= 0
var(58)    = 16384
IgnoreHitPause = 1

[State -3, ꥻå]
Type       = VarAdd
Trigger1   = (var(58)&32768)
var(58)    = -32768
IgnoreHitPause = 1

[State -3, ڶĿ]
Type       = VarAdd
TriggerAll =!(var(58)&32768)
TriggerAll = NumHelper(33500+ID)
TriggerAll = var(55) = Helper(33500+ID),var(2)
TriggerAll = PlayerIDExist(var(55))
TriggerAll = PlayerID(var(55)),StateNo!= 0
Trigger1   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(28)
Trigger2   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(29)
Trigger3   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(30)
Trigger4   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(31)
Trigger5   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(32)
Trigger6   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(33)
Trigger7   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(34)
Trigger8   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(35)
Trigger9   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(36)
Trigger10  = PlayerID(var(55)),StateNo = Helper(33500+ID),var(37)
Trigger11  = PlayerID(var(55)),StateNo = Helper(33500+ID),var(38)
Trigger12  = PlayerID(var(55)),StateNo = Helper(33500+ID),var(45)
Trigger13  = Helper(33500+ID),var(50)!= 0
var(58)    = 32768
IgnoreHitPause = 1

[State -3, ڶĿ]
Type       = VarAdd
TriggerAll =!(var(58)&32768)
TriggerAll = NumHelper(33500+ID)
TriggerAll = var(55) = Helper(33500+ID),var(1)
TriggerAll = PlayerIDExist(var(55))
TriggerAll = PlayerID(var(55)),StateNo!= 0
Trigger1   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(10)
Trigger2   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(11)
Trigger3   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(12)
Trigger4   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(13)
Trigger5   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(14)
Trigger6   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(15)
Trigger7   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(16)
Trigger8   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(17)
Trigger9   = PlayerID(var(55)),StateNo = Helper(33500+ID),var(18)
Trigger10  = PlayerID(var(55)),StateNo = Helper(33500+ID),var(19)
Trigger11  = PlayerID(var(55)),StateNo = Helper(33500+ID),var(20)
Trigger12  = PlayerID(var(55)),StateNo = Helper(33500+ID),var(21)
Trigger13  = Helper(33500+ID),var(49)!= 0
var(58)    = 32768
IgnoreHitPause = 1

[State -3, ꥻå]
Type       = VarAdd
Trigger1   = (var(58)&65536)
var(58)    = -65536
IgnoreHitPause = 1

