[Statedef -3]
;---AI起動用ヘルパー-------------------------------------------------------------------
[State -3,0]
type=helper
trigger1 = !NumHelper(30000)
trigger1 = alive
trigger1 = var(59) <= 0
helpertype = normal
name = "AI"
stateno = 30000
ID = 30000
pos = 9999,9999
keyctrl = 1
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0

[State -3,1]
type=changestate
trigger1 = ishelper(30000)
trigger1 = stateno != 30000
value = 30000
;---AI起動---------------------------------------------------------------------------
[State -3, AI]
type = varset
triggerall = var(59) <= 0
triggerall = (RoundState=2&&ctrl)||roundstate = [1,2]
trigger1 = Command = "AI00"||Command = "AI01"||Command = "AI02"||Command = "AI03"
trigger2 = Command = "AI04"||Command = "AI05"||Command = "AI06"||Command = "AI07"
trigger3 = Command = "AI08"||Command = "AI09"||Command = "AI10"||Command = "AI11"
trigger4 = Command = "AI12"||Command = "AI13"||Command = "AI14"||Command = "AI15"
trigger5 = Command = "AI16"||Command = "AI17"||Command = "AI18"||Command = "AI19"
trigger6 = Command = "AI20"||Command = "AI21"||Command = "AI22"||Command = "AI23"
trigger7 = Command = "AI24"||Command = "AI25"||Command = "AI26"||Command = "AI27"
trigger8 = Command = "AI28"||Command = "AI29"||Command = "AI30"
trigger9 = var(59) <= 0
trigger9 = NumHelper(30000)
trigger9 = Helper(30000),var(59)
Trigger10 = 1  ;  常時AI起動 / Always AI ON 
var(59) = 11   ;LV0～11まで設定可能。多分動作してる筈


;★簡単な説明。 
;★AI無し     [ 0 ] AI無し。用途はサンドバックくらい？  
;★対人   　  [ 1～4 ] 動きが読みやすい？なんか微妙かもｗ、コンボも何気に繋げるという。初心者用。
;★対上級者   [ 5～7 ] タイトル通り上級者用。この辺からAI戦も考慮し始める。
;★対AI用     [ 8～10 ]コンボはほぼMAXで繋げてくる。この辺から完全に対AI用。
;★AI観戦用   [ 11 ] AI観戦用のAIです。ここから超反応がつくので注意。
;★0～11以外の数値は入れないでください。暴走するかも。
;---------------------------------------------------------------------------
[State -3];下段ガード用
Type=VarSet
TriggerAll=NumEnemy
Trigger1=P2StateType!=A
Trigger2=EnemyNear,Name="millia"
Trigger2=P2StateNo=1500
Trigger3=EnemyNear,Name="eddie"
Trigger3=P2StateNo=1000&&1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4=EnemyNear,Name="eddie"
Trigger4=P2StateNo=1800&&1850
Trigger5=EnemyNear,Name="eddie"||P2Name="jam"
Trigger5=P2StateNo=210
Trigger6=EnemyNear,Name="dc_lion"
Trigger6=P2StateNo=1050&&Time<=6
trigger7=EnemyNear,Name="shin"
trigger7=P2StateNo=1000
trigger8=EnemyNear,Name="original zero"
trigger8=P2StateNo=3050
trigger9=EnemyNear,Name="zero"
trigger9=P2StateNo=3020 || EnemyNear,StateNo = 3050
trigger10=EnemyNear,Name="orochi"
trigger10=P2StateNo=2000
trigger11=EnemyNear,Name="mizuchi"
trigger11=P2StateNo=2200
trigger12=EnemyNear,Name="mukai"
trigger12=P2StateNo=1200
trigger13=EnemyNear,Name="magaki"
trigger13=P2StateNo=3000
Trigger14=EnemyNear,Name="Asagiri_Asagi"
Trigger14=P2StateNo=1010
fvar(14)=1
IgNoreHitPause=1

[State -3];中段ガード用
Type=VarSet
TriggerAll=NumEnemy
Trigger1=EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1=P2StateNo=240
Trigger2=EnemyNear,Name!="millia"||EnemyNear(floor(fvar(18))),StateNo!=1500
Trigger2=EnemyNear,Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2=P2StateType=A
Trigger3=EnemyNear,Name="testa"||EnemyNear,Name="justice"
Trigger3=P2StateNo=[205,206]
Trigger4=EnemyNear,Name="millia"||EnemyNear,Name="BRIDGET"||EnemyNear,Name="eddie"
Trigger4=P2StateNo=215
Trigger5=EnemyNear,Name="faust"
Trigger5=P2StateNo=235
Trigger6=EnemyNear,Name="johnny"
Trigger6=P2StateNo=1500||P2StateNo=1400&&EnemyNear(floor(fvar(18))),NumHelper(1401)
Trigger7=EnemyNear,Name="order-Sol=Badguy"
Trigger7=P2StateNo=432
Trigger8=EnemyNear,Name="eddie"
Trigger8=0;NumHelper(1600)
Trigger9=EnemyNear,Name="jam"
Trigger9=P2StateNo=215
Trigger10=EnemyNear,Name="Sion_Eltnam_Atlasia"
Trigger10=P2StateNo=[240,241]
Trigger11=EnemyNear,Name="TOKI-(NERICYA)"
Trigger11=P2StateNo=900
Trigger12=EnemyNear,Name="Remilia_Scarlet"
Trigger12=P2StateNo=230||P2StateNo=240
Trigger13=EnemyNear,Name="Hong Meirin"
Trigger13=P2StateNo=820
Trigger14=EnemyNear,Name="Aya Syameimaru"
Trigger14=P2StateNo=[707,708]
Trigger15=EnemyNear,Name="Marisa Kirisame"
Trigger15=P2StateNo=1000
Trigger16=EnemyNear,Name="Sakuya Izayoi"||EnemyNear,Name="Sakuya_Izayoi"
Trigger16=P2StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530||P2StateNo=205||P2StateNo=215
Trigger17=EnemyNear,Name="Yakumo Yukari"
Trigger17=P2StateNo=[2000,2020]
Trigger18=EnemyNear,Name="Alice Margatroid"
Trigger18=P2StateNo=240
Trigger19=EnemyNear,Name="Suika Ibuki"
Trigger19=P2StateNo=[707,708]
Trigger20=EnemyNear,Name="Reimu_Hakurei"
Trigger20=P2StateNo=205||P2StateNo=240||P2StateNo=700
Trigger21=EnemyNear,Name="siteittene"
Trigger21=P2StateNo=600
Trigger22=EnemyNear,Name="Youmu_Konpaku"
Trigger22=P2StateNo=201||P2StateNo=205||P2StateNo=206||P2StateNo=252||P2StateNo=452||P2StateNo=700||P2StateNo=1001
Trigger23=EnemyNear,Name="chipp"
Trigger23=P2StateNo=1320
Trigger24=EnemyNear,Name="JAGI"
Trigger24=P2StateNo=1200
Trigger25=EnemyNear,Name="Patchouli_Knowledge"
Trigger25=P2StateNo=200||P2StateNo=700
Trigger26=EnemyNear,Name="Maori"
Trigger26=P2StateNo=1200
Trigger27=EnemyNear,Name="Wolfgang Krauser"
Trigger27=EnemyNear(floor(fvar(18))),NumprojID(1000)
Trigger28=EnemyNear,Name="blackpolnareff"
Trigger28=P2StateNo=1260
Trigger29=EnemyNear,Name="cvsyamazaki"
Trigger29=P2StateNo=300||P2StateNo=1400
Trigger30=EnemyNear,Name="Ash"
Trigger30=P2StateNo=310
Trigger31=EnemyNear,Name="Jedah"||EnemyNear,Name="SHIN"||EnemyNear,Name="THOUTHER"
Trigger31=P2StateNo=250
Trigger32=EnemyNear,Name="Bulleta SXP"
Trigger32=P2StateNo=241
Trigger33=EnemyNear,Name="A.B.A"
Trigger33=P2StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger34=EnemyNear,Name="ROBO-KY MK-Ⅱ"||P2Name="ROBO-KY"
Trigger34=P2StateNo=850||P2StateNo=1500
Trigger35=EnemyNear,Name="Red_Arcueid"
Trigger35=P2StateNo=218
Trigger36=EnemyNear,Name="Magaki"
Trigger36=P2StateNo=310||P2StateNo=1320||EnemyNear(floor(fvar(18))),NumHelper(1321)
Trigger37=EnemyNear,Name="cvskyo"||EnemyNear,Name="cvskyo_ex"
Trigger37=P2StateNo=310||P2StateNo=1300
Trigger38=EnemyNear,Name="Ky=kiske"
Trigger38=P2StateNo=10240
Trigger39=EnemyNear,Name="Shadow DIO"
Trigger39=P2StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger40=EnemyNear,Name="PetShop"
Trigger40=EnemyNear(floor(fvar(18))),NumHelper(11251)||EnemyNear(floor(fvar(18))),NumHelper(11261)||EnemyNear(floor(fvar(18))),NumHelper(11271)
Trigger41=EnemyNear,Name="Fiona"
Trigger41=P2StateNo=9212
Trigger42=EnemyNear,Name="Freedom Gundam"||EnemyNear,Name="God Gundam"||EnemyNear,Name="Wing Gundam Zero Custom"
Trigger42=EnemyNear(floor(fvar(18))),NumHelper(28000)||EnemyNear(floor(fvar(18))),NumHelper(28100)
Trigger43=EnemyNear,Name="dc_lion"
Trigger43=P2StateNo=1050&&Time>=6
trigger44=EnemyNear,Name="natsumi"
trigger44=P2StateNo=230
trigger45=EnemyNear,Name="rock"
trigger45=P2StateNo=300
trigger46=EnemyNear,Name="robo rock"
trigger46=P2StateNo=240
trigger47=EnemyNear,Name="juda"
trigger47=P2StateNo=900
trigger48=EnemyNear(var(51)),Name="Cloud Strife" 
trigger48=EnemyNear(var(51)),StateNo=650
Trigger49=EnemyNear,Name="dc_stan"
trigger49=P2StateNo=1900||EnemyNear(floor(fvar(18))),NumHelper(1901)||EnemyNear(floor(fvar(18))),NumHelper(1902)
Trigger50=EnemyNear,Name="Devil Gundam"
Trigger51=EnemyNear,Name="Tenshi Hinanai"
trigger51=P2StateNo=245
Trigger52=EnemyNear,Name="chise"
trigger52=P2StateNo=440
fvar(14)=2
IgNoreHitPause=1

