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;丂倄倧倳倣倳丂俠倧値倱倲倎値倲倱丂俥倝倢倕丂俶倧俇
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;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅

[Statedef -3]

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; 俙俬僼儔僌
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[State -3, 僼儔僌];s+y偱婲摦壜擻
Type = VarSet
TriggerAll = var(59) = 0
Trigger1  = (Command = "AI00") || (Command = "AI01") || (Command = "AI02")
Trigger2  = (Command = "AI03") || (Command = "AI04") || (Command = "AI05")
Trigger3  = (Command = "AI06") || (Command = "AI07") || (Command = "AI08")
Trigger4  = (Command = "AI09") || (Command = "AI10") || (Command = "AI11")
Trigger5  = (Command = "AI12") || (Command = "AI13") || (Command = "AI14")
Trigger6  = (Command = "AI15") || (Command = "AI16") || (Command = "AI17")
Trigger7  = (Command = "AI18") || (Command = "AI19") || (Command = "AI20")
Trigger8  = (Command = "AI21") || (Command = "AI22") || (Command = "AI23")
Trigger9  = (Command = "AI24") || (Command = "AI25") || (Command = "AI26")
Trigger10 = (Command = "AI27") || (Command = "AI28") || (Command = "AI29")
Trigger11 = (Command = "AI30")
;Trigger12 = 1
var(59) = 0

[State -1, SetAI]
type = VarSet
triggerall = var(59)=0
triggerall = Alive && RoundState = [1,2]
triggerall = IsHomeTeam && !IsHelper
trigger1 = MatchNo > 1
trigger2 = TeamSide=2
var(59) = 0
ignorehitpause=1
persistent=0

[State -3, 僼儔僌]
Type = Null;VarSet
TriggerAll = var(59) = 0
Trigger1  = Command = "AI00"
Trigger2  = (Command = "a") ^^ (Command = "a2")
Trigger3  = (Command = "b") ^^ (Command = "b2")
Trigger4  = (Command = "c") ^^ (Command = "c2")
Trigger5  = (Command = "x") ^^ (Command = "x2")
Trigger6  = (Command = "y") ^^ (Command = "y2")
Trigger7  = (Command = "z") ^^ (Command = "z2")
Trigger8  = (Command = "start") ^^ (Command = "start2")
Trigger9  = (Command = "holda") ^^ (Command = "holda2")
Trigger10 = (Command = "holdb") ^^ (Command = "holdb2")
Trigger11 = (Command = "holdc") ^^ (Command = "holdc2")
Trigger12 = (Command = "holdx") ^^ (Command = "holdx2")
Trigger13 = (Command = "holdy") ^^ (Command = "holdy2")
Trigger14 = (Command = "holdz") ^^ (Command = "holdz2")
Trigger15 = (Command = "holdstart") ^^ (Command = "holdstart2")
Trigger16 = (Command = "fwd") ^^ (Command = "fwd2")
Trigger17 = (Command = "back") ^^ (Command = "back2")
Trigger18 = (Command = "holdfwd") ^^ (Command = "holdfwd2")
Trigger19 = (Command = "holdback") ^^ (Command = "holdback2")
Trigger20 = (Command = "holdup") ^^ (Command = "holdup2")
Trigger21 = (Command = "holddown") ^^ (Command = "holddown2")
Trigger22 = (Command = "recovery") ^^ (Command = "recovery2")
var(59) = 0

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; 俙俬梡曄悢
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[State -3, 幩寕娫妘]
Type = VarSet
Trigger1 = (Anim = 250) || (Anim = 252)
Trigger1 = (AnimElem = 4,=0)
Trigger2 = (Anim = 251) || (Anim = [450,452]) || (Anim = 650) || (Anim = 652)
Trigger2 = (AnimElem = 5,=0)
Trigger3 = (Anim = 651)
Trigger3 = AnimElem = 2,=12
var(57) = 30
IgnoreHitPause = 1

[State -3, 幩寕娫妘]
Type = VarAdd
TriggerAll = var(57) > 0
Trigger1 = (StateNo != [250,260]) && (StateNo != [450,460]) && (StateNo != [650,660])
var(57) = -1
IgnoreHitPause = 1

[State -3]
Type=VarSet
Trigger1=var(57)<0
var(57)=0

[State -3, 楈椡壏懚]
Type = VarSet
Trigger1 = fvar(5) > 999
var(58) = 0
IgnoreHitPause = 1