[State -3, `ɥե饰]
Type       = VarAdd
TriggerAll =!(var(58)&65536)
Trigger1   = PlayerIDExist(var(54))
Trigger1   =!PlayerID(var(54)),HitDefAttr = SCA,AT
Trigger1   = InGuardDist
Trigger2   =!(var(58)&256)
Trigger2   = NumHelper(999)
Trigger2   =(Helper(999),var(6)%10) > 0
Trigger3   =!(var(58)&256)
Trigger3   = PlayerIDExist(var(54))
Trigger3   = NumHelper(999)
Trigger3   = Facing*(PlayerID(var(54)),ScreenPos X-ScreenPos X) > 0
Trigger3   =(Helper(999),Var(6)/10%10) > 0
Trigger3   = PlayerID(var(54)),Facing = Facing
Trigger4   = (var(58)&256)
Trigger4   = Facing*(Enemy(0),Pos X - Pos X) > 0
Trigger4   = Facing*(Enemy(1),Pos X - Pos X) > 0
Trigger4   = NumHelper(999+ID)
Trigger4   =(Helper(999),var(6)%10) > 0
var(58)    = 65536
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;AI
;type = A ;S = վ && C =  && A =  && L = 
;movetype = H ;A =  && I =  && H = ܻ && U = һ״̬ʽ
;physics = N ;S = վ && C =  && A =  && N = 
;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = 1000
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = numhelper(1001) = 0 && p2stateno != 1003
TriggerAll = Alive
TriggerAll = random <= 500
triggerall = statetype != A
triggerall = p2movetype != H || MoveGuarded
triggerall = p2bodydist X >= 80 || MoveGuarded
triggerall = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])|| MoveGuarded
trigger1 = Random <= 999
trigger2 = StateNo = [200,245]
trigger2 = MoveGuarded
;-----------------------------------
[State -3]
type = ChangeState
value = 950
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = random <= 249
TriggerAll = Alive
triggerall = statetype != A
triggerall = p2movetype != H
triggerall = p2bodydist X = [0,40]
triggerall = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])
trigger1 = EnemyNear(!EnemyNear,Alive),stateno < 1000 && Random < 800
trigger1 = EnemyNear(!EnemyNear,Alive),Time >= 5 && EnemyNear(!EnemyNear,Alive),AnimTime < -2 || Random < 250
trigger2 = EnemyNear(!EnemyNear,Alive),stateno >= 1000
trigger2 = Random <= 999
;-----------------------------------
[State -3, ]
type = ChangeState
value = 400
Triggerall = Var(59) = 1
triggerall = RoundState = 2
TriggerAll =!(var(58)&16384)
triggerall = random <= 249 || EnemyNear(!EnemyNear,Alive),AnimTime >= -2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist x = [-10,50]
triggerall = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])
trigger1 = EnemyNear(!EnemyNear,Alive),movetype != H
trigger1 = EnemyNear(!EnemyNear,Alive),stateno < 1000
trigger1 = EnemyNear(!EnemyNear,Alive),Time < 5 || EnemyNear(!EnemyNear,Alive),AnimTime >= -2 || Random < 250
trigger2 = EnemyNear(!EnemyNear,Alive),movetype != H
trigger2 = EnemyNear(!EnemyNear,Alive),stateno >= 1000
trigger2 = Random < 250 || EnemyNear(!EnemyNear,Alive),AnimTime >= -2
trigger3 = p2bodydist x = [-10,25]
trigger3 = EnemyNear(!EnemyNear,Alive),movetype = H
trigger4 = EnemyNear(!EnemyNear,Alive),movetype = I
trigger4 = EnemyNear(!EnemyNear,Alive),stateno < 1000
trigger4 = EnemyNear(!EnemyNear,Alive),Time >= 0 && EnemyNear(!EnemyNear,Alive),AnimTime < -2
trigger5 = p2stateno = 956
trigger6 = p2stateno = 1003
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = 430
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = p2bodydist x < 25
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 400 || stateno = 430 
trigger1 = movecontact

[State -3]
type = ChangeState
value = 225
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = p2bodydist x >= 25
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 400 || stateno = 430
trigger1 = movecontact

[State -3]
type = ChangeState
value = 200
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H && p2Statetype = S
trigger1 = stateno = 225
trigger1 = movecontact

[State -3]
type = ChangeState
value = 210
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H && p2Statetype = S
trigger1 = stateno = 200
trigger1 = movecontact

[State -3]
type = ChangeState
value = 220
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 210 || stateno = 225
trigger1 = movecontact

[State -3]
type = ChangeState
value = ifelse(random%2=0,240,1100);240
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2bodydist x < 60
triggerall = p2movetype = H
trigger1 = stateno = 220
trigger1 = movecontact

[State -3]
type = null;ChangeState
value = 1100
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2bodydist x >= 60
triggerall = p2movetype = H
trigger1 = stateno = 220
trigger1 = movecontact

[State -3]
type = ChangeState
value = 1110
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1100
trigger1 = movecontact

[State -3]
type = ChangeState
value = ifelse(random%2=0,1111,1400)
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1110
trigger1 = movecontact
;---------------------------------------------------------------------------
;1111 
[State -3]
type = ChangeState
value = 1140
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = random <= 500
triggerall = p2movetype = H
trigger1 = stateno = 1121 && EnemyNear(!EnemyNear,Alive),vel Y > 7 || p2bodydist Y = [0,-20]
trigger2 = stateno = 1131 && EnemyNear(!EnemyNear,Alive),vel Y > 11 || p2bodydist Y = [0,-20]

[State -3]
type = ChangeState
value = 1500
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = random <= 500
triggerall = p2movetype = H
trigger1 = stateno = 1121 && EnemyNear(!EnemyNear,Alive),vel Y > 7 || p2bodydist Y = [0,-20]
trigger2 = stateno = 1131 && EnemyNear(!EnemyNear,Alive),vel Y > 11 || p2bodydist Y = [0,-20]
;---------------------------------------------------------------------------
;1500 
[State -3]
type = ChangeState
value = 1510
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1500 && animelemtime(9) > 1 && animelemtime(24) < 2
trigger1 = movecontact

