;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Sakuya -3.AI File.
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef -3]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 俙俬
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~婲摦偟偨AI偼巭傔傜傟側偄~]
Type       = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = 2
Trigger1  =  AIlevel > 0
V          = 59
Value      = AIlevel

[State -3,AI off]
Type       = VarSet
TriggerAll = Var(59) > 0
Trigger1 = RoundState != 2
V          = 59
Value      = 0

[State -3,~儔儞僟儉(堧晞)~]
Type     = VarRandom
Trigger1 = RoundNo = 1
Trigger1 = Var(59) > 0 && Var(5) = 0
V        = 51
Range    = 1,3
IgnoreHitPause = 1

[State -3,~儔儞僟儉(擉晞)~]
Type     = VarRandom
Trigger1 = RoundNo = 1
Trigger1 = Var(59) > 0 && Var(5) = 0
V        = 52
Range    = 1,3
IgnoreHitPause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僗儁儖傾僞僢僋
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~晞偺堧乽楢懕嶦恖僪乕儖乿~]
Type       = ChangeState
Value      = 3100
TriggerAll = Var(58) = 2 && Var(59) > 0
TriggerAll = Random <= AIlevel*60
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~晞偺堧乽楢懕嶦恖僪乕儖乿僶僯~]
Type       = ChangeState
Value      = 3101
TriggerAll = Var(58) = 2 && Var(59) > 0
TriggerAll = Random >= AIlevel*90
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~晞偺擉乽僠僃僢僋儊僀僪乿~]
Type       = ChangeState
Value      = 3110
TriggerAll = Var(58) = 3 && Var(59) > 0
TriggerAll = Random >= AIlevel*50
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~庤昳乽僋儘乕僗傾僢僾嶦恖婼乿~]
Type       = ChangeState
Value      = 3120
TriggerAll = Var(58) = 4 && Var(59) > 0
TriggerAll = Random <= AIlevel*12
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~庤昳乽僋儘乕僗傾僢僾嶦恖婼乿~]
Type       = ChangeState
Value      = 3121
TriggerAll = Var(58) = 4 && Var(59) > 0
TriggerAll = Random <= AIlevel*10
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僗儁儖僇乕僪
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 尪晞乽嶦恖僪乕儖乿丒尪憭乽栭柖偺尪塭嶦恖婼乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3]
Type       = ChangeState
Value      = 3000
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) > 0 && Var(58) <= 1
TriggerAll = Power >= 1000 && Var(5) = 1
TriggerAll = Var(51) = 1 && Var(53) = 0 || Var(52) = 1 && Var(53) = 1
TriggerAll = StateType != A && FVar(4) > 510
TriggerAll = NumHelper(3001) = 0 && Random >= AIlevel*90 && EnemyNear,MoveType != A
Trigger1   = Ctrl
Trigger2   = StateNo = 100 && Time <= 2
Trigger3   = (StateNo = [200,499]) && (MoveContact)
Trigger4   = (StateNo = 230) && (Time >= 19)
Trigger5   = (StateNo = 240)
Trigger5   = (Anim = 240) && (Time >= 20) || (Anim = 241) && (Time >= 22)
Trigger6   = (StateNo = 250) && (Time >= 23)
Trigger6   = (Anim = 250) && (Time >= 22) || (Anim = 251) && (Time >= 19)
Trigger7   = (StateNo = 430) && (Time >= 14)
Trigger8   = (StateNo = 440) && (Time >= 24)
Trigger9   = (StateNo = 450) && (Time >= 14)
Trigger10  = (StateNo = [500,530]) && (MoveContact)
Trigger11  = (StateNo = [700,710]) && (MoveContact)
Trigger12  = (StateNo = [1000,1090]) && (MoveContact)
Trigger13  = (StateNo = 1000) && (Time >= 13)
Trigger14  = (StateNo = 1010) && (Time >= 18)
Trigger15  = (StateNo = 1030) && (Time >= 22)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 帪晞乽僾儔僀儀乕僩僗僋僂僃傾乿丒乽嶇栭偺悽奅乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3]
Type       = ChangeState
Value      = 3010