[State -3, 楈椡壏懚]
Type = VarSet
Trigger1 = fvar(5) < 201
var(58) = 1
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈]
Type = VarSet
Trigger1 = (P2StateType != A)
var(38) = 1
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈_TH]
Type = VarSet
TriggerAll = NumEnemy != 0
Trigger1 = (P2StateType = A)
Trigger2  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Reimu_Hakurei")
Trigger2  = (EnemyNear,StateNo = [202,207])||(EnemyNear,StateNo = 402)||(EnemyNear,StateNo = 700)
Trigger3  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Yukari_Yakumo")
Trigger3  = (EnemyNear,StateNo = 202)||(EnemyNear,StateNo = 403)||(EnemyNear,StateNo = 700)
Trigger4  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Yuyuko_Saigyouji")
Trigger4  = (EnemyNear,StateNo = 201)||(EnemyNear,StateNo = 206)||(EnemyNear,StateNo = 401)||(EnemyNear,StateNo = 700)
Trigger5  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Youmu_Konpaku")
Trigger5  = (EnemyNear,StateNo = [205,207])||(EnemyNear,StateNo = 252)||(EnemyNear,StateNo = 700)
Trigger6  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Patchouli_Knowledge")
Trigger6  = (EnemyNear,StateNo = 200)||(EnemyNear,StateNo = 700)
Trigger7  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Iku_Nagae")
Trigger7  = (EnemyNear,StateNo = [200,210])||(EnemyNear,StateNo = 700)
Trigger8  = (EnemyNear,AuthorName = "Aotsuki")&&(EnemyNear,Name = "Suika_Ibuki")
Trigger8  = (EnemyNear,StateNo = 700)
Trigger9  = (EnemyNear,AuthorName = "Aotsuki")&&(EnemyNear,Name = "Sakuya_Izayoi")
Trigger9  = (EnemyNear,StateNo = 210)||(EnemyNear,StateNo = 700)
Trigger10 = (EnemyNear,AuthorName = "Aotsuki")&&(EnemyNear,Name = "Aya_Syameimaru")
Trigger10 = (EnemyNear,StateNo = 205)||(EnemyNear,StateNo = 700)
Trigger11 = (EnemyNear,AuthorName = "Aotsuki")&&(EnemyNear,Name = "Hong_Meirin")
Trigger11 = (EnemyNear,StateNo = 205)||(EnemyNear,StateNo = 700)
Trigger12 = (EnemyNear,AuthorName = "Nachel")
Trigger12 = (EnemyNear,StateNo = 230)||(EnemyNear,StateNo = 240)
Trigger13 = (EnemyNear,Name = "Sakuya Izayoi")
Trigger13 = (EnemyNear,StateNo = 210)||(EnemyNear,StateNo = 400)||(EnemyNear,StateNo = 410)||(EnemyNear,StateNo = 530)
Trigger14 = (EnemyNear,Name = "Yakumo Yukari")
Trigger14 = (EnemyNear,StateNo = [2000,2020])
Trigger15 = (EnemyNear,Name = "Alice Margatroid")
Trigger15 = (EnemyNear,StateNo = 240)
Trigger16 = (EnemyNear,Name = "Suika Ibuki")
Trigger16 = (EnemyNear,StateNo = [707,708])
Trigger17 = (EnemyNear,Name = "Aya Syameimaru")
Trigger17 = (EnemyNear,StateNo = [707,708])
Trigger18 = (EnemyNear,Name = "Hong Meirin")
Trigger18 = (EnemyNear,StateNo = 820)
Trigger19 = (EnemyNear,AuthorName = "Toma")&&(EnemyNear,Name = "Patchouli")
Trigger19 = (EnemyNear,StateNo = 1000)
Trigger20 = (EnemyNear,AuthorName = "Toma")&&(EnemyNear,Name = "Marisa Kirisame")
Trigger20 = (EnemyNear,StateNo = 1000)
var(38) = 0
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈_GG]
Type = VarSet
TriggerAll = NumEnemy != 0
Trigger1 = (EnemyNear,AuthorName = "muteki")||(EnemyNear,AuthorName = "Akutagawa")
Trigger1 = (EnemyNear,StateNo = 240)
Trigger2 = (EnemyNear,Name = "testa")||(EnemyNear,Name = "justice")
Trigger2 = (EnemyNear,StateNo = 205)
Trigger3 = (EnemyNear,Name = "millia")||(EnemyNear,Name = "BRIDGET")||(EnemyNear,Name = "eddie")||(EnemyNear,Name = "jam")
Trigger3 = (EnemyNear,StateNo = 215)
Trigger4 = (EnemyNear,Name = "faust")
Trigger4 = (EnemyNear,StateNo = 235)
Trigger5 = (EnemyNear,Name = "johnny")
Trigger5 = (EnemyNear,StateNo = 1500)||(EnemyNear,StateNo = [3500,3501])
Trigger6 = (EnemyNear,Name = "order-Sol=Badguy")
Trigger6 = (EnemyNear,StateNo = 432)
var(38) = 0
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈嬻拞壓抜]
Type = VarSet
TriggerAll = NumEnemy != 0
Trigger1 = (EnemyNear,Name = "millia")&&(EnemyNear,StateNo = 1500)
Trigger2 = (EnemyNear,Name = "eddie")
Trigger2 = (EnemyNear,StateNo = 1800)||(EnemyNear,StateNo = 1850)
var(38) = 1
IgnoreHitPause = 1

[State -3, 僗儁儖僇乕僪堧晞]
Type = VarRandom
TriggerAll = var(59) = 2
Trigger1 =  fvar(1) <= 0
Trigger1 =  StateNo != 710
V = 40
Range = 0,2
IgnoreHitPause = 1

[State -3, 僗儁儖僇乕僪擉晞]
Type = VarRandom
TriggerAll = var(59) = 2
Trigger1 =  fvar(1) <= 0
Trigger1 =  StateNo != 710
V = 41
Range = 0,2
IgnoreHitPause = 1

[State -3, 曄悢憹尭]
Type = VarAdd
Trigger1 = var(15) > 0
Trigger1 = (StateNo != [3200,3203])
var(15) = -1
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarSet
Trigger1 = var(59) = 2
var(59) = 1
IgnoreHitPause = 1

[State -3, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(51) = 1
Trigger1 = Var(56) < 5
Trigger1 = var(42) = 1
Trigger1 = (100*Life/LifeMax) <= 48
Trigger1 = ((StateNo != 710) && (StateNo != [790,793]))
Value = IfElse(StateType=L,792,790)

[State -3]
Type     = ChangeState
Triggerall = Alive
Triggerall = Var(42) = 1
Triggerall = RoundState=2
Triggerall = Var(56) < 5
Triggerall = StateNo != 710
Triggerall = StateType != A
Triggerall = Ctrl
Triggerall = StateNo != [790,799]
Triggerall = var(51)=2
Triggerall = power>=1800
Triggerall = NumHelper(6115)=0
Trigger1 = Var(59) = 1
Trigger1 = !InGuardDist
Trigger1 = (abs(P2Dist X)>120) || (random<20)
Trigger1 = (P2Life>Life+250) || (random<30) || (Life<200) || ((Life<650) && (power>=3000))
Trigger2 = var(59) = 0
Trigger2 = command = "ADV"
Value    = 797

[State -3, 僇乕僪愰尵-揋愱梡]
Type = ChangeState
Value = 710
triggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = (StateType != A)
TriggerAll = ((var(42) = 1) && (var(51) = 1))
Trigger1 = (Ctrl)  || (StateNo = 100)
Trigger1 = Var(56) > 0
Trigger1 = NumHelper(6116) = 0