[State -3];ガード不能用(投げ)
Type=VarSet
Trigger1=EnemyNear(floor(fvar(18))),HitDefAttr=,AT
Trigger2=EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName="H”"||EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger2=P2StateNo=800
Trigger3=EnemyNear(floor(fvar(18))),AutHorName="GM"||EnemyNear(floor(fvar(18))),AutHorName="⑨"||EnemyNear(floor(fvar(18))),AutHorName="jin"||EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger3=P2StateNo=800
Trigger4=EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger4=P2StateNo=900
Trigger5=EnemyNear,Name="eddie"
Trigger5=P2StateNo=1300
Trigger6=EnemyNear,Name="SLAYER"
Trigger6=P2StateNo=1200||P2StateNo=1300
Trigger7=EnemyNear,Name="order-Sol=Badguy"||EnemyNear,Name="faust"
Trigger7=P2StateNo=1500
Trigger8=EnemyNear,Name="jam"
Trigger8=P2StateNo=2500
Trigger9=EnemyNear,Name="sol"
Trigger9=P2StateNo=1600
Trigger10=EnemyNear,Name="UNKNOWN"
Trigger10=(P2StateNo=[3100,3140])&&(EnemyNear(floor(fvar(18))),Time=[13,50])
Trigger11=EnemyNear,Name="wind"
Trigger11=P2StateNo=[7600,7601]
Trigger12=EnemyNear,Name="Shin Gouki"||EnemyNear,Name="Ryu"||EnemyNear,Name="Morrigan Aensland"||EnemyNear,Name ="Sakura KasugaNo"
Trigger12=P2StateNo=4000
Trigger13=EnemyNear,Name="Yuri Sakazaki"||EnemyNear,Name="cvsgouki"||EnemyNear,Name="cvsryu"||EnemyNear,Name="cvssakura"
Trigger13=P2StateNo=3300
Trigger14=EnemyNear,Name="cvsg_rugal"||EnemyNear,Name="cvsrugal"
Trigger14=P2StateNo=3200||P2StateNo=910||P2StateNo=1200||P2StateNo=1700||P2StateNo=1710||P2StateNo=3000||P2StateNo=3300
Trigger15=EnemyNear,Name="Gouki"
Trigger15=EnemyNear,StateNo=3600||EnemyNear,StateNo=1700
Trigger16=EnemyNear,Name="Kaori Misaka"
Trigger16=P2StateNo=20080||P2StateNo=20060
Trigger17=EnemyNear,Name="Evil Ken"
Trigger17=P2StateNo=3890
Trigger18=EnemyNear,Name="Kohaku"
Trigger18=P2StateNo=1300||P2StateNo=[2050,2051]
Trigger19=EnemyNear,Name="Omega Goenitz"
Trigger19=P2StateNo=3150
Trigger20=EnemyNear,Name="RUGAL"
Trigger20=P2StateNo=2550||P2StateNo=2500
Trigger21=EnemyNear,Name="cvszangief"
Trigger21=P2StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22=EnemyNear,Name="cvsyamazaki"
Trigger22=P2StateNo=1300
Trigger23=EnemyNear,Name="cvsbenimaru"
Trigger23=P2StateNo=1400||P2StateNo=3200
Trigger24=EnemyNear,Name="cvstodo"
Trigger24=P2StateNo=1200
Trigger25=EnemyNear,Name="cvsrock"
Trigger25=P2StateNo=1500
Trigger26=EnemyNear,Name="cvsvice"
Trigger26=P2StateNo=1000||P2StateNo=1300||P2StateNo=1400||P2StateNo=3100||P2StateNo=[3000,3001]
Trigger27=EnemyNear,Name="Hugo"
Trigger27=P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1100||P2StateNo=1110||P2StateNo=1120||P2StateNo=1200||P2StateNo=1210||P2StateNo=1220||P2StateNo=1300||P2StateNo=1310||P2StateNo=1320||P2StateNo=3000||P2StateNo=3100
Trigger28=EnemyNear,Name="Alex";ボッ！
Trigger28=P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29=EnemyNear,Name="Yumiduka_Satsuki"
Trigger29=P2StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30=EnemyNear,Name="Kishima_kouma"
Trigger30=P2StateNo=1000||P2StateNo=1050||P2StateNo=2000||P2StateNo=3000||P2StateNo=3100
Trigger31=EnemyNear,Name="JAGI"
Trigger31=P2StateNo=1000||P2StateNo=2000
Trigger32=EnemyNear,Name="cvsyun"
Trigger32=P2StateNo=1400
Trigger33=EnemyNear,Name="Magaki"
Trigger33=P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger34=EnemyNear,Name="Shadow DIO"
Trigger34=P2StateNo=2100
Trigger35=EnemyNear,Name="dragon"
trigger35=P2StateNo=1150
Trigger36=EnemyNear,Name="God Rugal"
trigger36=P2StateNo=700||P2StateNo=710||P2StateNo=1045||P2StateNo=1095||P2StateNo=2020||P2StateNo=2030
Trigger37=EnemyNear,Name="Asagiri_Asagi"
trigger37=P2StateNo=[1100,1120]
Trigger38=EnemyNear,Name="Barbatos_Goetia"
Trigger38=P2StateNo=3040||P2StateNo=1100
Trigger39=EnemyNear,Name="Geneshic Gaogaiger"
Trigger39=P2StateNo=1011
Trigger40=EnemyNear,Name="Louise Francoise le Blanc de la Valliere"
trigger40=P2StateNo=950||P2StateNo=900
Trigger41=EnemyNear,Name="AKATSUKI"||EnemyNear,Name="MURAKUMO"
trigger41=P2StateNo=800
Trigger42=EnemyNear,Name="Tohno_Shiki"||EnemyNear,Name="White_Len(CPU)"
trigger42=P2StateNo=800||P2StateNo=820
fvar(14)=3
IgNoreHitPause=1