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) > 0 && Var(58) <= 1
TriggerAll = Power >= 1000 && Var(5) = 1 && Var(31) = 0
TriggerAll = Var(51) = 2 && Var(53) = 0 || Var(52) = 2 && Var(53) = 1
TriggerAll = StateType != A && FVar(4) >= 650
TriggerAll = Random >= AIlevel*100 && EnemyNear,MoveType != A
Trigger1   = Ctrl
Trigger2   = StateNo = 100 && Time <= 2
Trigger3   = (StateNo = [200,499]) && (MoveContact)
Trigger4   = (StateNo = 230) && (Time >= 19)
Trigger5   = (StateNo = 240)
Trigger5   = (Anim = 240) && (Time >= 20) || (Anim = 241) && (Time >= 22)
Trigger6   = (StateNo = 250) && (Time >= 23)
Trigger6   = (Anim = 250) && (Time >= 22) || (Anim = 251) && (Time >= 19)
Trigger7   = (StateNo = 430) && (Time >= 14)
Trigger8   = (StateNo = 440) && (Time >= 24)
Trigger9   = (StateNo = 450) && (Time >= 14)
Trigger10  = (StateNo = [500,530]) && (MoveContact)
Trigger11  = (StateNo = [700,710]) && (MoveContact)
Trigger12  = (StateNo = [1000,1090]) && (MoveContact)
Trigger13  = (StateNo = 1000) && (Time >= 13)
Trigger14  = (StateNo = 1010) && (Time >= 18)
Trigger15  = (StateNo = 1030) && (Time >= 22)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 彎晞乽僀儞僗僋儔僀僽儗僢僪僜僂儖乿丒彎嵃乽僜僂儖僗僇儖僾僠儏傾乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3]
Type       = ChangeState
Value      = 3020
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) > 0 && Var(58) <= 1
TriggerAll = Power >= 1000 && Var(5) = 1
TriggerAll = Var(51) = 3 && Var(53) = 0 || Var(52) = 3 && Var(53) = 1
TriggerAll = StateType != A && FVar(4) > 540 && P2BodyDist X <= 150 && P2BodyDist Y >= -120
Trigger1   = Ctrl && Random >= AIlevel*115                                       ;仼傇偭傁
Trigger2   = Ctrl && Random >= AIlevel*100 && EnemyNear,MoveType = A               ;仼挻斀墳
Trigger3   = (StateNo = 710) && (MoveHit = [1,7]) && (Random >= AIlevel*30)       ;仼僸僢僩妋擣
Trigger4   = (StateNo = 710) && (MoveGuarded = [1,7]) && (Random >= AIlevel*105)   ;仼僸僢僩妋擣儈僗
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 孻晞乽僷僯僢僔儏儊僀僪乿丒孻敱乽僷僯僢僔儏儊儞僩乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -1]
Type       = ChangeState
Value      = 3200
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0 && Var(58) <= 1
TriggerAll = Power >= 3000
TriggerAll = StateType != A && FVar(4) > 200 && P2BodyDist Y >= -50 && P2BodyDist X <= 125
Trigger1   = P2BodyDist X >= 40
Trigger1   = Ctrl && Random >= AIlevel*110 && EnemyNear,MoveType = A               ;仼挻斀墳
Trigger2   = (StateNo = 205) && (MoveHit = [1,7]) && (Random >= AIlevel*30)       ;仼僸僢僩妋擣
Trigger3   = (StateNo = 205) && (MoveGuarded = [1,7]) && (Random >= AIlevel*115)   ;仼僸僢僩妋擣儈僗
Trigger4   = (StateNo = 400) && (MoveHit = [1,7]) && (Random >= AIlevel*30)       ;仼僸僢僩妋擣
Trigger5   = (StateNo = 400) && (MoveGuarded = [1,7]) && (Random >= AIlevel*115)   ;仼僸僢僩妋擣儈僗
Trigger6   = (StateNo = 500) && (MoveHit = [1,7]) && (Random >= AIlevel*30)       ;仼僸僢僩妋擣
Trigger7   = (StateNo = 500) && (MoveGuarded = [1,7]) && (Random >= AIlevel*115)   ;仼僸僢僩妋擣儈僗
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僈乕僪
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒p
[State -3,~棫僈乕僪~]
Type       = ChangeState
Value      = 130
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && InGuardDist
Trigger1   = Ctrl && EnemyNear,StateType = A && EnemyNear,MoveType = A && Random >= AIlevel*6
Trigger2   = Ctrl && EnemyNear,StateType != A && EnemyNear,MoveType = A && Random >= AIlevel*25