[State -3]
type = ChangeState
value = 1520
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1510 && animelemtime(14) > 1 && animelemtime(29) < 2
trigger1 = movecontact
;---------------------------------------------------------------------------
;1400 
[State -3]
type = ChangeState
value = 1410
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1400
trigger1 = movecontact

[State -3]
type = ChangeState
value = ifelse(FrontEdgeBodyDist >= 70,1500,1140)
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1422 && animelemtime(4) > 1 && animelemtime(6) < 2
;---------------------------------------------------------------------------
;1140 
[State -3]
type = ChangeState
value = 1143
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1140
trigger1 = movecontact

[State -3]
type = ChangeState
value = 1150
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = p2movetype = H
trigger1 = stateno = 1146 && animelemtime(3) > 1 && animelemtime(4) < 2
;---------------------------------------------------------------------------
;240 
[State -3]
type = ChangeState
value = 230
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 240 && animelemtime(5) > 4 && animelemtime(9) < 2

[State -3]
type = ChangeState
value = 1300
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 230 && animelemtime(9) > 7 && animelemtime(14) < 2

[State -3]
type = ChangeState
value = 1050
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1303 && animelemtime(2) > 4 && animelemtime(5) < 2

[State -3]
type = ChangeState
value = 1060
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1050 && animelemtime(5) > 2 && animelemtime(6) < 2
;---------------------------------------------------------------------------
;ɱ
[State -3]
type = ChangeState
value = ifelse(random%2=0,2000,2100)
Triggerall = Var(59) = 1
triggerall = Power >= 1000
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 1072 && animelemtime(11) > 37 && animelemtime(12) < 2
trigger2 = stateno = 1152 && animelemtime(13) > 3 && animelemtime(15) < 2
trigger3 = stateno = 1521 && animelemtime(16) > 1 && animelemtime(19) < 2

[State -3]
type = ChangeState
value = 3000
Triggerall = Var(59) = 1
triggerall = Power >= 2000
triggerall = random <= 499
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 2105 && animelemtime(5) > 1 && animelemtime(6) < 2
trigger2 = stateno = 2112 && animelemtime(5) > 1 && animelemtime(6) < 2

[State -3]
type = ChangeState
value = ifelse(random <= 499,3200,3500)
Triggerall = Var(59) = 1
triggerall = Power >= 2000
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
trigger1 = stateno = 2006 && EnemyNear(!EnemyNear,Alive),vel Y > 9 || p2bodydist Y = [0,-40];&& animelemtime(11) > 37 && animelemtime(12) < 2
trigger2 = stateno = 2105 && animelemtime(5) > 1 && animelemtime(6) < 2
trigger3 = stateno = 2112 && animelemtime(5) > 1 && animelemtime(6) < 2