[State -3];ガード不能攻撃
Type=VarSet      
TriggerAll=NumEnemy
Trigger1=EnemyNear,Name="johnny"
Trigger1=P2StateNo=3200||(P2StateNo=3500&&(EnemyNear(floor(fvar(18))),Time=[10,60]))||(EnemyNear(floor(fvar(18))),var(49)&&(P2StateNo=[1000,1099]))
Trigger2=EnemyNear,Name="Suika Ibuki"
Trigger2=P2StateNo=[1300,1321]
Trigger3=EnemyNear,Name ="dio"
Trigger3=P2StateNo=1300&&(EnemyNear(floor(fvar(18))),Time=[1,53])
Trigger4=EnemyNear,Name ="Izayoi Sakuya Brando"
Trigger4=P2StateNo=10044
Trigger5=EnemyNear,Name="SLAYER"
Trigger5=P2StateNo=1200||P2StateNo=1300
Trigger6=EnemyNear,Name="order-Sol=Badguy"
Trigger6=P2StateNo=1500
Trigger7=EnemyNear,Name="jam"
Trigger7=P2StateNo=2500
Trigger8=EnemyNear,Name="faust"
Trigger8=P2StateNo=1500
Trigger9=EnemyNear,Name="Fiona"
Trigger9=P2StateNo=9425&&EnemyNear(floor(fvar(18))),Time>=20
Trigger10=EnemyNear,Name="potemkin"
Trigger10=P2StateNo=1300&&(EnemyNear(floor(fvar(18))),Time=[1,40])
Trigger11=EnemyNear,Name="hina"||EnemyNear,Name="nitori"||EnemyNear,Name="lunasa"
Trigger11=P2StateNo=240
Trigger12=EnemyNear,Name="reisen"||EnemyNear,Name="keine"||EnemyNear,Name="yorihime"
Trigger12=P2StateNo=240
Trigger13=EnemyNear,Name="eirin" ;||EnemyNear,Name=""||EnemyNear,Name=""
Trigger13=P2StateNo=240
Trigger14=EnemyNear,Name="lion"
Trigger14=P2StateNo=230
Trigger15=EnemyNear,Name="dc_lion"
Trigger15=P2StateNo=1400&&statetype=A||P2StateNo=160&&p2bodydist X <= 75||EnemyNear,PrevStateNo=160&&P2StateNo>=200
Trigger16=EnemyNear,Name="dc_stan"
Trigger16=P2StateNo=160&&p2bodydist X <= 75||EnemyNear,PrevStateNo=160&&P2StateNo>=200||P2StateNo=290||P2StateNo=2300||P2StateNo=2100||P2StateNo=1700
Trigger17=EnemyNear,Name="Asagiri_Asagi"
trigger17=P2StateNo=3200&&p2bodydist X <= 35
Trigger18=EnemyNear,Name="Barbatos_Goetia"
Trigger18=P2StateNo=3120||P2StateNo=3030||P2StateNo=3050||P2StateNo=3010||P2StateNo=1050||(P2StateNo=[210,211])
Trigger19=EnemyNear,Name="dc_reimu"
trigger19=EnemyNear,PrevStateNo=160&&P2StateNo>=200||P2StateNo=290||P2StateNo=2100
Trigger20=EnemyNear,Name="Date Masamune"
Trigger20=(P2StateNo=[250,251])||(P2StateNo=[270,271])||(P2StateNo=[290,291])
Trigger21=EnemyNear,Name="Louise Francoise le Blanc de la Valliere"||Partner,Name="Louise Francoise le Blanc de la Valliere"
trigger21=(P2StateNo=3100)||(Partner,StateNo=3100)
fvar(14)=4
IgNoreHitPause=1