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; 婎杮摦嶌愝掕
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[State -3, 杊屼]
Type = ChangeState
Value = IfElse(StateType=A,132,130+var(38))
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = var(56) < 6
TriggerAll = RoundState = 2
TriggerAll = Random < IfElse(100*var(55)>999,999,IfElse(100*var(55)<0,0,100*var(55)))
Trigger1 = ((Ctrl) && (InGuardDist))

[State -3, 慜曽僟僢僔儏]
Type = ChangeState
Value = 100
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [60,100]
Trigger1 = Random < IfElse(10*var(54)>150,150,IfElse(10*var(54)<10,10,10*var(54)))
Trigger1 = P2MoveType != A

[State -3, 屻曽僟僢僔儏]
Type = ChangeState
Value = 105
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl
Trigger1 = Random < IfElse(8*var(54)>100,100,IfElse(8*var(54)<8,8,8*var(54)))
Trigger1 = BackEdgeBodyDist > 60

[State -3, 嬻拞慜曽僟僢僔儏]
Type = ChangeState
Value = 110
triggerAll = Alive = 1
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = var(0) < 2
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [60,100]
Trigger1 = Random < IfElse(10*var(54)>120,120,IfElse(10*var(54)<10,10,10*var(54)))
Trigger1 = P2MoveType != A

[State -3, 嬻拞屻曽僟僢僔儏]
Type = ChangeState
Value = 115
triggerAll = Alive = 1
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = var(0) < 2
TriggerAll = StateType = A
TriggerAll = Ctrl
Trigger1 = Random < IfElse(15*var(54)>150,150,IfElse(15*var(54)<15,15,15*var(54)))
Trigger1 = BackEdgeBodyDist > 60

[State -3, 嬻拞慜曽僟僢僔儏僉儍儞僙儖]
Type = ChangeState
Value = 110
triggerAll = Alive = 1
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 5
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = var(0) < 2
TriggerAll = Random < IfElse(15*var(54)>150,150,IfElse(15*var(54)<15,15,15*var(54)))
Trigger1 = ((StateNo = 650) && (Time > 35))
Trigger2 = ((StateNo = 651) && (Time > 32))
Trigger3 = ((StateNo = 652) && (Time > 21))

[State -3, 嬻拞屻曽僟僢僔儏僉儍儞僙儖]
Type = ChangeState
Value = 115
triggerAll = Alive = 1
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 5
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = var(0) < 2
TriggerAll = Random < IfElse(15*var(54)>150,150,IfElse(15*var(54)<15,15,15*var(54)))
Trigger1 = ((StateNo = 650) && (Time > 35))
Trigger2 = ((StateNo = 651) && (Time > 32))
Trigger3 = ((StateNo = 652) && (Time > 21))

[State -3, 僇乕僪愰尵]
Type = ChangeState
Value = 710
TriggerAll = Alive 
TriggerAll = var(59) = 1
TriggerAll = var(56) = 0
TriggerAll = var(39) = 0
TriggerAll = RoundState = 2
TriggerAll = (Ctrl) && (StateType != A)
TriggerAll = Random < IfElse(12*var(54)>999,999,IfElse(12*var(54)<12,12,12*var(54)))
TriggerAll = (var(42) = 0) || ((var(42) = 1) && (var(51) = 0))
Triggerall = Power >= 2000
Triggerall = (P2Dist X > 160) && (!InGuardDist) || (P2StateType = L)
Triggerall = Life < 700
Triggerall = P2Life > 200
Trigger1 = (NumHelper(6115) = 0) && (var(17) = 0)
Trigger2 = ((NumHelper(6115) = 1) && (var(42) = 0) && (var(47) > 0))

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; 峌寕愝掕丂捠忢峌寕
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[State -3, 僟僢僔儏俹]
Type = ChangeState
Value = 202
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-10,40]
TriggerAll = P2Dist Y = [-40,0]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(40*var(54)>400,400,IfElse(40*var(54)<40,40,40*var(54)))
Trigger1 = StateNo = 100

[State -3, 棫偪俹]
Type = ChangeState
Value = 200
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-10,30]
TriggerAll = P2Dist Y = [-40,0]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))
Trigger1 = (Ctrl)
Trigger2 = Random < IfElse(100*var(54)>900,900,IfElse(100*var(54)<100,100,100*var(54)))/2
Trigger2 = (StateNo = 200) && (MoveContact = 1)

[State -3, 棫偪仺俹]
Type = ChangeState
Value = 201
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [20,50]
TriggerAll = P2Dist Y = [-40,0]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))
Trigger1 = (Ctrl)

[State -3, 棫偪俲]
Type = ChangeState
Value = 205
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-10,40]
TriggerAll = P2Dist Y = [-40,0]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))
Trigger1 = (Ctrl)

[State -3, 棫偪仺俲]
Type = ChangeState
Value = 206
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [0,50]
TriggerAll = P2Dist Y = [-40,0]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))
Trigger1 = (Ctrl)

[State -3, 僟僢僔儏偟傖偑傒俹]
Type = ChangeState
Value = 401
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [0,40]
TriggerAll = P2StateType = S || P2StateType = C
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(40*var(54)>400,400,IfElse(40*var(54)<40,40,40*var(54)))
Trigger1 = StateNo = 100

[State -3, 偟傖偑傒俹]
Type = ChangeState
Value = 400
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-10,30]
TriggerAll = P2StateType = S || P2StateType = C
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))
Trigger1 = (Ctrl)

[State -3, 偟傖偑傒俲]
Type = ChangeState
Value = 402
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-10,20]
TriggerAll = P2StateType = S || P2StateType = C
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))
Trigger1 = (Ctrl)
Trigger2 = Random < IfElse(100*var(54)>900,900,IfElse(100*var(54)<100,100,100*var(54)))/2
Trigger2 = (StateNo = 402) && (MoveContact = 1)

[State -3, 僟僢僔儏偟傖偑傒俲]
Type = ChangeState
Value = 403
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-10,50]
TriggerAll = P2StateType = S || P2StateType = C
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(40*var(54)>400,400,IfElse(40*var(54)<40,40,40*var(54)))
Trigger1 = StateNo = 100

