;
; Sakuya -3.AI File.
;
[Statedef -3]
;
; `h
;
[State -3,~NAI͎~߂Ȃ~]
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,~_(땄)~]
Type     = VarRandom
Trigger1 = RoundNo = 1
Trigger1 = Var(59) > 0 && Var(5) = 0
V        = 51
Range    = 1,3
IgnoreHitPause = 1

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

;
; XyA^bN
;
[State -3,~̈uAElh[v~]
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,~̈uAElh[voj~]
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,~̓u`FbNChv~]
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,~iuN[XAbvElSv~]
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,~iuN[XAbvElSv~]
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
;
; XyJ[h
;
; uElh[vEu閶̌eElSv
;
[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)
;
; uvCx[gXNEFAvEu̐Ev
;
[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)
;
; uCXNCubh\EvEu\EXJv`Av
;
[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                                       ;Ԃ
Trigger2   = Ctrl && Random >= AIlevel*100 && EnemyNear,MoveType = A               ;
Trigger3   = (StateNo = 710) && (MoveHit = [1,7]) && (Random >= AIlevel*30)       ;qbgmF
Trigger4   = (StateNo = 710) && (MoveGuarded = [1,7]) && (Random >= AIlevel*105)   ;qbgmF~X
;
; YupjbVChvEYupjbVgv
;
[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               ;
Trigger2   = (StateNo = 205) && (MoveHit = [1,7]) && (Random >= AIlevel*30)       ;qbgmF
Trigger3   = (StateNo = 205) && (MoveGuarded = [1,7]) && (Random >= AIlevel*115)   ;qbgmF~X
Trigger4   = (StateNo = 400) && (MoveHit = [1,7]) && (Random >= AIlevel*30)       ;qbgmF
Trigger5   = (StateNo = 400) && (MoveGuarded = [1,7]) && (Random >= AIlevel*115)   ;qbgmF~X
Trigger6   = (StateNo = 500) && (MoveHit = [1,7]) && (Random >= AIlevel*30)       ;qbgmF
Trigger7   = (StateNo = 500) && (MoveGuarded = [1,7]) && (Random >= AIlevel*115)   ;qbgmF~X
;
; K[h
;p
[State -3,~K[h~]
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,~K[h~]
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,~AirK[h~]
Type       = ChangeState
Value      = 132
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A && InGuardDist
Trigger1   = Ctrl && EnemyNear,MoveType = A && Random >= AIlevel*12
;
; ˌ
;
[State -3,~  ~]
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,~  R~]
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,~  R~]
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,~ˌ~]
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,~󒆎ˌ~]
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)
;
; U
;
[State -3,~_bV  ~]
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,~_bV  R~]
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,~_bV  ~]
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,~_bV  R~]
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,~R~]
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,~Ⴊ݌~]
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,~ႪݏR~]
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,~  ~]
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,~E  ~]
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,~E  R~]
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,~  ~]
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,~  R~]
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,~NbV~]
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,~NbVR~]
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,~̌~]
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,~ArVXWbN~]
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,~N[XAbv}WbN~]
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,~oEXm[oEX~]
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
;
; VXe
;
[State -3,~_bV~]
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,~󒆃_bV~]
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,~ރ_bV~]
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,~󒆌_bV~]
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,~J[h錾~]
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,~Wv~]
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,~Wv~]
Type       = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Alive && RoundState = 2
Trigger1   = 1
V          = 1
Value      = 1

[State -3,~Wv~]
Type       = VarSet
TriggerAll = Var(59) > 0
Trigger1   = (P2BodyDist X = [-50,50])
sysvar(1)  = 0
[State -3,~OWv~]
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,~Wv~]
Type       = VarSet
TriggerAll = Var(59) > 0
Trigger1   = (P2BodyDist X >= 30) && EnemyNear,MoveType != H
sysvar(1)  = -1
;
; 쌂
;
[State -3,~쌂~]
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)