[State -3]
type = ChangeState
value = 3800
Triggerall = Var(59) = 1
triggerall = Power >= 3000
triggerall = EnemyNear(!EnemyNear,Alive),life < EnemyNear(!EnemyNear,Alive),lifemax*0.4
TriggerAll = Alive
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H
triggerall = p2bodydist X = [0,120]
trigger1 = stateno = 2006 && EnemyNear(!EnemyNear,Alive),vel Y > 9 || p2bodydist Y = [0,-40];&& animelemtime(11) > 37 && animelemtime(12) < 2
trigger2 = stateno = 2105 && animelemtime(5) > 1 && animelemtime(6) < 2
trigger3 = stateno = 2112 && animelemtime(5) > 1 && animelemtime(6) < 2
trigger4 = stateno = 200 && movehit
trigger5 = stateno = 210 && movehit
trigger6 = stateno = 230 && animelemtime(9) > 7 && animelemtime(14) < 2
trigger7 = stateno = 400 && movehit
trigger8 = stateno = 430 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 1072 && animelemtime(11) > 37 && animelemtime(12) < 2
trigger11 = stateno = 1050 && animelemtime(5) > 2 && animelemtime(6) < 2
trigger12 = stateno = 1521 && animelemtime(16) > 1 && animelemtime(19) < 2
trigger13 = stateno = 220 && movehit
trigger14 = stateno = 225 && movehit
trigger15 = stateno = 240 && animelemtime(5) > 4 && animelemtime(9) < 2
trigger16 = stateno = 1100 && movecontact
trigger17 = stateno = 1110 && movecontact
trigger18 = stateno = 1121 && AnimElemtime(14) > 10 && AnimElemtime(16) < 2
trigger19 = stateno = 1131 && AnimElemtime(12) > 1 && AnimElemtime(14) < 2
;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[state -3]
type = changestate
value = 730
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100
triggerall = pos y = 0
Triggerall = Random <= 86
trigger1= life != 0
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = 700
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = random <= 999
TriggerAll =(var(58)&16384)
triggerall = p2movetype = A
triggerall = p2bodydist x < 300
triggerall = statetype != A
triggerall = enemynear,NumProj >= 1 && enemynear,numHelper >= 1
trigger1 = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = 700
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = random <= 999
TriggerAll =(var(58)&16384)
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = p2bodydist x < 300
triggerall = enemynear,numproj = 0 && inguarddist
trigger1 = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = 700
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = random <= 999
TriggerAll =(var(58)&16384)
triggerall = statetype != A
triggerall = p2bodydist x < 300
triggerall = p2movetype!= A && enemynear,numproj = 0 && inguarddist
trigger1 = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = ifelse(facing != enemynear(!enemynear,alive),facing,700,701)
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = random <= 999
TriggerAll =(var(58)&16384)
triggerall = statetype != A
triggerall = p2bodydist x < 300
triggerall = p2movetype = A && inguarddist
triggerall = enemynear(!enemynear,alive),animtime < -22
trigger1 = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])
trigger2 = Power >= 1000 && Random < 200-EnemyNear(!EnemyNear,Alive),Time*10
trigger2 = StateNo = [150,153]
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = 700
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = random <= 999
TriggerAll =(var(58)&16384)
triggerall = statetype != A
triggerall = p2bodydist x < 40
triggerall = backedgedist <= 20
triggerall = facing != enemynear(!enemynear,alive),facing
trigger1 = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])
;---------------------------------------------------------------------------
[State -1, ]
type = ChangeState
value = 120
Triggerall = Var(59) = 1
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = !(EnemyNear(!EnemyNear,Alive),hitdefattr = sca,at);ԷͶж
triggerall = p2bodydist x < 150