[State -3, 嬻俹]
Type = ChangeState
Value = 600
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [-10,40]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(40*var(54)>400,400,IfElse(40*var(54)<40,40,40*var(54)))
Trigger1 = Ctrl

[State -3, 嬻俲]
Type = ChangeState
Value = 605
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [-10,40]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (!InGuardDist)
Trigger1 = Random < IfElse(40*var(54)>400,400,IfElse(40*var(54)<40,40,40*var(54)))
Trigger1 = Ctrl

[State -3, 棫偪寱慚]
Type = ChangeState
Value = 250
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = Var(56) < 4
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = var(50) != 101
TriggerAll = StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl) && (!InGuardDist)
Trigger1 = Random < IfElse(25*var(54)>250,250,IfElse(25*var(54)<25,25,25*var(54)))+(P2Dist X/10)
Trigger1 = (P2Dist X = [60,240])

[State -3, 棫偪敿恎墖岇]
Type = ChangeState
Value = 251
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = (var(56) = 0) || (var(56) = [2,3])
TriggerAll = var(50) != 101
TriggerAll = var(12) = 0
TriggerAll = var(13) = 0
TriggerAll = StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl) && (!InGuardDist)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))+(P2Dist X/10)
Trigger1 = (P2Dist X > 100)

[State -3, 棫偪巃寕]
Type = ChangeState
Value = 252
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = Var(56) < 4
TriggerAll = var(50) != 101
TriggerAll = StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))+(P2Dist X/10)
Trigger1 = (P2Dist X > 0)

[State -3, 偟傖偑傒寱慚]
Type = ChangeState
Value = 450
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = Var(56) < 4
TriggerAll = var(50) != 101
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl) && (!InGuardDist)
Trigger1 = Random < IfElse(25*var(54)>250,250,IfElse(25*var(54)<25,25,25*var(54)))+(P2Dist X/10)
Trigger1 = (P2Dist X = [60,240])

[State -3, 偟傖偑傒敿恎墖岇]
Type = ChangeState
Value = 451
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = (var(56) = 0) || (var(56) = [2,3])
TriggerAll = var(50) != 101
TriggerAll = var(12) = 0
TriggerAll = var(13) = 0
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl) && (!InGuardDist)
Trigger1 = Random < IfElse(15*var(54)>150,150,IfElse(15*var(54)<15,15,15*var(54)))
Trigger1 = (P2Dist X > 100)

[State -3, 偟傖偑傒巃寕]
Type = ChangeState
Value = 452
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = Var(56) < 4
TriggerAll = var(50) != 101
TriggerAll = StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl) && (!InGuardDist)
Trigger1 = Random < IfElse(25*var(54)>250,250,IfElse(25*var(54)<25,25,25*var(54)))+(P2Dist X/10)
Trigger1 = (P2Dist X = [0,100]) && (P2Dist Y = [-5,-80])

[State -3, 嬻丂寱慚]
Type = ChangeState
Value = 650
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = Var(56) < 4
TriggerAll = var(50) != 101
TriggerAll = StateType = A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl) && (!InGuardDist)
Trigger1 = Random < IfElse(25*var(54)>250,250,IfElse(25*var(54)<25,25,25*var(54)))+(P2Dist X/10)
Trigger1 = (P2Dist X = [60,240])

[State -3, 嬻丂敿恎墖岇]
Type = ChangeState
Value = 651
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = (var(56) = 0) || (var(56) = [2,3])
TriggerAll = var(50) != 101
TriggerAll = var(12) = 0
TriggerAll = var(13) = 0
TriggerAll = StateType = A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl) && (!InGuardDist)
Trigger1 = Random < IfElse(15*var(54)>150,150,IfElse(15*var(54)<15,15,15*var(54)))
Trigger1 = (P2Dist X = [100,200])

[State -3, 嬻丂巃寕]
Type = ChangeState
Value = 652
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
TriggerAll = Var(56) < 4
TriggerAll = var(50) != 101
TriggerAll = StateType = A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = (Ctrl) && (!InGuardDist)
Trigger1 = Random < IfElse(20*var(54)>200,200,IfElse(20*var(54)<20,20,20*var(54)))+(P2Dist X/10)
Trigger1 = (P2Dist X > 0)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 峌寕愝掕丂昁嶦媄
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 斀幩壓奅巃]
Type = ChangeState
Value = 1000
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(50) != 101
TriggerAll = (var(56) = 0) || (var(56) = [2,3])
TriggerAll = (var(58) = 0) && (fvar(5) > 250)
TriggerAll = StateType != A
TriggerAll = P2Dist X >= 200
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
Trigger1 = Random < IfElse(5*var(54)>100,100,IfElse(5*var(54)<5,5,5*var(54)))/2
Trigger1 = (Ctrl)

[State -3, 尫寧巃乚揤奅朄椫巃]
Type = ChangeState
Value = 1001
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = (var(56) = 0) || (var(56) = [2,3])
TriggerAll = P2Dist X = [0,150]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120) && (P2StateNo != [120,155])
Trigger1 = Random < IfElse(12*var(54)>240,240,IfElse(12*var(54)<12,12,12*var(54)))
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)
Trigger2 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger2 = (StateNo = [200,206]) && (MoveContact = 1)
Trigger3 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveContact = 1)
Trigger4 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger4 = ((StateNo = 251) && (Time = [29,31]))
Trigger5 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger5 = ((StateNo = 252) && (Time = [25,27]))
Trigger6 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger6 = ((StateNo = 451) && (Time = [29,31]))
Trigger7 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger7 = ((StateNo = 452) && (Time = [24,26]))
Trigger8 = Random < IfElse(9*var(54)>180,180,IfElse(9*var(54)<9,9,9*var(54)))
Trigger8 = ((Ctrl) && (P2Dist X = [20,70]) && (P2Dist Y = [-120,20]) && (P2MoveType = A))