[State -3,~孅僈乕僪~]
Type       = ChangeState
Value      = 131
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && InGuardDist
Trigger1   = Ctrl && EnemyNear,StateType != A && EnemyNear,MoveType = A && Random >= AIlevel*6

[State -3,~Air僈乕僪~]
Type       = ChangeState
Value      = 132
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A && InGuardDist
Trigger1   = Ctrl && EnemyNear,MoveType = A && Random >= AIlevel*12
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 幩寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~墦棫偪  対~]
Type       = ChangeState
Value      = 230
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = FVar(4) > 200
TriggerAll = EnemyNear,StateType != L && Time >= 1
Trigger1   = EnemyNear,MoveType != H
Trigger1   = Ctrl && Random >= AIlevel*60 && P2BodyDist X >= 170

[State -3,~墦棫偪  廟~]
Type       = ChangeState
Value      = 240
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = FVar(4) > 200
TriggerAll = EnemyNear,StateType != L && Time >= 1
Trigger1   = EnemyNear,MoveType != H
Trigger1   = Ctrl && Random >= AIlevel*85 && P2BodyDist X >= 180

[State -3,~墦嬻拞  廟~]
Type       = ChangeState
Value      = 640
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A
TriggerAll = FVar(4) > 200
TriggerAll = EnemyNear,StateType != L && Time >= 1
Trigger1   = Ctrl && Random >= AIlevel*110 && P2BodyDist X >= 190

[State -3,~棫偪幩寕~]
Type       = ChangeState
Value      = 250
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = FVar(4) > 200
TriggerAll = EnemyNear,StateType != L && Time >= 1
Trigger1   = EnemyNear,MoveType != H
Trigger1   = Ctrl && Random >= AIlevel*100 && P2BodyDist X >= 100
Trigger2   = (StateNo = 205) && (MoveContact = [1,8]) && (Random >= AIlevel*40)
Trigger3   = (StateNo = 410) && (MoveContact = [1,8]) && (Random >= AIlevel*40)

[State -3,~嬻拞幩寕~]
Type       = ChangeState
Value      = 650
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A
TriggerAll = FVar(4) > 200
TriggerAll = EnemyNear,StateType != L && Time >= 1
Trigger1   = EnemyNear,MoveType != H
Trigger1   = Ctrl && Random >= AIlevel*100 && P2BodyDist X >= 100
Trigger2   = (Vel X <= 2)
Trigger2   = (StateNo = 600) && (MoveContact = [1,7]) && (Random >= AIlevel*30)
Trigger3   = (StateNo = 610) && (MoveContact = [1,7]) && (Random >= AIlevel*15)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 峌寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~僟僢僔儏  対~]
Type       = ChangeState
Value      = 500
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= AIlevel*130
Trigger1   = StateNo = 100 && P2BodyDist X <= 100
Trigger1   = EnemyNear,StateType != L && EnemyNear,MoveType != A

[State -3,~僟僢僔儏  廟~]
Type       = ChangeState
Value      = 510
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && Random >= AIlevel*130
Trigger1   = StateNo = 100 && P2BodyDist X <= 180
Trigger1   = EnemyNear,StateType != L

[State -3,~僟僢僔儏  伀対~]
Type       = ChangeState
Value      = 520
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= AIlevel*120
Trigger1   = StateNo = 100 && P2BodyDist X <= 70 && P2BodyDist Y <= -60
Trigger1   = EnemyNear,StateType != L

[State -3,~僟僢僔儏  伀廟~]
Type       = ChangeState
Value      = 530
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= AIlevel*115
Trigger1   = StateNo = 100 && P2BodyDist X <= 120 && EnemyNear,StateType != A
Trigger1   = EnemyNear,StateType != L