[State -3];相手無敵判定 完全無敵
Type=VarSet
TriggerAll=NumEnemy
Trigger1=0;P2StateNo=105
Trigger2=EnemyNear,Name="cvsrugal"||EnemyNear,Name="cvsg_rugal"
Trigger2=P2StateNo=1800
Trigger3=EnemyNear,Name="cvsgouki"||EnemyNear,Name="cvsgouki_ex"||EnemyNear,Name="cvsgouki_Normal"
Trigger3=P2StateNo=1500
Trigger4=EnemyNear,Name="cvsryu"||EnemyNear,Name="cvsryu_ex"||EnemyNear,Name="cvsryu_Normal"||EnemyNear,Name="Shin Gouki"||P2Name="Ryu"
Trigger4=P2StateNo=1400
Trigger5=EnemyNear,Name="Evil Ken"||EnemyNear,Name="Evil Ryu"||EnemyNear,Name="Evil Dan"
Trigger5=P2StateNo=[3960,3971]
Trigger6=EnemyNear,Name="KoNoha"
Trigger6=P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger7=EnemyNear,Name="jam"
Trigger7=P2StateNo=[1310,1311]
Trigger8=EnemyNear,Name="eddie"
Trigger8=P2StateNo=1101
Trigger9=EnemyNear,Name="TOKI-(NERICYA)"
Trigger9=(P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger10=EnemyNear,Name="OGRE"
Trigger10=P2StateNo=[980,991]
Trigger11=EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11=EnemyNear,Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger11=P2StateNo=1253
Trigger12=EnemyNear,Name="General"
Trigger12=P2StateNo=[1000,1012]
Trigger13=EnemyNear,Name="Omega Goenitz"
Trigger13=P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger14=EnemyNear,Name="Reimu_Hakurei"
Trigger14=P2StateNo=3021||P2StateNo=3026
Trigger15=0;P2Name="SHIN"
Trigger15=0;P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
Trigger16=EnemyNear,Name="Marisa Kirisame"
Trigger16=(P2StateNo=[900,901])||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])
Trigger17=EnemyNear,Name="Reimu_Hakurei"
Trigger17=P2StateNo=3020||EnemyNear(floor(fvar(18))),Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger18=EnemyNear,Name="Remilia_Scarlet"
Trigger18=P2StateNo=119||P2StateNo=1001&&EnemyNear(floor(fvar(18))),MoveContact||P2StateNo=1012&&EnemyNear(floor(fvar(18))),MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger19=EnemyNear,Name="Youmu_Konpaku"
Trigger19=P2StateNo=3100||P2StateNo=710
Trigger20=EnemyNear,Name="Jedah"
Trigger20=P2StateNo=500||P2StateNo=810||EnemyNear(floor(fvar(18))),Time<14&&(P2StateNo=1300||P2StateNo=2300)
Trigger21=EnemyNear,Name="Izayoi Sakuya Brando"
Trigger21=P2StateNo=2380||P2StateNo=881||P2StateNo=4200&&EnemyNear(floor(fvar(18))),Time<31||P2StateNo=1999&&EnemyNear(floor(fvar(18))),Time<21
Trigger22=EnemyNear,Name="White_Len"||P2Name="White_Len(CPU)"
Trigger22=P2StateNo=1400||P2StateNo=1410||P2StateNo=1450
Trigger23=EnemyNear,Name="IGNIZ"
Trigger23=P2StateNo=[2100,2101]
Trigger24=EnemyNear,Name="ZERO"
Trigger24=P2StateNo=[3020,3021]
Trigger25=EnemyNear,Name="ORIGINAL ZERO"
Trigger25=P2StateNo=[3100,3110]
Trigger26=EnemyNear,Name="Patchouli"
Trigger26=P2StateNo=900||(P2StateNo=[1020,1021])||P2StateNo=1160
Trigger27=EnemyNear,Name="Aya Syameimaru"
Trigger27=P2StateNo=1201||P2StateNo=1400||P2StateNo=1500
Trigger28=EnemyNear,Name="Youmu_Konpaku"
Trigger28=P2StateNo=3100||P2StateNo=710
Trigger29=EnemyNear,Name="Suika Ibuki"
Trigger29=P2StateNo=[1300,1321]
Trigger30=EnemyNear,Name ="Hulk"
Trigger30=P2StateNo=66||(P2StateNo=[940,942])
Trigger31=EnemyNear,Name="Sakuya Izayoi"
Trigger31=P2StateNo=750
Trigger32=EnemyNear,Name="Yakumo Yukari"
Trigger32=(P2StateNo=[3000,3002])||(P2StateNo=[3010,3012])
Trigger33=EnemyNear,Name="Evil Dan"
Trigger33=(P2StateNo=[3960,3962])||(P2StateNo=[3970,3972])||(P2StateNo=[3980,3982])||(P2StateNo=[3990,3992])
Trigger34=EnemyNear,Name="Strider_Hiryu"
Trigger34=(P2StateNo=[3040,3041])||(P2StateNo=[7800,7801])||((P2StateNo=[7610,7620])&&(EnemyNear(floor(fvar(18))),Time=[1,10]))
Trigger35=EnemyNear,Name="New Nakoruru"
Trigger35=(P2StateNo=[60,61])||(P2StateNo=[65,67])||(P2StateNo=[3020,3070])||(P2StateNo=[3113,3140])||(P2StateNo=[3210,3240])
Trigger36=EnemyNear,Name="Shadow DIO"
Trigger36=P2StateNo=105||P2StateNo=270||(P2StateNo=1200&&(EnemyNear(floor(fvar(18))),Time=[1,30]))
Trigger37=EnemyNear,Name="Buront"
Trigger37=P2StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420||(P2StateNo=701&&(EnemyNear(floor(fvar(19))),Time=[1,21]))
Trigger38=EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger38=P2StateNo=800||P2StateNo=830||P2StateNo=900||P2StateNo=5201
Trigger39=EnemyNear,Name="testa"
Trigger39=P2StateNo=1300
Trigger40=EnemyNear,Name="dio"
Trigger40=P2StateNo=701||P2StateNo=1200
Trigger41=EnemyNear,Name="Dragon Claw"
Trigger41=(P2StateNo=[1300,1301])||(P2StateNo=[1310,1311])||(P2StateNo=[1320,1321])
Trigger42=EnemyNear,Name="cvstodo"
Trigger42=P2StateNo=3100
Trigger43=EnemyNear,Name="Remy"
Trigger43=P2StateNo=3200
Trigger44=EnemyNear,Name="joseph"
Trigger44=P2StateNo=1020
Trigger45=EnemyNear,Name="Ella"
Trigger45=P2StateNo=10004||P2StateNo=10006||P2StateNo=10008
Trigger46=EnemyNear,Name="Dhalsim with clones"
Trigger46=P2StateNo=1600
Trigger47=EnemyNear,Name="TOKI-(NERICYA)"||EnemyNear,Name="AMIBA"
Trigger47=P2StateNo=1300
Trigger48=EnemyNear,Name="Izayoi Sakuya Brando"
Trigger48=P2StateNo=1820
Trigger49=EnemyNear,Name="Ash"
Trigger49=P2StateNo=700||P2StateNo=710
Trigger50=EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger50=P2StateNo=720||P2StateNo=710
Trigger51=EnemyNear,Name="IGNIZ"
Trigger51=P2StateNo=900||P2StateNo=910
Trigger52=EnemyNear,Name="goenitz"
Trigger52=P2StateNo=900||P2StateNo=920
Trigger53=EnemyNear,Name="BRIDGET"
Trigger53=P2StateNo=3200
Trigger54=EnemyNear,Name="SHIN"
Trigger54=EnemyNear,var(51)
Trigger55=EnemyNear,Name="Tin's Leona"
Trigger55=P2StateNo=500||P2StateNo=510||P2StateNo=3999
Trigger56=EnemyNear,Name="Ralf Jones"
Trigger56=P2StateNo=810||P2StateNo=815
Trigger57=EnemyNear,Name="dc_stan"||EnemyNear,Name="dc_lion"
Trigger57=(P2StateNo=[0,167])&&P2StateNo!=160||P2StateNo=160&&p2bodydist X > 75
Trigger58=EnemyNear,Name="Barbatos_Goetia"
Trigger58=P2StateNo=195
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="cvsken"
Trigger1=P2StateNo=1100
Trigger1=EnemyNear(floor(fvar(18))),Time<6
Trigger2=P2StateNo=1800
Trigger2=EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger3=P2StateNo=3000||P2StateNo=3100||P2StateNo=3300
Trigger3=EnemyNear(floor(fvar(18))),Time<ifelse(!EnemyNear(floor(fvar(18))),var(5),53,ifelse(EnemyNear(floor(fvar(18))),var(5)=1,59,64))
Trigger4=P2StateNo=3200
Trigger4=EnemyNear(floor(fvar(18))),Time<64
Trigger5=P2StateNo=3400
Trigger5=EnemyNear(floor(fvar(18))),Time<73
Trigger6=P2StateNo=3401||P2StateNo=3405
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="Ryu"
Trigger1=EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger1=(P2StateNo=[1100,1110])||P2StateNo=3040||P2StateNo=3120
Trigger2=EnemyNear(floor(fvar(18))),AnimElemtime(7)<0
Trigger2=(P2StateNo=3000||P2StateNo=3100||P2StateNo=3160)
Trigger3=EnemyNear(floor(fvar(18))),AnimElemtime(10)<0
Trigger3=P2StateNo=3140
Trigger4=EnemyNear(floor(fvar(18))),AnimElemtime(15)<0
Trigger4=P2StateNo=3180
Trigger5=EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger5=P2StateNo=3020
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="johnny"
Trigger1=P2StateNo=3000
Trigger1=EnemyNear(floor(fvar(18))),AnimElemTime(5)<2
Trigger2=P2StateNo=3200
Trigger2=EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger3=P2StateNo=3500
Trigger3=EnemyNear(floor(fvar(18))),AnimElemTime(11)<0
Trigger4=P2StateNo=1500
Trigger4=EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger5=P2StateNo=700
Trigger5=EnemyNear(floor(fvar(18))),Anim=700&&EnemyNear(floor(fvar(18))),AnimElemTime(6)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger6=P2StateNo=105
Trigger6=EnemyNear(floor(fvar(18))),Time<8
Trigger7=P2StateNo=860||P2StateNo=3001||P2StateNo=3501||P2StateNo=4010
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="SHIN"
Trigger1=P2StateNo=2400
Trigger2=P2StateNo=2050
Trigger3=P2StateNo=2000
Trigger3=EnemyNear(floor(fvar(18))),Time<97
Trigger4=P2StateNo=1400
Trigger4=EnemyNear(floor(fvar(18))),Time<15
Trigger5=P2StateNo=1100
Trigger5=EnemyNear(floor(fvar(18))),var(5)<2
Trigger5=EnemyNear(floor(fvar(18))),Time<(9+(EnemyNear(floor(fvar(18))),var(58)>0)*11)
Trigger6=EnemyNear(floor(fvar(18))),var(58)>1
Trigger6=StateNo=290||P2StateNo=1400||P2StateNo=1500||P2StateNo=1100||P2StateNo=2000||Anim!=[1500,1502]
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="BRIDGET"
Trigger1=(P2StateNo=1200||P2StateNo=1250)
Trigger1=EnemyNear(floor(fvar(18))),Time<16
Trigger2=P2StateNo=1590
Trigger2=EnemyNear(floor(fvar(18))),AnimElemTime(12)<4
Trigger3=P2StateNo=1150
Trigger3=EnemyNear(floor(fvar(18))),Time<5
Trigger4=P2StateNo=1520||P2StateNo=3310||P2StateNo=3605||P2StateNo=805||P2StateNo=810||P2StateNo=930
Trigger5=P2StateNo=3100||P2StateNo=3300
Trigger5=EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger6=P2StateNo=3400
Trigger6=EnemyNear(floor(fvar(18))),AnimElemTime(8)<1
Trigger7=P2StateNo=3600
Trigger7=EnemyNear(floor(fvar(18))),var(34)=2||EnemyNear(floor(fvar(18))),AnimElemTime(5)<1
Trigger8=P2StateNo=935
Trigger8=EnemyNear(floor(fvar(18))),Time<11
Trigger9=P2StateNo=950||P2StateNo=960
Trigger9=EnemyNear(floor(fvar(18))),var(34)!=-1
Trigger10= P2StateNo=951
Trigger11= P2StateNo=961
Trigger11= EnemyNear(floor(fvar(18))),Time<31||EnemyNear(floor(fvar(18))),var(34)=2
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="sol"
Trigger1=EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger1=P2StateNo=1200
Trigger2=EnemyNear(floor(fvar(18))),AnimElemTime(2)<0
Trigger2=P2StateNo=1300
Trigger3=P2StateNo=1100
Trigger4=P2StateNo=1150
Trigger5=P2StateNo=1110
Trigger6=P2StateNo=1160
Trigger7=P2StateNo=2100
Trigger8=P2StateNo=2110
Trigger9=EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger9=P2StateNo=3000
Trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(27)<1
Trigger10= P2StateNo=3100
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="Ky=kiske"
Trigger1=EnemyNear(floor(fvar(18))),Time<9
Trigger1=(P2StateNo=1300||P2StateNo=1360||P2StateNo=1375)
Trigger2=EnemyNear(floor(fvar(18))),Time<15
Trigger2=P2StateNo=1350
Trigger3=EnemyNear(floor(fvar(18))),Time<11
Trigger3=(P2StateNo=1370||P2StateNo=1320)
Trigger4=EnemyNear(floor(fvar(18))),Time<56
Trigger4=(P2StateNo=3000||P2StateNo=3100||P2StateNo=3300||P2StateNo=3350||P2StateNo=3600)
Trigger5=EnemyNear(floor(fvar(18))),Time<44
Trigger5=(P2StateNo=3200||P2StateNo=3800||P2StateNo=3400)
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="Ash"
Trigger1=EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger1=(P2StateNo=[1100,1101])
Trigger2=EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger2=(P2StateNo=[1150,1151])
Trigger3=EnemyNear(floor(fvar(18))),Time<31
Trigger3=P2StateNo=2000
Trigger4=EnemyNear(floor(fvar(18))),Time<37
Trigger4=P2StateNo=2100
Trigger5=P2StateNo=3000
Trigger6=EnemyNear(floor(fvar(18))),AnimElemtime(13)<0
Trigger6=P2StateNo=3100
Trigger7=EnemyNear(floor(fvar(18))),Time<31
Trigger7=P2StateNo=3300
Trigger8=P2StateNo=810
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=EnemyNear,Name="Aoko Aozaki"
Trigger1=EnemyNear(floor(fvar(18))),Time<74
Trigger1=P2StateNo=1100
Trigger2=Anim=1120||Anim=1121&&EnemyNear(floor(fvar(18))),Time<146
Trigger2=P2StateNo=1120
Trigger3=EnemyNear(floor(fvar(18))),Time<124
Trigger3=P2StateNo=1200
Trigger4=EnemyNear(floor(fvar(18))),Time<6
Trigger4=P2StateNo=1022
Trigger5=EnemyNear(floor(fvar(18))),Time<8
Trigger5=P2StateNo=1037||P2StateNo=1042||P2StateNo=1062||P2StateNo=1072||P2StateNo=1082||P2StateNo=1092
Trigger6=P2StateNo=105
Trigger6=EnemyNear(floor(fvar(18))),Time>7
Trigger7=P2StateNo=801||P2StateNo=806||P2StateNo=811
fvar(14)=0
IgNoreHitPause=1