[State -3, 揤奅朄椫巃]
Type = ChangeState
Value = 1002
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) < 4
TriggerAll = P2Dist X = [0,200]
TriggerAll = P2StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120) && (P2StateNo != [120,155])
Trigger1 = Random < IfElse(15*var(54)>300,300,IfElse(15*var(54)<15,15,15*var(54)))
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)
Trigger2 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger2 = (StateNo = [200,206]) && (MoveHit = 1)
Trigger3 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveHit = 1)
Trigger4 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger4 = ((StateNo = 251) && (Time = [29,31]))
Trigger5 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger5 = ((StateNo = 252) && (Time = [25,27]))
Trigger6 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger6 = ((StateNo = 451) && (Time = [29,31]))
Trigger7 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger7 = ((StateNo = 452) && (Time = [24,26]))

[State -3, 惗巰棳揮巃]
Type = ChangeState
Value = 1003
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(50) != 101
TriggerAll = (var(56) = 0) || (var(56) = [2,3])
TriggerAll = (P2Dist X = [50,240]) || (MoveContact = 1)
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120) && (P2StateNo != [120,155])
Trigger1 = Random < IfElse(13*var(54)>260,260,IfElse(13*var(54)<13,13,13*var(54)))
Trigger1 = (Ctrl) || (StateNo = 100)
Trigger2 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger2 = (StateNo = [200,206]) && (MoveContact = 1)
Trigger3 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveContact = 1)
Trigger4 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger4 = ((StateNo = 251) && (Time > 28))
Trigger5 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger5 = ((StateNo = 252) && (Time > 24))
Trigger6 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger6 = ((StateNo = 451) && (Time > 28))
Trigger7 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger7 = ((StateNo = 452) && (Time > 23))

[State -3, 惗巰棳揮巃_幩]
Type = ChangeState
Value = 1004
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(50) != 101
TriggerAll = Var(56) < 4
TriggerAll = P2Dist X = [100,250]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120) && (P2StateNo != [120,155])
Trigger1 = Random < IfElse(12*var(54)>240,240,IfElse(12*var(54)<12,12,12*var(54)))
Trigger1 = (Ctrl) || (StateNo = 100)
Trigger2 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger2 = (StateNo = [200,206]) && (MoveHit = 1)
Trigger3 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveHit = 1)
Trigger4 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger4 = ((StateNo = 251) && (Time > 28))
Trigger5 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger5 = ((StateNo = 252) && (Time > 24))
Trigger6 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger6 = ((StateNo = 451) && (Time > 28))
Trigger7 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger7 = ((StateNo = 452) && (Time > 23))

[State -3, 愜暁柍娫]
Type = ChangeState
Value = 1005
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(50) != 101
TriggerAll = Var(56) < 4
TriggerAll = P2BodyDist X = [0,19]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
Trigger1 = Random < IfElse(40*var(54)>40,40,IfElse(40*var(54)<40,40,40*var(54)))
Trigger1 = (Ctrl) || (StateNo = 100)

[State -3, 廝揤巃]
Type = ChangeState
Value = 1007
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(50) != 101
TriggerAll = Var(56) < 4
TriggerAll = StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120) && (P2StateNo != [120,155])
TriggerAll = (P2Dist X = [110,180]) || (MoveContact) || (Var(56) = 1)
Trigger1 = Random < IfElse(4*var(54)>80,80,IfElse(4*var(54)<4,4,4*var(54)))
Trigger1 = (Ctrl) || (StateNo = 100)
Trigger2 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger2 = (StateNo = [200,206]) && (MoveContact = 1)
Trigger3 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveContact = 1)
Trigger4 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
Trigger4 = ((StateNo = 251) && (Time > 28))
Trigger5 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger5 = ((StateNo = 252) && (Time > 24))
Trigger6 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger6 = ((StateNo = 451) && (Time > 28))
Trigger7 = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))/2
Trigger7 = ((StateNo = 452) && (Time > 23))

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 峌寕愝掕丂僗儁儖僇乕僪
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 恖晞乽尰悽巃乿乚恖婼乽枹棃塱崊巃乿]
Type = ChangeState
Value = 3000
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = ((var(42) = 0) && (var(40) = 0)) || ((var(42) = 1) && (var(41) = 0))
TriggerAll = fvar(1) > 0
TriggerAll = (Power >= 1000) && (fvar(5) > 500)
TriggerAll = Random < IfElse(8*var(54)>160,160,IfElse(8*var(54)<8,8,8*var(54)))
TriggerAll = P2Dist X = [0,90]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
Trigger1 = var(57) = 0 && var(58) = 0
Trigger1 = (Ctrl)
Trigger2 = (StateNo = [200,206]) && (MoveHit = [1,2])
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveHit = [1,2])
Trigger4 = ((StateNo = 251) && (Time > 28))
Trigger5 = ((StateNo = 252) && (Time > 24))
Trigger6 = ((StateNo = 451) && (Time > 28))
Trigger7 = ((StateNo = 452) && (Time > 23))
Trigger8 = ((StateNo = 1001) && (Time = [10,28]) && (var(10) = 1))
Trigger9 = ((StateNo = 1002) && (AnimElem = 28,>=0) && (AnimElem = 31,<0))
Trigger10 = ((StateNo = 1003) && (MoveHit = [1,2]))
Trigger11 = ((StateNo = 1004) && (MoveHit = [1,2]))

[State -3, 抐柦寱乽柣憐巃乿乚抐柪寱乽柪捗帨峲巃乿]
Type = ChangeState
Value = 3001
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = ((var(42) = 0) && (var(40) = 1)) || ((var(42) = 1) && (var(41) = 1))
TriggerAll = fvar(1) > 0
TriggerAll = (Power >= 1000) && (fvar(5) > 500)
TriggerAll = Random < IfElse(8*var(54)>160,160,IfElse(8*var(54)<8,8,8*var(54)))
TriggerAll = ((var(42) = 0) && (P2Dist X = [30,160])) || ((var(42) = 1) && (P2Dist X = [30,230]))
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
Trigger1 = var(57) = 0 && var(58) = 0
Trigger1 = (Ctrl)
Trigger2 = (StateNo = [200,206]) && (MoveHit = [1,2])
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveHit = [1,2])
Trigger4 = ((StateNo = 251) && (Time > 28))
Trigger5 = ((StateNo = 252) && (Time > 24))
Trigger6 = ((StateNo = 451) && (Time > 28))
Trigger7 = ((StateNo = 452) && (Time > 23))
Trigger8 = ((StateNo = 1001) && (Time = [10,28]) && (var(10) = 1))
Trigger9 = ((StateNo = 1002) && (AnimElem = 28,>=0) && (AnimElem = 31,<0))
Trigger10 = ((StateNo = 1003) && (MoveHit = [1,2]))
Trigger11 = ((StateNo = 1004) && (MoveHit = [1,2]))