triggerall = StateNo != [120,159]
Triggerall = ctrl
Trigger1 = Inguarddist ;ڷΧ
;---------------------------------------------------------------------------
[State -1, ]
type = ChangeState
value = 105
Triggerall = Var(59) = 1
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = (Random < Var(59)*200) || (Var(59) > 3)
Triggerall = ctrl
Trigger1 = EnemyNear,Movetype = A && EnemyNear,Stateno >= 200;Է״̬
Trigger1 = facing != EnemyNear,facing;˫
Trigger1 = EnemyNear,hitdefattr = SC,AT;ֹͶж
Trigger1 = P2bodydist X = [-20,100];һ
;---------------------------------------------------------------------------
[State -1, ǰ]
type = ChangeState
value = 101
Triggerall = Var(59) = 1
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = Frontedgebodydist >= 20;ڻԵʼ
Triggerall = Stateno != [100,101];ǲ״̬ܲ״̬
Triggerall = ctrl
Trigger1 = P2bodydist X > 200 && Random < P2bodydist X*5 - 720;Trigger1~4ݾ벻ֶͬθı
Trigger2 = P2bodydist X > 135 && Random < P2bodydist X*2 - 120
Trigger3 = P2bodydist X > 90 && Random < P2bodydist X*1.75 - 90
Trigger4 = (P2bodydist X = [45,90]) && Random < P2bodydist X *1.2 - 45
Trigger5 = P2bodydist X > 50 && P2movetype = H
Trigger5 = P2stateno = [120,159]
Trigger6 = P2bodydist X > 20 && P2movetype = H
Trigger6 = P2stateno = 1003 || P2stateno = 1013
Trigger7 = P2bodydist X > 45 && P2movetype = H
Trigger7 = Power >= 2000 && P2stateno = [2011,2012]
;---------------------------------------------------------------------------
[State -1, ǰ]
type = ChangeState
value = 21
Triggerall = Var(59) = 1;AIʱ
Triggerall = Roundstate = 2;ڸ񶷽׶
Triggerall = Statetype != A;ڿ
Triggerall = Frontedgebodydist >= 10;ڻԵ
Triggerall = Stateno != 21 && Stateno != [100,101];ǲ״̬ܲ״̬
Triggerall = ctrl;ɿʱ
Trigger1 = P2bodydist X > 135 && Random < P2bodydist X * 2 - 250;Trigger1~4ݾ벻ֶͬθı
Trigger2 = P2bodydist X > 100 && Random < P2bodydist X
Trigger3 = P2bodydist X > 50 && Random < 100
Trigger4 = P2bodydist X > 0 && Random < 25
Trigger5 = EnemyNear(!EnemyNear,Alive),MoveType = I
Trigger5 = P2bodydist X > 40 && Random < 250
;---------------------------------------------------------------------------
[State -1, ]
type = ChangeState
value = 19
Triggerall = Var(59) = 1
Triggerall = Roundstate = 2
Triggerall = Statetype != A
Triggerall = Backedgebodydist >= 10
Triggerall = !inguarddist;Ƿ룬Ϊڰɷ
Triggerall = Stateno != 19
Triggerall = ctrl
Trigger1 = P2bodydist X < 75 && Random > 950 + P2bodydist X / 2;ͼʴ
;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = 900
Triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2movetype = H ||!InGuardDist
triggerall = power < powermax
triggerall = EnemyNear(!EnemyNear,Alive),stateno != 6110
triggerall = Ctrl ||(StateNo = [19,21])||(StateNo = [100,101])
triggerall = EnemyNear(!EnemyNear,Alive),stateno != 5120
triggerall = EnemyNear(!EnemyNear,Alive),stateno != 5150
triggerall = EnemyNear(!EnemyNear,Alive),stateno != 5110
trigger1 = P2MoveType != H || (NumHelper(1001) && P2StateNo = [120,159])
trigger1 = P2BodyDist X >= 160 && !InGuardDist || (P2StateNo = [120,159])
trigger2 = EnemyNear(!EnemyNear,Alive),stateno = 6100
trigger3 = EnemyNear(!EnemyNear,Alive),stateno = 6101
trigger4 = EnemyNear(!EnemyNear,Alive),stateno = 6110
trigger5 = EnemyNear(!EnemyNear,Alive),stateno = 2007 && power < 2000
trigger6 = EnemyNear(!EnemyNear,Alive),stateno = 2008 && power < 2000
trigger7 = EnemyNear(!EnemyNear,Alive),stateno = 2109 && power < 2000
trigger8 = EnemyNear(!EnemyNear,Alive),stateno = 2110 && power < 2000
trigger9 = EnemyNear(!EnemyNear,Alive),stateno = 3007 && power < 3000
trigger10 = EnemyNear(!EnemyNear,Alive),stateno = 3208 && power < 3000
trigger11 = EnemyNear(!EnemyNear,Alive),stateno = 3512 && power < 3000
trigger12 = EnemyNear(!EnemyNear,Alive),stateno = 3818 && power < 4000