[State -3,~棫偪廟~]
Type       = ChangeState
Value      = 210
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = Random >= AIlevel*95
TriggerAll = EnemyNear,StateType != L && EnemyNear,StateType != A
Trigger1   = Ctrl && P2BodyDist X <= 60

[State -3,~偟傖偑傒対~]
Type       = ChangeState
Value      = 400
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != L && EnemyNear,MoveType != A
Trigger1   = Ctrl && Random >= AIlevel*105 && P2BodyDist X <= 70

[State -3,~偟傖偑傒廟~]
Type       = ChangeState
Value      = 410
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != L && EnemyNear,StateType != A
Trigger1   = (Ctrl) && (Random >= AIlevel*110) && (P2BodyDist X = [30,90])

[State -3,~棫偪  対~]
Type       = ChangeState
Value      = 200
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != L
Trigger1   = Ctrl && (Random >= AIlevel*100) && EnemyNear,StateType != A && P2BodyDist X <= 50
Trigger2   = StateNo = 200 && (MoveContact = [1,8]) && (Random >= AIlevel*15) && P2BodyDist X <= 50

[State -3,~塃  対~]
Type       = ChangeState
Value      = 205
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != L && EnemyNear,StateType != A
Trigger1   = StateNo = 200 && (MoveContact = [1,8]) && (Random >= AIlevel*95) && P2BodyDist X >= 50
Trigger2   = StateNo = 210 && (MoveContact = [1,8]) && (Random >= AIlevel*95)
Trigger3   = StateNo = 400 && (MoveContact = [1,8]) && (Random >= AIlevel*115) && (EnemyNear,StateType != A)
Trigger4   = StateNo = 410 && (MoveContact = [1,8]) && (Random >= AIlevel*115)

[State -3,~塃  廟~]
Type       = ChangeState
Value      = 215
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != L && EnemyNear,MoveType = H
Trigger1   = StateNo = 400 && (MoveContact = [1,8]) && (Random >= AIlevel*85) && (EnemyNear,StateType = A)
Trigger2   = StateNo = 400 && (MoveContact = [1,8]) && (Random >= AIlevel*115) && (EnemyNear,StateType != A)

[State -3,~嬻拞  対~]
Type       = ChangeState
Value      = 600
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A
Trigger1   = EnemyNear,MoveType != A && EnemyNear,StateType = A
Trigger1   = Ctrl && (Random >= AIlevel*30) && (P2BodyDist Y = [-120,0]) && P2BodyDist X <= 110
Trigger2   = EnemyNear,MoveType != A && EnemyNear,StateType != A
Trigger2   = Ctrl && (Random >= AIlevel*90) && (P2BodyDist Y = [-120,-20]) && P2BodyDist X <= 80

[State -3,~嬻拞  廟~]
Type       = ChangeState
Value      = 610
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A
Trigger1   = EnemyNear,MoveType != A && EnemyNear,StateType != A
Trigger1   = Ctrl && (Random >= AIlevel*62) && (P2BodyDist Y >= -30) && P2BodyDist X <= 110
Trigger2   = EnemyNear,MoveType != A && EnemyNear,StateType = A
Trigger2   = Ctrl && (Random >= AIlevel*62) && (P2BodyDist Y = [-70,40]) && P2BodyDist X <= 110
Trigger3   = EnemyNear,MoveType != A && EnemyNear,StateType != A
Trigger3   = Ctrl && (Random >= AIlevel*95) && (P2BodyDist Y = [-70,40]) && P2BodyDist X <= 80

[State -3,~僋儔僢僔儏対~]
Type       = ChangeState
Value      = 700
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != L && EnemyNear,MoveType != A
TriggerAll = EnemyNear,MoveType != A
Trigger1   = Ctrl && P2BodyDist X <= 80 && Random >= AIlevel*90
Trigger2   = (StateNo = 205) && (MoveHit = [1,8]) && (Random >= AIlevel*62)
Trigger3   = (StateNo = [200,210]) && (MoveGuarded = [1,8]) && (Random >= AIlevel*90)
Trigger4   = (StateNo = [400,410]) && (MoveGuarded = [1,8]) && (Random >= AIlevel*75)