[State -3, 嵃晞乽桯柧偺嬯椫乿乚嵃楫乽桯柧媮暦帩憦柧偺朄乿]
Type = ChangeState
Value = 3002
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = ((var(42) = 0) && (var(40) = 2)) || ((var(42) = 1) && (var(41) = 2))
TriggerAll = var(12) = 0
TriggerAll = fvar(1) > 0
TriggerAll = (Power >= 1000) && (fvar(5) > 900)
TriggerAll = Random < IfElse(10*var(54)>200,200,IfElse(10*var(54)<10,10,10*var(54)))
Trigger1 = var(57) = 0 && var(58) = 0
Trigger1 = (Ctrl) || (StateNo = 100)
Trigger2 = (StateNo = [200,206]) && (MoveContact = 1)
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveContact = 1)
Trigger4 = ((StateNo = 1001) && (Time = [10,28]) && (var(10) = 1))
Trigger5 = ((StateNo = 1002) && (AnimElem = 28,>=0) && (AnimElem = 31,<0))
Trigger6 = ((StateNo = 1003) && (MoveContact = 1))
Trigger7 = ((StateNo = 1004) && (MoveContact = 1))

[State -1, 惣峴弔晽巃]
Type = ChangeState
Value = 3100
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 0
TriggerAll = (Power >= 1000) && (fvar(5) > 900)
TriggerAll = Random < IfElse(6*var(54)>120,120,IfElse(6*var(54)<6,6,6*var(54)))
TriggerAll = (P2Dist X = [0,150])
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
Trigger1 = (Ctrl)
Trigger2 = (StateNo = [200,206]) && (MoveContact = 1)
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveContact = 1)
Trigger4 = ((StateNo = 251) && (Time = 29))
Trigger5 = ((StateNo = 252) && (Time = 25))
Trigger6 = ((StateNo = 451) && (Time = 29))
Trigger7 = ((StateNo = 452) && (Time = 24))
Trigger8 = ((StateNo = 1001) && (Time = [10,28]) && (var(10) = 1))
Trigger9 = ((StateNo = 1002) && (AnimElem = 28,>=0) && (AnimElem = 31,<0))
Trigger10 = ((StateNo = 1003) && (MoveContact = 1))
Trigger11 = ((StateNo = 1004) && (MoveContact = 1))

[State -1, 庨悵旘揤擵晳]
Type = ChangeState
Value = 3101
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 0
TriggerAll = (Power >= 1000) && (fvar(5) > 900)
TriggerAll = Random < IfElse(8*var(54)>160,160,IfElse(8*var(54)<8,8,8*var(54)))
TriggerAll = (P2Dist X = [60,150]) && (P2StateType != A)
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
Trigger1 = (Ctrl)
Trigger2 = (StateNo = [200,206]) && (MoveContact = 1)
Trigger3 = ((StateNo = 400) || (StateNo = 402)) && (MoveContact = 1)
Trigger4 = ((StateNo = 251) && (Time = 29))
Trigger5 = ((StateNo = 252) && (Time = 25))
Trigger6 = ((StateNo = 451) && (Time = 29))
Trigger7 = ((StateNo = 452) && (Time = 24))
Trigger8 = ((StateNo = 1001) && (Time = [10,28]) && (var(10) = 1))
Trigger9 = ((StateNo = 1002) && (AnimElem = 28,>=0) && (AnimElem = 31,<0))
Trigger10 = ((StateNo = 1003) && (MoveContact = 1))
Trigger11 = ((StateNo = 1004) && (MoveContact = 1))

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
;丂峌寕愝掕丂揋愱梡僗儁儖僇乕僪
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 晞偺擉乽怱娽柪憐巃乿]
Type = ChangeState
Value = 3201
TriggerAll = Alive
triggerall = var(32)<500
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 2
TriggerAll = Random < 300
TriggerAll = (P2Dist X = [0,230])
Trigger1 = var(15) = 0
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)

[State -3, 晞偺擉乽怱娽柪憐巃乿]
Type = ChangeState
Value = 3201
TriggerAll = Alive
triggerall = var(32)<500
TriggerAll = var(59) = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 2
TriggerAll = command="CATK"
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)

[State -3, 晞偺嶲乽嬈晽恄慚巃乿]
Type = ChangeState
Value = 3202
TriggerAll = Alive
TriggerAll = var(59) = 1
triggerall = var(32)<500
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 3
TriggerAll = Random < 300
Trigger1 = var(15) = 0
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)

[State -3, 晞偺嶲乽嬈晽恄慚巃乿]
Type = ChangeState
Value = 3202
TriggerAll = Alive
TriggerAll = var(59) = 0
triggerall = var(32)<500
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 3
TriggerAll = command="CATK"
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)

[State -3, 墱媊乽惣峴弔晽巃乿]
Type = ChangeState
Value = 3203
TriggerAll = Alive
triggerall = var(32)<500
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 4
Trigger1 = var(15) = 0
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)

[State -3, 墱媊乽惣峴弔晽巃乿]
Type = ChangeState
Value = 3203
TriggerAll = Alive
TriggerAll = var(59) = 0
triggerall = var(32)<500
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 4
Triggerall = command = "CATK"
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)

[State -3, 乽桯柣恄晽巃乿]
Type = ChangeState
Value = 3204
TriggerAll = Alive
triggerall = var(32)<500
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 5
Trigger1 = var(15) = 0
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)