[State -3]
type = ChangeState
value = 900
triggerall = var(59) = 1
Triggerall = RoundState = 2
Triggerall = p2StateNo = 900
triggerall = ctrl || stateno = 19 || stateno = 21
triggerall = stateno != [900,900]
trigger1 = statetype != A
trigger1 = power < powermax

[State -3]
type = ChangeState
value = 900
triggerall = var(59) = 1
Triggerall = RoundState = 2
Triggerall = p2StateNo = [910,911]
triggerall = ctrl
triggerall = stateno != [900,900]
trigger1 = statetype != A
trigger1 = power < powermax

[State -3]
type = ChangeState
value = 900
triggerall = var(59) = 1
Triggerall = RoundState = 2
Triggerall = p2StateNo = [9100,9111]
triggerall = ctrl
triggerall = stateno != [900,900]
trigger1 = statetype != A
trigger1 = power < powermax

[state -3]
type = changestate
value = ifelse(Random <= 500,700,0)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall  = stateno = 900
Trigger1 = P2BodyDist X = [-100,100]
trigger1 = p2movetype = A

[state -3]
type = changestate
value = ifelse(Random <= 500,105,0)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1  = stateno = 900 && enemy,stateno = 5120 && enemy,animtime = 0
trigger1 = BackEdgeBodyDist >= 50
ctrl = 1

[state -3]
type = changestate
value = ifelse(Random <= 500,700,0)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1  = stateno = 900 && enemy,stateno = 5120 && enemy,animtime = 0
trigger1 = BackEdgeBodyDist < 51
ctrl = 1

[state -3]
type = changestate
value = 0
triggerall = roundstate = 3 && var(59) = 1 && statetype !=A
triggerall = P2Life = 0
trigger1 = stateno = 900

[State -1]
type = changestate
value = ifelse(Random <= 500,710,700)
triggerall = var(59) = 1
triggerall = roundstate = 2 && statetype !=A
triggerall = facing !=enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall  = stateno = 900
;---------------------------------------------------------------------------
[State -3]
type = ChangeState
value = ifelse(Random <=777,Ifelse(random<=777,130,700),710)
triggerall = var(59) = 1 && statetype !=A && roundstate  = 2 && facing !=enemy,facing && life <= lifemax/4
triggerall = p2statetype != C
triggerall = ctrl || stateno = 0 || stateno = 19 || stateno = 21 || stateno = 100 && p2statetype != A
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3]
type = ChangeState
value = ifelse(Random <=777,Ifelse(random<=777,131,700),710)
triggerall = var(59) = 1 && statetype !=A  && roundstate  = 2 && facing !=enemy,facing
triggerall = p2statetype = C
triggerall = ctrl || stateno = 0 || stateno = 19 || stateno = 21 || stateno = 100 && p2statetype != A
triggerall = BackEdgeBodyDist < 51
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3]
type = ChangeState
value = 700
triggerall = var(59) = 1 && backedgedist <= 60
triggerall = p2stateno = [5100,5122]
triggerall = roundstate = 2
triggerall = p2bodydist x = [0,60]
triggerall = p2statetype != S
triggerall = statetype = S
trigger1 = ctrl || stateno = 0 || stateno = 21 || stateno = 101

[state -3]
type = changestate
value = 700
triggerall = roundstate = 3 && var(59) = 1 && statetype !=A
triggerall = stateno = 900 || stateno = 901
TriggerAll =(var(58)&16384)
trigger1 = P2Life = 0
trigger2 = Roundstate != 2

[State -3]
type = ChangeState
value = 700
triggerall = var(59) = 1 && RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = ctrl || stateno = 0 || stateno = 21 || stateno = 100
trigger1 = enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemy,movetype = A)
trigger2 = p2movetype = A
;---------------------------------------------------------------------------
[State -3]
type = changestate
value = 700
triggerall = var(59) = 1
triggerall = roundstate = 2 && statetype !=A
triggerall = facing !=EnemyNear(!EnemyNear,Alive),facing
triggerall  = stateno = 900 || stateno = 901
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
trigger2 = p2movetype = A && (p2bodydist x <= 90 || inguarddist)
;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[State -3,Ծ]
type = ChangeState
value = 0
triggerall = var(59)
triggerall = statetype != A 
triggerall = roundstate = 2
triggerall = enemynear,hitdefattr != SC,AT ;ֳͶʱ
trigger1 = stateno = 40
ctrl = 1  ;ctrl״̬
IgnoreHitPause = 1 ;ͣͣʱҲִtrigger
;---------------------------------------------------------------------------
[State -3]
type = DisplayToClipboard
trigger1 = 1
text = "p2dist x:%d | p2dist y:%d | eposY:%d | frontedgedist:%d"
params = ceil(p2dist x),ceil(p2dist y),ceil(EnemyNear(!EnemyNear,Alive),pos Y),ceil(frontedgedist)
ignorehitpause = 1
;persistent = 
;---------------------------------------------------------------------------