[State -3];相手無敵判定-当身上段or下段効く無敵
Type=VarSet
TriggerAll=NumEnemy
Trigger1=EnemyNear,Name="justice"
Trigger1=P2StateNo=1100
Trigger2=EnemyNear,Name="Geese Howard"
Trigger2=EnemyNear(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2=P2StateNo=1400
Trigger3=EnemyNear(floor(fvar(18))),AutHorName="⑨"
Trigger3=P2StateNo=[900,902]
Trigger4=EnemyNear,Name="Aoko Aozaki"||EnemyNear,Name="Shiki_Nanaya"
Trigger4=P2StateNo=900||P2StateNo=950
Trigger5=EnemyNear,Name="cvsgeese"
Trigger5=P2StateNo=1300
Trigger6=EnemyNear,Name="cvsrock"
Trigger6=P2StateNo=1300
Trigger7=EnemyNear,Name="TOKI-(NERICYA)"||EnemyNear,Name="AMIBA"
Trigger7=P2StateNo=1400
Trigger8=EnemyNear,Name="Ella"
Trigger8=P2StateNo=10001
Trigger9=EnemyNear,Name="Abe"
Trigger9=P2StateNo=1100
Trigger10= EnemyNear,Name="Oswald"||EnemyNear,Name="Oniwarud"
Trigger10= P2StateNo=1500
Trigger11= EnemyNear,Name="cvsingrid"
Trigger11= P2StateNo=1300
Trigger12= EnemyNear,Name="dio"
Trigger12= P2StateNo=1400
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger13= EnemyNear,Name="Aoko Aozaki"||EnemyNear,Name="Shiki_Nanaya"
Trigger13= P2StateNo=900
Trigger14= EnemyNear,Name="KoNoha"
Trigger14= P2StateNo=1700
;Trigger15= P2Name="Shadow DIO"
fvar(14)=-2
IgNoreHitPause=1

[State -3];相手無敵判定当身中段
Type=VarSet
TriggerAll=NumEnemy
Trigger1=EnemyNear,Name="cvsgeese"
Trigger1=P2StateNo=1400
Trigger2=EnemyNear,Name="Geese Howard"
Trigger2=EnemyNear(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2=EnemyNear,StateNo=1450
fvar(14)=-3
IgNoreHitPause=1

[State -3];相手無敵判定当身下段
Type=VarSet
TriggerAll=NumEnemy
Trigger1=EnemyNear,Name="cvsgeese"
Trigger1=P2StateNo=1500
Trigger2=EnemyNear,Name="Geese Howard"
Trigger2=EnemyNear(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2=P2StateNo=1500
Trigger3=EnemyNear(floor(fvar(18))),AutHorName="⑨"
Trigger3=P2StateNo=920
Trigger4=EnemyNear,Name="TOKI-(NERICYA)"||EnemyNear,Name="AMIBA"
Trigger4=P2StateNo=1500
Trigger5=EnemyNear,Name="Abe"
Trigger5=P2StateNo=1110
Trigger6=EnemyNear,Name="cvsingrid"
Trigger6=P2StateNo=1350
Trigger7=EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger7=EnemyNear,Name="Aoko Aozaki"||EnemyNear,Name="Shiki_Nanaya"
Trigger7=P2StateNo=910
Trigger8=EnemyNear(floor(fvar(18))),AutHorName="⑨"
Trigger8=P2StateNo=[910,912]
fvar(14)=-4
IgNoreHitPause=1

[State -3];相手無敵判定 空投げ無敵なし
Type=VarSet
TriggerAll=NumEnemy
Trigger1=EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1=P2StateNo=750||P2StateNo=5090&&EnemyNear(floor(fvar(18))),AnimElemTime(9)<3
Trigger2=EnemyNear,Name="TOKI-(NERICYA)"||EnemyNear,Name="AMIBA"
Trigger2=P2StateNo=1600
Trigger4=EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger4=EnemyNear,Name="Aoko Aozaki"||EnemyNear,Name="Shiki_Nanaya"
Trigger4=P2StateNo=920
Trigger5=EnemyNear(floor(fvar(18))),AutHorName="⑨"
Trigger5=P2StateNo=[920,922]
fvar(14)=-5
IgNoreHitPause=1