[State -3,~僋儔僢僔儏廟~]
Type       = ChangeState
Value      = 710
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != L && EnemyNear,StateType != A
TriggerAll = EnemyNear,MoveType != A
Trigger1   = Ctrl && P2BodyDist X <= 100 && Random >= AIlevel*100
Trigger2   = (StateNo = 205) && (MoveHit = [1,8]) && (Random >= AIlevel*62)
Trigger3   = (StateNo = [200,210]) && (MoveGuarded = [1,8]) && (Random >= AIlevel*90)
Trigger4   = (StateNo = [400,410]) && (MoveGuarded = [1,8]) && (Random >= AIlevel*88)

[State -3,~棧寱偺尒~]
Type       = ChangeState
Value      = 1000
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = FVar(4) > 200
TriggerAll = EnemyNear,StateType = L
Trigger1   = Ctrl && Random >= AIlevel*130 && EnemyNear,Vel X <= 0.5

[State -3,~傾儞價僔儍僗僕儍僢僋~]
Type       = ChangeState
Value      = 1010
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = FVar(4) > 200
TriggerAll = (EnemyNear,StateType != L) && P2BodyDist X >= 30
Trigger1   = Ctrl && Random >= AIlevel*130 && EnemyNear,MoveType = H && EnemyNear,Vel X <= -2
Trigger2   = Ctrl && Random >= AIlevel*130 && EnemyNear,MoveType != H

[State -3,~僋儘乕僗傾僢僾儅僕僢僋~]
Type       = ChangeState
Value      = 1020
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = FVar(4) > 0
Trigger1   = (StateNo = 205) && (MoveContact = [1,8]) && (Random >= AIlevel*30)
Trigger2   = (StateNo = 215) && (MoveGuarded >= 3) && (Random >= AIlevel*88)
Trigger3   = (StateNo = [400,410]) && (MoveContact = [1,8]) && (Random >= AIlevel*108)

[State -3,~僶僂儞僗僲乕僶僂儞僗~]
Type       = ChangeState
Value      = 1030
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) > 200
TriggerAll = EnemyNear,StateType = L
Trigger1   = Ctrl && Random >= AIlevel*132
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僔僗僥儉
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~僟僢僔儏~]
Type       = ChangeState
Value      = 100
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType = S && Random >= AIlevel*112 && StateNo != 101 && StateNo != 10
Trigger1   = Ctrl && P2BodyDist X <= 320 && Time >= 1

[State -3,~嬻拞僟僢僔儏~]
Type       = ChangeState
Value      = 102
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(3) <= 1 && Var(2) = 0
TriggerAll = StateType = A && Pos Y <= -30 && StateNo != 102
Trigger1   = Ctrl && Random >= AIlevel*112 && EnemyNear,StateType != A && EnemyNear,MoveType != A
Trigger2   = (StateNo = 630) && (Time >= 14) && Random >= AIlevel*115
Trigger3   = (StateNo = 640) && (Time >= 18) && Random >= AIlevel*112
Trigger4   = (StateNo = 650) && (Time >= 24) && Random >= AIlevel*100
Trigger5   = (StateNo = 3017) && (Time >= 6) && Random >= AIlevel*120 && P2BodyDist X >= 100

[State -3,~屻戅僟僢僔儏~]
Type       = ChangeState
Value      = 105
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = S && BackEdgeBodyDist >= 80 && Random >= AIlevel*120
Trigger1   = Ctrl && P2BodyDist X <= 30