[State -3, 乽桯柣恄晽巃乿]
Type = ChangeState
Value = 3204
TriggerAll = Alive
TriggerAll = var(59) = 0
TriggerAll = RoundState = 2
triggerall = var(32)<500
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = Var(56) = 5
Triggerall = command="CATK"
Trigger1 = var(57) = 0
Trigger1 = (Ctrl) || (StateNo = 100)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 楢実峌寕愝掕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 棫偪仺俹]
Type = ChangeState
Value = 201
TriggerAll = StateType != A
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
Trigger1 = Random < IfElse(100*var(54)>900,900,IfElse(100*var(54)<100,100,100*var(54)))
Trigger1 = ((StateNo = 200) || (StateNo = 205)) && (MoveContact = 1)
Trigger2 = Random < IfElse(150*var(54)>900,900,IfElse(150*var(54)<150,150,150*var(54)))
Trigger2 = (StateNo = 400) && (MoveHit = 1)
Trigger3 = (StateNo = 402) && (MoveHit = 1)

[State -3, 棫偪仺俲]
Type = ChangeState
Value = 206
TriggerAll = StateType != A
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
Trigger1 = Random < IfElse(100*var(54)>900,900,IfElse(100*var(54)<100,100,100*var(54))) || (var(54) > 4)
Trigger1 = ((StateNo = 200) || (StateNo = 205)) && (MoveContact = 1)
Trigger2 = Random < IfElse(100*var(54)>900,900,IfElse(100*var(54)<100,100,100*var(54))) || (var(54) > 4)
Trigger2 = (StateNo = 400) && (MoveHit = 1)

[State -3, 棫偪巃寕]
Type = ChangeState
Value = 252
TriggerAll = StateType != A
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(57) = 0 && var(58) = 0
Trigger1 = Random < IfElse(100*var(54)>900,900,IfElse(100*var(54)<100,100,100*var(54)))
Trigger1 = ((StateNo = 201) || (StateNo = 206)) && (MoveContact = 1)
Trigger2 = Random < IfElse(150*var(54)>900,900,IfElse(150*var(54)<150,150,150*var(54)))
Trigger2 = (StateNo = 402) && (MoveHit = 1)

[State -3, 尫寧巃乚揤奅朄椫巃]
Type = ChangeState
Value = 1001
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(50) != 101
TriggerAll = (var(56) = 0) || (var(56) = [2,3])
TriggerAll = var(58) = 0
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = Random < IfElse(150*var(54)>900,900,IfElse(150*var(54)<150,150,150*var(54)))
Trigger1 = ((StateNo = 201) || (StateNo = 206)) && (MoveHit = 1)
Trigger2 = (StateNo = 401) && (MoveHit = 1)

[State -3, 惗巰棳揮巃]
Type = ChangeState
Value = 1003
TriggerAll = Alive
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = var(50) != 101
TriggerAll = (var(56) = 0) || (var(56) = [2,3])
TriggerAll = P2BodyDist X = [-10,80]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = Random < IfElse(150*var(54)>900,900,IfElse(150*var(54)<150,150,150*var(54)))
Trigger1 = ((StateNo = 201) || (StateNo = 206)) && (MoveHit = 1)
Trigger2 = (StateNo = 401) && (MoveHit = 1)

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅

;voice----------------------------------------
[State -3, 僪儘乕儃僀僗]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 170
value = 170, 0+(Random % 2)
channel = 0
Volume  = 250

[State -3, 彑棙儃僀僗]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 180
trigger1 = MatchOver = 0
value = 180, 0+(Random % 9)
channel = 0
Volume  = 250

[State -3, 彑棙儃僀僗]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 180
trigger1 = MatchOver = 1
value = 181, 0+(Random % 6)
channel = 0
Volume  = 250

[State -3, 捠忢僀儞僩儘]
type = PlaySnd
triggerall = alive
triggerall = stateno = 190
Trigger1 = (Anim = 190 && AnimElem = 8)
value = 190, 0+(Random % 11)
channel = 0
Volume  = 250

;----------------------------------------
[State -3, 捠忢媄]
type = PlaySnd
triggerall = Time = 1
triggerall = Random < 450
trigger1 = stateno=200 || stateno=205 || stateno=400 || stateno=402
value = 200,0+(Random % 3)
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 捠忢媄]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno=201 || stateno=202 || stateno=206 || stateno=403
value = 210,0
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 捠忢媄]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno=650 || stateno=250
trigger2 = stateno=207 || stateno=450 || stateno=401
value = 200,2+(Random % 3)
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 捠忢媄]
type = PlaySnd
triggerall = Time = 1
triggerall = Random < 450
trigger1 = stateno=252 || stateno=452 || stateno=652
value = 200,1+(Random % 3)
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 捠忢媄]
type = PlaySnd
triggerall = Time = 1
triggerall = Random < 450
trigger1 = stateno=600
value = 210,0
channel = 0
Volume  = 250
IgnoreHitPause = 1


[State -3, 捠忢媄]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno=605
value = 210,1
channel = 0
Volume  = 250
IgnoreHitPause = 1

;----------------------------------------
[State -3, 摿庩峴摦]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno=700 || stateno=701 || stateno=702
value = 700,0+(Random % 1)
channel = 0
Volume  = 255
IgnoreHitPause = 1

; 昁嶦媄----------------------------------------
[State -3, 斀幩壓奅巃]
type = PlaySnd
triggerall = stateno=1000
Trigger1 = (Anim = 1000 && AnimElem = 5)
value = 1000,0+(Random % 1)
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 尫寧巃乚揤奅朄椫巃]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno=1001
value = 1001,0+(Random % 3)
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 揤奅朄椫巃]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno=1002
value = 1002,0+(Random % 2)
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 廝揤巃]
type = PlaySnd
triggerall = stateno=1007
Trigger1 = (Anim = 1040 && AnimElem = 12)
value = 1002,2+(Random % 1)
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 惗巰棳揮巃]
type = PlaySnd
triggerall = stateno=1003
Trigger1 = (Anim = 1020 && AnimElem = 3)
Trigger2 = (Anim = 1023 && AnimElem = 3)
value = 1003,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 惗巰棳揮巃捛壛峌寕1]
type = PlaySnd
triggerall = stateno=1003
Trigger1 = (Anim = 1021 && AnimElem = 3)
value = 210,0+(Random % 3)
channel = 0
Volume  = 250
IgnoreHitPause = 1