[State -3,ﾀｯｸﾞ生死確認]
Type=varset
Trigger1=numenemy=1
fvar(18)=0

[State -3]
Type=varset
Trigger1=numenemy=2
fvar(18)=ifelse(EnemyNear(0),alive,0,1)
;---------------------------------------------------------------------------
[State -3, バックステップ]
type = ChangeState
value = 105
triggerall = var(59) >= 11
TriggerAll = (StateNo != 105)
TriggerAll = (StateNo != [200,5199])
TriggerAll = P2StateNo != [5100,5607]
TriggerAll = RoundState = 2
triggerall = StateType != A
Triggerall = P2MoveType = A || InGuardDist
TriggerAll = BackEdgeBodyDist >= 25
Triggerall = Random <= 1000
Trigger1 = (EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT) || fvar(14) = [3,4]
;---------------------------------------------------------------------------
[State -3, 回り込み]
type = ChangeState
value = 800
triggerall = var(1) = 0
triggerall = var(59) >= 11
TriggerAll = (StateNo != [200,5199])
TriggerAll = P2StateNo != [5100,5607]
TriggerAll = RoundState = 2
triggerall = StateType != A
TriggerAll = MoveType != A
Triggerall = P2MoveType = A || InGuardDist
TriggerAll = BackEdgeBodyDist < 25
Triggerall = Random <= 1000
Trigger1 = (EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT) || fvar(14) = [3,4]
;---------------------------------------------------------------------------
[State -1, 大or中ジャンプ]
type = ChangeState
value = 41
triggerall = var(1) = 1
triggerall = var(59) >= 11
TriggerAll = (StateNo != [40,55])
TriggerAll = (StateNo != [5000,5199])
TriggerAll = P2StateNo != [5100,5607]
TriggerAll = RoundState = 2
triggerall = StateType != A
TriggerAll = MoveType != A
Triggerall = P2MoveType = A || InGuardDist
TriggerAll = BackEdgeBodyDist < 25
Triggerall = Random <= 1000
Trigger1 = (EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT) || fvar(14) = [3,4]
;---------------------------------------------------------------------------
[State -3, 真・飛天無双剣]
type = ChangeState
value = 3200
triggerall = var(1) = 0
triggerall = var(58) = 7
triggerall = var(59) >= 11
triggerall = StateNo = [150,159]
TriggerAll = StateNo != [5000,5199]
TriggerAll = P2StateNo != [5100,5607]
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = StateType != L
triggerall = P2BodyDist Y = [-65,10]
Triggerall = (EnemyNear,HitDefAttr = SCA,NA,SA,NP,SP,NT,ST)
Triggerall = Random <= 1000
Trigger1 = P2MoveType = A || InGuardDist
;---------------------------------------------------------------------------
[State -3, 屈弱]
type = ChangeState
value = 400
triggerall = var(1) = 0
triggerall = var(59) >= 11
triggerall = StateNo = [150,159]
TriggerAll = StateNo != [5000,5199]
TriggerAll = P2StateNo != [5100,5607]
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [0,15]
triggerall = P2BodyDist Y >= -15
Triggerall = (EnemyNear,HitDefAttr = SCA,NA,SA,NP,SP,NT,ST)
Triggerall = Random <= 1000
Trigger1 = P2MoveType = A || InGuardDist
;---------------------------------------------------------------------------
[State -3,ｶﾞｰﾄﾞ3]
Type=ChangeState
Value=131
triggerall = Var(59) >= 10
TriggerAll = Alive
triggerall = StateType != A
TriggerAll = MoveType != A && MoveType != H
TriggerAll = fvar(14) = 1
TriggerAll = RoundState = 2
TriggerAll = ctrl||(stateno=[0,38])||(stateno=[42,119])||(StateNo=[120,140])
triggerall = random <= var(59)*100 || var(59) >= 10 && Random <= 1000
Trigger1 = P2MoveType = A || InGuardDist
Trigger1 = !(EnemyNear,HitDefAttr = SCA,NT,ST,HT) ;投げ以外
Trigger2 = P2MoveType = A || InGuardDist
Trigger2 = P2BodyDist X < 0
Trigger3 = P2MoveType = A || InGuardDist
Trigger3 = P2BodyDist X > 80 || EnemyNear,Time > 50
Trigger4 = P2MoveType = A || InGuardDist
Trigger4 = (EnemyNear,NumProj > 0) || (EnemyNear,NumHelper > 0) || (enemynear,hitdefattr = SCA,NP,SP,HP,AP)
Trigger5 = !EnemyNear,Hitdefattr = SCA,NA,SA,HA,NP,SP,HP
trigger5 = EnemyNear,Numproj || InGuardDist
;---------------------------------------------------------------------------
[State -3,ｶﾞｰﾄﾞ2]
Type=ChangeState
Value=130
triggerall = Var(59) >= 10
TriggerAll = Alive
triggerall = StateType != A
TriggerAll = MoveType != A && MoveType != H
TriggerAll = fvar(14) = 2
TriggerAll = RoundState = 2
TriggerAll = ctrl||(stateno=[0,38])||(stateno=[42,119])||(StateNo=[120,140])
triggerall = random <= var(59)*100 || var(59) >= 10 && Random <= 1000
Trigger1 = P2MoveType = A || InGuardDist
Trigger1 = !(EnemyNear,HitDefAttr = SCA,NT,ST,HT) ;投げ以外
Trigger2 = P2MoveType = A || InGuardDist
Trigger2 = P2BodyDist X < 0
Trigger3 = P2MoveType = A || InGuardDist
Trigger3 = P2BodyDist X > 80 || EnemyNear,Time > 50
Trigger4 = P2MoveType = A || InGuardDist
Trigger4 = (EnemyNear,NumProj > 0) || (EnemyNear,NumHelper > 0) || (enemynear,hitdefattr = SCA,NP,SP,HP,AP)
Trigger5 = !EnemyNear,Hitdefattr = SCA,NA,SA,HA,NP,SP,HP
trigger5 = EnemyNear,Numproj || InGuardDist
;---------------------------------------------------------------------------
[State -3,ｶﾞｰﾄﾞ]
Type=ChangeState
Value=120
triggerall = Var(59) >= 6
TriggerAll = Alive
triggerall = StateNo!=[120,159]
TriggerAll = RoundState = 2
triggerall = MoveType != A
triggerall = StateType != A && !(fvar(14) = [1,2]) || StateType = A
TriggerAll = ctrl||(stateno=[0,38])||(stateno=[42,119])
triggerall = random <= var(59)*100 || var(59) >= 10 && Random <= 1000
Trigger1 = P2MoveType = A || InGuardDist
Trigger1 = !(EnemyNear,HitDefAttr = SCA,NT,ST,HT) ;投げ以外
Trigger2 = P2MoveType = A || InGuardDist
Trigger2 = P2BodyDist X < 0
Trigger3 = P2MoveType = A || InGuardDist
Trigger3 = P2BodyDist X > 80 || EnemyNear,Time > 50
Trigger4 = P2MoveType = A || InGuardDist
Trigger4 = (EnemyNear,NumProj > 0) || (EnemyNear,NumHelper > 0) || (enemynear,hitdefattr = SCA,NP,SP,HP,AP)
Trigger5 = !EnemyNear,Hitdefattr = SCA,NA,SA,HA,NP,SP,HP
trigger5 = EnemyNear,Numproj || InGuardDist

[State -3, ガーキャン]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 9
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,NP,SP,NT,ST
triggerall = stateno = [150,153]
TriggerAll = BackEdgeBodyDist <= 200
triggerall = P2MoveType = A || InGuardDist
Triggerall = Random <= 1000
trigger1 = (P2BodyDist X = [0,20]) && Random <= 500 || (P2BodyDist X = [21,75]) && Random <= 1000
trigger1 = P2BodyDist Y >= -55
value = 1500

[State -3, ガーキャンex]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 9
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear,HitDefAttr = SCA,NA,SA,NP,SP,NT,ST
triggerall = stateno = [150,153]
TriggerAll = BackEdgeBodyDist <= 200
triggerall = P2MoveType = A || InGuardDist
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = (P2BodyDist X = [0,35])
trigger1 = P2BodyDist Y >= -55
value = 1600

[State -1,アドバン]
type = Helper
triggerall = (NumHelper(900) = 0)
triggerall = (RoundState = 2) && (StateNo = [150,160]) && (Time > 1)
triggerall = var(59) >= 9
triggerall = (Alive)
triggerall = P2BodyDist X > 20
triggerall = P2MoveType = A || InGuardDist
trigger1 = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
helpertype = normal
name = "sealed"
stateno = 900
postype = P1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 99999
pausemovetime = 99999
ID = 900
ignorehitpause=1
;---超必殺技-------------------------------------------------------------------------
[State -3, SENSHI]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 6
TriggerAll = RoundState = 2
TriggerAll = life <= lifemax / 5
TriggerAll = Alive
triggerall = power >= 3000
triggerall = !Ishelper
triggerall = StateType != A
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
Triggerall = Ctrl
triggerall = Random <= var(59)*80 || var(59) >= 10 && Random <= 800
trigger1 = P2MoveType != A
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
value = 3500

[State -3, putty]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 6
TriggerAll = RoundState = 2
triggerall = power >= 2000 && (var(5) = [0,4]) || power >= 1000 && var(6) = 0 && var(58) = 0 || power >= 1000 && var(6) = 0 && var(5) = 5
triggerall = NumHelper(19000) < 1
triggerall = !Ishelper
triggerall = StateType != A
Triggerall = Ctrl
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = P2MoveType != A
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
Trigger2 = var(6) = 0 && var(58) = 0
value = 3000

[State -3, SP01]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 6
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = power >= 3000
triggerall = !Ishelper
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = stateno = 12220 && time >= 45
trigger1 = movehit
value = 14100

[State -3, syaruto]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 6
triggerall=(var(58)=[0,6])||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
TriggerAll = RoundState = 2
triggerall = power >= 2000
triggerall = !Ishelper
triggerall = StateType != A
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist Y >= -90
Triggerall = Ctrl
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = P2MoveType != A
Trigger1 = P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
value = 3110

[State -3, syaruto]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 6
triggerall=(var(58)=[0,6])||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
TriggerAll = RoundState = 2
triggerall = power >= 2000
triggerall = !Ishelper
triggerall = StateType != A
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist Y >= -50
Triggerall = Ctrl
triggerall = Random <= var(59)*60 || var(59) >= 10 && Random <= 600
trigger1 = P2MoveType != A
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
value = 3100

[State -3, HSRZ]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 6
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = power >= 2000
triggerall = !Ishelper
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = stateno = 12220 && time >= 45
trigger1 = movehit
value = 13000
;---必殺技---------------------------------------------------------------------------
[State -3, Saber_Kitty01]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1201) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I || P2MoveType = H
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 160
triggerall = P2BodyDist Y >= -50
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = ctrl
value = 1200

[State -3, Saber_Kitty02]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1211) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I || P2MoveType = H
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 160
triggerall = P2BodyDist Y >= -50
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = ctrl
value = 1210

[State -3, Saber_Kitty03]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1221) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I || P2MoveType = H
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 160
triggerall = P2BodyDist Y >= -50
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = ctrl
value = 1220

[State -3, Sui_Ryu_Ha01]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = !(PrevStateNo = [120,159])
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I || P2MoveType = H
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 120
triggerall = P2BodyDist Y >= -25
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = ctrl
value = 12000

[State -3, Sui_Ryu_Ha02]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = !(PrevStateNo = [120,159])
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I || P2MoveType = H
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 120
triggerall = P2BodyDist Y >= -25
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = ctrl
value = 12001

[State -3, Sui_Ryu_Ha03]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = !(PrevStateNo = [120,159])
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I || P2MoveType = H
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 120
triggerall = P2BodyDist Y >= -25
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = ctrl
value = 12002