[State -3,~嬻拞屻僟僢僔儏~]
Type       = ChangeState
Value      = 107
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(3) <= 1 && Var(2) = 0 && StateNo != 107
TriggerAll = StateType = A && Pos Y <= -30 && BackEdgeBodyDist >= 60
Trigger1   = Ctrl && Random >= AIlevel*112 && EnemyNear,MoveType = A && P2BodyDist X >= 60
Trigger2   = (StateNo = 630) && (Time >= 14) && Random >= AIlevel*112 && EnemyNear,MoveType != A
Trigger3   = (StateNo = 640) && (Time >= 14) && Random >= AIlevel*110 && EnemyNear,MoveType != A
Trigger4   = (StateNo = 650) && (Time >= 16) && Random >= AIlevel*115 && EnemyNear,MoveType != A
Trigger5   = (StateNo = 3017) && (Time >= 6) && Random >= AIlevel*115 && P2BodyDist X >= 30

[State -3,~僇乕僪愰尵~]
Type       = ChangeState
Value      = 900
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = Life <= 300 && Random >= AIlevel*75
TriggerAll = Power >= 1000 && Var(58) <= 1
TriggerAll = StateType != A && Var(5) = 0
TriggerAll = Ctrl && StateNo != 101 && P2BodyDist X >= 100
Trigger1   = Life <= 300 && Random >= AIlevel*75 && Var(53) = 0
Trigger2   = Life <= 600 && Random >= AIlevel*75 && Var(53) = 1

[State -3,~崅懍僕儍儞僾~]
Type       = ChangeState
Value      = 40
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
Trigger1   = Ctrl && EnemyNear,MoveType = H && EnemyNear,StateType = A && (Random >= AIlevel*30)
Trigger2   = (StateNo = 230) && (Time >= 19) && (Random >= AIlevel*30)
Trigger3   = (StateNo = 240) && (Random >= AIlevel*30)
Trigger3   = (Anim = 240) && (Time >= 20) || (Anim = 241) && (Time >= 22)
Trigger4   = (StateNo = 250) && (Random >= AIlevel*30)
Trigger4   = (Anim = 250) && (Time >= 22) || (Anim = 251) && (Time >= 19)
Trigger5   = (StateNo = 430) && (Time >= 14) && (Random >= AIlevel*30)
Trigger6   = (StateNo = 440) && (Time >= 24) && (Random >= AIlevel*30)
Trigger7   = (StateNo = 450) && (Time >= 14) && (Random >= AIlevel*30)
Trigger8   = (StateNo = 700) && (AnimTime = 0) && (MoveHit)
Trigger9   = (StateNo = 750) && (AnimTime = 0)
Trigger10  = (StateNo = 3015) && (Random >= AIlevel*30)
Trigger10  = (Anim = 3016) && (Time >= 8) || (Anim = 3017) && (Time >= 8)
Trigger11  = (StateNo = 3016) && (Time >= 12) && (Random >= AIlevel*30)

[State -3,~崅懍僕儍儞僾~]
Type       = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
Trigger1   = 1
V          = 1
Value      = 1

[State -3,~悅捈僕儍儞僾~]
Type       = VarSet
TriggerAll = Var(59) > 0
Trigger1   = (P2BodyDist X = [-50,50])
sysvar(1)  = 0
[State -3,~慜僕儍儞僾~]
Type       = VarSet
TriggerAll = Var(59) > 0
Trigger1   = (P2BodyDist X >= 50) && EnemyNear,MoveType != H
Trigger2   = EnemyNear,Vel X <= -1 && FrontEdgeDist <= 40
Trigger2   = (P2BodyDist X <= 50) && EnemyNear,MoveType = H && EnemyNear,StateType = A
sysvar(1)  = 1
[State -3,~屻傠僕儍儞僾~]
Type       = VarSet
TriggerAll = Var(59) > 0
Trigger1   = (P2BodyDist X >= 30) && EnemyNear,MoveType != H
sysvar(1)  = -1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 楈寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~楈寕~]
Type       = ChangeState
Value      = 750
TriggerAll = Var(32) = 0
TriggerAll = Var(59) > 0
TriggerAll = StateType != A && Var(8) >= 1
Trigger1   = (StateNo = [150,159]) && (Random >= AIlevel*150)
Trigger2   = (StateNo = [700,710]) && (MoveHit = [1,8]) && (Random >= AIlevel*45)
Trigger3   = (StateNo = [700,710]) && (MoveGuarded = [1,8]) && (Random >= AIlevel*135)