[State -3, 惗巰棳揮巃捛壛峌寕2]
type = PlaySnd
triggerall = stateno=1003
Trigger1 = (Anim = 1022 && AnimElem = 5)
value = 1001,1+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 惗巰棳揮巃_幩]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno=1004
value = 1003,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 婲暁柍娫]
type = PlaySnd
triggerall = stateno=1005
Trigger1 = (Anim = 1030 && AnimElem = 2)
Trigger2 = (Anim = 1031 && AnimElem = 2)
value = 200,1+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 婲暁柍娫]
type = PlaySnd
triggerall = stateno=1006
Trigger1 = (Anim = 1032 && AnimElem = 7)
Trigger2 = (Anim = 1033 && AnimElem = 5)
value = 1004,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 婲暁柍娫]
type = PlaySnd
triggerall = stateno=1005
Trigger1 = (Anim = 1030 && AnimElem = 6)
Trigger2 = (Anim = 1031 && AnimElem = 6)
value = 5000,3+(Random % 1)
channel = 0
Volume  = 255
IgnoreHitPause = 1

;----------------------------------------
; 僇乕僪愰尵
[State -3, 1]
type = PlaySnd
triggerall = (stateno=710) || (Stateno=797)
Trigger1 = (Anim = 706 && AnimElem = 3)
value = 710,0+(Random % 1)
channel = 0
Volume  = 250

;僗儁儖僇乕僪----------------------------------------
[State -3, 恖晞乽尰悽巃乿乚恖婼乽枹棃塱崊巃乿]
type = PlaySnd
triggerall = stateno=3000
Trigger1 = (Anim = 3000 && AnimElem = 2)
value = 3000,1+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 恖晞乽尰悽巃乿乚恖婼乽枹棃塱崊巃乿]
type = PlaySnd
triggerall = stateno=3000
Trigger1 = (Anim = 3000 && AnimElem = 7)
value = 3000,0+(Random % 1)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 抐柦寱乽柣憐巃乿乚抐柪寱乽柪捗帨峲巃乿]
type = PlaySnd
triggerall = stateno=3001
Trigger1 = (Anim = 3010 && AnimElem = 3)
Trigger2 = (Anim = 3011 && AnimElem = 3)
value = 3001,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 嵃晞乽桯柧偺嬯椫乿乚嵃楫乽桯柧媮暦帩憦柧偺朄乿]
type = PlaySnd
triggerall = stateno=3002
Trigger1 = (Anim = 3020 && AnimElem = 2)
value = 3002,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 惣峴弔晽巃]
type = PlaySnd
triggerall = stateno=3100
Trigger1 = (Anim = 3030 && AnimElem = 2)
value = 3003,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 庨悵旘揤擵晳]
type = PlaySnd
triggerall = stateno=3101
Trigger1 = (Anim = 3040 && AnimElem = 6)
value = 3000,2+(Random % 1)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 庨悵旘揤擵晳]
type = PlaySnd
triggerall = stateno=3101
Trigger1 = (Anim = 3041 && AnimElem = 2)
value = 210,0+(Random % 1)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 庨悵旘揤擵晳]
type = PlaySnd
triggerall = stateno=3101
Trigger1 = (Anim = 3042 && AnimElem = 2)
value = 1000,2+(Random % 1)
channel = 0
Volume  = 255
IgnoreHitPause = 1

;揋愱梡僗儁儖僇乕僪----------------------------------------
[State -3, 晞偺堧乽擇廳偺嬯椫乿]
type = PlaySnd
triggerall = stateno=3200
Trigger1 = (Anim = 0 && AnimElem = 1)
Trigger1 = NumHelper(6401) = 0
value = 3000,2+(Random % 1)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 晞偺擉乽怱娽柪憐巃乿]
type = PlaySnd
triggerall = stateno=3201
Trigger1 = (3099+var(53) && AnimElem = 3)
value = 3001,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 晞偺嶲乽嬈晽恄慚巃乿]
type = PlaySnd
triggerall = stateno=3202
Trigger1 = (Anim = 3110 && AnimElem = 3)
Trigger2 = (Anim = 3111 && AnimElem = 3)
value = 3002,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 墱媊乽惣峴弔晽巃乿]
type = PlaySnd
triggerall = stateno=3203
Trigger1 = (Anim = 3120 && AnimElem = 2)
Trigger2 = (Anim = 3121 && AnimElem = 2)
value = 3003,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 乽桯柣恄晽巃乿]
type = PlaySnd
triggerall = stateno=3204
Trigger1 = (Anim = 3130 && AnimElem = 3)
value = 3004,0+(Random % 2)
channel = 0
Volume  = 255
IgnoreHitPause = 1

;----------------------------------------
[State -3, 僟儊乕僕儃僀僗]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Random < 450
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020
trigger2 = stateno = 5070 || stateno = 5080
value = 5000,0+(Random % 9)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 扏偒偮偗傜傟儃僀僗]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Random < 450
trigger1 = stateno = 5100
value = 5100,0+(Random % 1)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 婲偒忋偑傝儃僀僗]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Life >= P2Life
trigger1 = stateno = 5120 || stateno = 792
value = 5120,0+(Random % 6)
channel = 0
Volume  = 255
IgnoreHitPause = 1

[State -3, 婲偒忋偑傝儃僀僗]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Life < P2Life
trigger1 = stateno = 5120 || stateno = 792
value = 5121,0+(Random % 3)
channel = 0
Volume  = 255
IgnoreHitPause = 1


[State -3, 廻揋僀儞僩儘]
type = PlaySnd
triggerall = alive
triggerall = stateno = 190
Trigger1 = (Anim = 190 && AnimElem = 8)
trigger1 = enemy,name = "Tenshi Hinanai" || enemy,name = "Iku_Nagae"
value = 191, 0+(Random % 3)
channel = 0
Volume  = 250