[State -3, Witch01]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1001) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I && P2BodyDist Y <= -75
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = (P2BodyDist X = [50,80]) && BackEdgeBodyDist <= 100
triggerall = Random <= var(59)*60 || var(59) >= 10 && Random <= 600
trigger1 = ctrl
value = 1000

[State -3, Witch02]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1001) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I && P2BodyDist Y <= -75
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = (P2BodyDist X = [80,120]) && BackEdgeBodyDist <= 100
triggerall = Random <= var(59)*60 || var(59) >= 10 && Random <= 600
trigger1 = ctrl
value = 1010

[State -1, Witch03]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1001) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I && P2BodyDist Y <= -75 || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = (P2BodyDist X = [120,200]) && BackEdgeBodyDist <= 160
triggerall = Random <= var(59)*60 || var(59) >= 10 && Random <= 600
trigger1 = ctrl
value = 1020

[State -3, Fighter01]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(5) = [0,4]
triggerall = var(6) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1101) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X = [50,80]
triggerall = P2BodyDist Y >= -30
triggerall = Random <= var(59)*60 || var(59) >= 10 && Random <= 600
trigger1 = ctrl
value = 1100

[State -3, Fighter02]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(5) = [0,4]
triggerall = var(6) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1101) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X = [80,120]
triggerall = P2BodyDist Y >= -30
triggerall = Random <= var(59)*60 || var(59) >= 10 && Random <= 600
trigger1 = ctrl
value = 1110

[State -1, Fighter03]
type = ChangeState
triggerall = var(1) = 0
triggerall = var(5) = [0,4]
triggerall = var(6) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = NumHelper(1101) < 1
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
triggerall = P2MoveType = I
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X = [120,160]
triggerall = P2BodyDist Y >= -30
triggerall = Random <= var(59)*60 || var(59) >= 10 && Random <= 600
trigger1 = ctrl
value = 1120

[State -3, Syo_Ryu_Zan03]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = stateno = 10420
trigger1 = movehit
value = 12120

[State -1, Syo_Ryu_ZanEx03]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 3
triggerall = !Ishelper
triggerall = P2MoveType != A
triggerall = P2MoveType = H
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = helper(11000),stateno = 12102
trigger1 = helper(11000),animelemtime(5) > 0
trigger2 = helper(11000),stateno = 12112
trigger2 = helper(11000),animelemtime(9) > 0
trigger3 = helper(11000),stateno = 12122
trigger3 = helper(11000),animelemtime(13) > 0
value = 12121

[State -3, Rush03]
type = ChangeState
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = !Ishelper
triggerall = statetype != A
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = Random <= var(59)*50 || var(59) >= 10 && Random <= 500
trigger1 = stateno = 10420
trigger1 = movecontact
value = 12220

[State -3, ファントムonex]
type = ChangeState
value = 720
triggerall = var(1) = 0
triggerall = fvar(0) = 0.0
triggerall = var(59) >= 3
TriggerAll = life <= lifemax / 2
TriggerAll = RoundState = 2
triggerall = ctrl && statetype != A
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y >= -35
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(5) = 0
trigger1=(var(58)=[1,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
trigger2 = var(5) = [1,5)
trigger2=(var(58)=[0,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
trigger3 = var(6) = 1
trigger3=(var(58)=[0,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
trigger3 = var(5) = [0,5)

[State -3, ファントムon]
type = ChangeState
value = 700
triggerall = var(1) = 0
triggerall = fvar(0) = 0.0
triggerall = var(59) >= 3
TriggerAll = life <= lifemax / 2
TriggerAll = RoundState = 2
triggerall = ctrl
triggerall = P2BodyDist X > 30 || (P2BodyDist X = [0,30]) && P2BodyDist Y < -35
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(5) = 0
trigger1=(var(58)=[1,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
trigger2 = var(5) = [1,5)
trigger2=(var(58)=[0,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
trigger3 = var(6) = 1
trigger3=(var(58)=[0,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
trigger3 = var(5) = [0,5)

[State -3, ファントムon]
type = ChangeState
value = 730
triggerall = var(1) = 0
triggerall=(var(58)=[1,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
triggerall = fvar(0) = 0.0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = var(5) = 0
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = stateno = 400
trigger1 = animelemtime(3) >= 2
trigger2 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger2 = stateno = 1100
trigger2 = animelemtime(5) >= 0
trigger3 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger3 = stateno = 1110
trigger3 = animelemtime(5) >= 0
trigger4 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger4 = stateno = 1120
trigger4 = animelemtime(5) >= 0

[State -3, ファントムon]
type = ChangeState
value = 730
triggerall = var(1) = 0
triggerall=(var(58)=[0,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
triggerall = fvar(0) = 0.0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = var(5) = [1,5)
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = stateno = 400
trigger1 = animelemtime(3) >= 2
trigger2 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger2 = stateno = 1100
trigger2 = animelemtime(5) >= 0
trigger3 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger3 = stateno = 1110
trigger3 = animelemtime(5) >= 0
trigger4 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger4 = stateno = 1120
trigger4 = animelemtime(5) >= 0

[State -3, ファントムon]
type = ChangeState
value = 730
triggerall = var(1) = 0
triggerall = fvar(0) = 0.0
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = var(6) = 1
triggerall=(var(58)=[0,5])||var(58)=6&&BackEdgeBodyDist>200||(var(58)=[7,9])&&power<2000||var(58)=10&&power<3000||var(58)=11&&power<5000
triggerall = var(5) = [0,5)
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = stateno = 400
trigger1 = animelemtime(3) >= 2
trigger2 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger2 = stateno = 1100
trigger2 = animelemtime(5) >= 0
trigger3 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger3 = stateno = 1110
trigger3 = animelemtime(5) >= 0
trigger4 = P2MoveType = A || P2BodyDist X = [-75,75]
trigger4 = stateno = 1120
trigger4 = animelemtime(5) >= 0

[State -3, ファントムoff]
type = ChangeState
value = 701
triggerall = var(1) = 1
TriggerAll = RoundState = 2
triggerall = var(59) >= 3
triggerall = Life = 0 || fvar(0) >= 0.87
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl
;---通常--------------------------------------------------------
[State -3, 回り込み]
type = ChangeState
value = 800
triggerall = var(1) = 0
triggerall = var(59) >= 1
triggerall = statetype != A
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = P2MoveType = A || P2BodyDist X = [-50,50]
trigger1 = stateno = 1000||stateno = 1010||stateno = 1020
trigger1 = AnimElemTime(8) > 0

[State -3, 投げ]
type = ChangeState
value = 950
triggerall = var(1) = 0
triggerall = var(59) >= 1
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X = [0,19]
triggerall = P2BodyDist Y >= -20
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl
trigger1 = MoveGuarded || (P2StateNo = [120,159])

[State -3, 屈弱]
type = ChangeState
value = 400
triggerall = var(1) = 0
triggerall = var(59) >= 1
TriggerAll = RoundState = 2
triggerall = statetype = C || statetype != A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X = [0,15]
triggerall = P2BodyDist Y >= -15
trigger1 = ctrl
trigger1 = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger2 = stateno = 400 && time > 10
trigger2 = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000

[State -3, ジャンプ中]
type = ChangeState
value = 610
triggerall = var(1) = 0
triggerall = var(59) >= 1
triggerall = statetype = A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
TriggerAll = Pos Y >= -100
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y = [-30,5]
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = ctrl

[State -3, ジャンプ強]
type = ChangeState
value = 620
triggerall = var(1) = 0
triggerall = var(59) >= 1
triggerall = statetype = A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
TriggerAll = Pos Y >= -100
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y = [-5,30]
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = ctrl
;スタンド攻撃-------------------------------------------------------
[State -3, 投げ]
type = ChangeState
value = 10950
triggerall = var(1) = 1
triggerall = var(59) >= 3
triggerall = !(PrevStateNo = [120,159])
triggerall = statetype != A
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X = [0,39]
triggerall = P2BodyDist Y >= -20
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl
trigger1 = MoveGuarded || (P2StateNo = [120,159])

[State -3, 弱]
type = ChangeState
value = 10200
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = !(PrevStateNo = [120,159])
triggerall = stateno != 10200
triggerall = statetype != A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y >= -35
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = ctrl

[State -3, 弱']
type = ChangeState
value = 10201
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = stateno = 10200
trigger1 = movecontact

[State -3, 中]
type = ChangeState
value = 10210
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = stateno = 10201
trigger1 = movecontact

[State -3, 屈強]
type = ChangeState
value = 10420
triggerall = var(1) = 1
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = statetype != A
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = stateno = 10210
trigger1 = movecontact

[State -3, ジャンプ中]
type = ChangeState
value = 10610
triggerall = var(1) = 1
triggerall = var(59) >= 3
triggerall = statetype = A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
TriggerAll = Pos Y >= -100
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y = [-30,5]
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = ctrl

[State -3, ジャンプ強]
type = ChangeState
value = 10620
triggerall = var(1) = 1
triggerall = var(59) >= 3
triggerall = statetype = A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
TriggerAll = Pos Y >= -100
triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y = [-5,30]
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = ctrl
;アイテム技--------------------------------------------
[State -3, 種マシンガン地上]
type = ChangeState
value = 2400
triggerall = var(58) = 4
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 120
triggerall = P2BodyDist Y >= -40
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = ctrl

[State -3, 種マシンガン空中]
type = ChangeState
value = 2410
triggerall = var(58) = 4
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = StateType = A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 120
triggerall = P2BodyDist Y = [-40,40]
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = ctrl

[State -3, キルレーザー]
type = ChangeState
value = 2500
triggerall = var(58) = 5
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
triggerall = P2BodyDist X >= 120
triggerall = Random <= var(59)*70 || var(59) >= 10 && Random <= 700
trigger1 = ctrl

[State -3, おいしい水]
type = ChangeState
value = 2600
triggerall = var(58) = 6
triggerall = var(59) >= 3
TriggerAll = RoundState = 2
TriggerAll = life < lifemax / 1
triggerall = StateType != A
triggerall = P2MoveType != A
Triggerall = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl

[State -3, 天の裁き]
type = ChangeState
value = 3400
triggerall = var(1) = 0
triggerall = var(58) = 9
triggerall = var(59) >= 6
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = P2MoveType != A
Triggerall = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
triggerall = power >= 2000
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl

[State -3, ダークエボレウス]
type = ChangeState
value = 3600
triggerall = var(1) = 0
triggerall = var(58) = 10
triggerall = var(59) >= 6
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
Triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y >= -15
triggerall = power >= 3000
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl

[State -3, プラズマ大昇竜撃]
type = ChangeState
value = 3300
triggerall = var(1) = 0
triggerall = var(58) = 8
triggerall = var(59) >= 6
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
Triggerall = P2BodyDist X = [0,35]
triggerall = P2BodyDist Y >= -35
triggerall = power >= 2000
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl

[State -3, ミス日本一]
type = ChangeState
value = 4200
triggerall = var(1) = 0
triggerall = var(58) = 11
triggerall = var(59) >= 6
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = P2MoveType = I || P2MoveType = H
triggerall = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = !InGuardDist && (EnemyNear,NumProj = 0)
Triggerall = P2BodyDist X = [0,30]
triggerall = P2BodyDist Y >= -15
triggerall = power >= 5000
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl

[State -3, 良綱を拾う]
type = ChangeState
value = 750
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19200) > 0
triggerall = helper(19200),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(5) = 0
trigger3 = power >= 5000
trigger4 = var(6) = 0

[State -3, シヴァを拾う]
type = ChangeState
value = 760
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19210) > 0
triggerall = helper(19210),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(5) = 0
trigger3 = power >= 3000
trigger4 = var(6) = 0

[State -3, 宝剣を拾う]
type = ChangeState
value = 757
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19207) > 0
triggerall = helper(19207),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(5) = 0
trigger3 = power >= 2000
trigger4 = var(6) = 0

[State -3, 魔神斧を拾う]
type = ChangeState
value = 758
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19208) > 0
triggerall = helper(19208),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(5) = 0
trigger3 = power >= 2000
trigger4 = var(6) = 0

[State -3, 神杖を拾う]
type = ChangeState
value = 759
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19209) > 0
triggerall = helper(19209),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(5) = 0
trigger3 = power >= 2000
trigger4 = var(6) = 0

[State -3, 種を拾う]
type = ChangeState
value = 754
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
Triggerall = Random <= 700
triggerall = Numhelper(19204) > 0
triggerall = helper(19204),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(6) = 0

[State -3, 水晶を拾う]
type = ChangeState
value = 755
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19205) > 0
triggerall = helper(19205),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(6) = 0

[State -3, つぼを拾う]
type = ChangeState
value = 756
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
Triggerall = Random <= 700
triggerall = Numhelper(19206) > 0
triggerall = helper(19206),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(6) = 0

[State -3, ナイフを拾う]
type = ChangeState
value = 751
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19201) > 0
triggerall = helper(19201),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(6) = 0

[State -3, 岩を拾う]
type = ChangeState
value = 752
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19202) > 0
triggerall = helper(19202),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(6) = 0

[State -3, 雑草を拾う]
type = ChangeState
value = 753
triggerall = var(58) = 0
triggerall = var(59) >= 3
triggerall = ctrl
triggerall = statetype != A
triggerall = Numhelper(19203) > 0
triggerall = helper(19203),var(0) = 1
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = var(6) = 1 || (var(5) = [1,5])
trigger1 = P2MoveType != A
Trigger1 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger1 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger2 = var(5) = 0
trigger2 = P2MoveType != A
Trigger2 = !InGuardDist && (EnemyNear,NumProj = 0)
Trigger2 = P2StateType = L || P2MoveType = H && P2StateType = A && (P2Stateno != [120,159])
trigger3 = var(6) = 0
;---移動---------------------------------------------------------------------------
[State -3, 走る]
type = ChangeState
value = 100
triggerall = var(59) >= 1
triggerall = NumHelper(19000) >= 1
triggerall = var(6) = 0 && var(58) = 0
TriggerAll = RoundState = 2
triggerall = stateno != 100
triggerall = StateType != A
triggerall = P2Movetype != A
triggerall = P2StateType != L
triggerall = P2Movetype = I || P2Movetype = H
triggerall = P2BodyDist X >= 15
triggerall = Random <= var(59)*90 || var(59) >= 10 && Random <= 900
trigger1 = ctrl

[State -3, 走る2]
type = ChangeState
value = 100
triggerall = var(59) >= 1
triggerall = (var(5) = [0,4]) && var(58) >= 1 || var(6) = 1 && (var(5) = [0,4]) && var(58) = 0
TriggerAll = RoundState = 2
triggerall = stateno != 100
triggerall = StateType != A
triggerall = P2Movetype != A
triggerall = P2StateType != L
triggerall = P2Movetype = I || P2Movetype = H
triggerall = P2BodyDist X >= 15
triggerall = Random <= var(59)*90 || var(59) >= 10 && Random <= 900
trigger1 = ctrl

[State -3, バックステップ]
type = ChangeState
value = 105
triggerall = var(59) >= 1
TriggerAll = RoundState = 2
triggerall = StateType != A
triggerall = P2Movetype != A
triggerall = P2StateType = L || EnemyNear,HitDefAttr = SCA,NT,ST,HT,AT || var(6) = 0 && P2Movetype = H
TriggerAll = BackEdgeBodyDist >= 35
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
trigger1 = ctrl
;---------------------------------------------------------------------------
;地上復帰
[State -3]
Type = ChangeState
Value = 5200
triggerall = var(1) = 0
TriggerAll = var(59) >= 9
TriggerAll = RoundState = 2
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
TriggerAll = StateNo = 5050
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
Trigger1 = CanRecover
ctrl = 1
;---------------------------------------------------------------------------
;空中復帰
[State -3]
Type = ChangeState
Value = 5210
TriggerAll = var(59) >= 9
TriggerAll = RoundState = 2
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = StateNo = 5050
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
Trigger1 = CanRecover
ctrl = 1
;---------------------------------------------------------------------------
[State -3, 挑発]
type = ChangeState
value = 850
triggerall = var(59) >= 9
TriggerAll = RoundState > 2
triggerall = statetype != A
triggerall = Random <= var(59)*100 || var(59) >= 10 && Random <= 1000
triggerall = ctrl
trigger1 = Numhelper(19200) < 1 || var(58) > 0
trigger2 = Numhelper(19201) < 1 || var(58) > 0
trigger3 = Numhelper(19202) < 1 || var(58) > 0
trigger4 = Numhelper(19203) < 1 || var(58) > 0
trigger5 = Numhelper(19204) < 1 || var(58) > 0
trigger6 = Numhelper(19205) < 1 || var(58) > 0
trigger7 = Numhelper(19206) < 1 || var(58) > 0
trigger8 = Numhelper(19207) < 1 || var(58) > 0
trigger9 = Numhelper(19208) < 1 || var(58) > 0
trigger10 = Numhelper(19209) < 1 || var(58) > 0
trigger11 = Numhelper(19210) < 1 || var(58) > 0
