[Statedef -3]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, AI僼儔僌僙僢僩]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
Trigger52 = Helper(10000),var(59)
;Trigger53= 1;忢帪AI婲摦梡
var(59) = 6;1乣15[CPU愱梡:Lv.12乣15]
IgNoreHitPause = 1

[State -3, AI僼儔僌僙僢僩]
type = VarSet
TriggerAll=var(59)>0
Trigger1 = palno = [11,12]
var(59) = 20
IgNoreHitPause = 1

[State -3,AI嶦偟昿搙]
type = VarSet
trigger1 = 1
v = 28
value = 35;(%):0~100
IgNoreHitPause = 1
;偍桭払彚姭(桯楈)偲Navraceni Panenky傪AI偑巊梡偡傞昿搙傪愝掕(惛枾曐徹側偟)

[State -2,暘恎AILv]
type = VarSet
trigger1 = ishelper(8500)
var(59) = 14;暘恎偺AILV偭傐偄
IgNoreHitPause = 1

[State -3, AILV敾抐]
type = VarSet
Trigger1=var(59)>=12
trigger1=1
v = 48
value = 1
IgNoreHitPause = 1

[State -3,watch];AI妋擣
type = null;VarSet
triggerall = var(59)>0
trigger1 = 1
fv = 39
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3, ]
type=helper
trigger1 = !NumHelper(65540+id)
trigger1 = win&var(38)&alive&partner,life>0
helpertype = Normal
name = "win+1"
StateNo = 65540
ID = 65540+id
pos = 0,0
keyctrl = 0
Ownpal = 1
supermovetime=9**8
superpausetime=9**8
pausetime=9**8
pausemovetime=9**8
ignorehitpause=1
persistent = 1

[State -3, ]
type=changestate
triggerall=ishelper
triggerall=ishelper(65540+parent,id)
trigger1=stateno!=65540
value=65540
supermovetime=9**8
superpausetime=9**8
pausetime=9**8
pausemovetime=9**8
ignorehitpause=1
;==================================================================================
;                                      AI婲摦
;==================================================================================
[State -3, AI婲摦梡僿儖僷乕]
type=helper
triggerall=!NumHelper(10000)
triggerall=roundstate=2
triggerall=alive
triggerall=var(59)=0
Triggerall=ctrl&&stateno=0
Trigger1=PrevStateNo= 190 ||PrevStateNo=5900
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;擮偺偨傔伀傕晅偗偰偍偔
[State -3, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

;================================================================================================
;                                  廳椡壛懍搙寁嶼
;================================================================================================
[state -3, yaccel]
type = varset
Trigger1 = fvar(14) != EnemyNear(var(42)),const(movement.yaccel)
Trigger1 = EnemyNear(var(42)),stateno != [5000,5210]
Trigger1 = EnemyNear(var(42)),Vel Y != 0
fv = 14
value = EnemyNear(var(42)),const(movement.yaccel)
ignorehitpause = 1

[state -3, yaccel]
type = varset
Trigger1 = fvar(14) != EnemyNear(var(42)),GetHitVar(yaccel)
Trigger1 = EnemyNear(var(42)),stateno = [5000,5210]
Trigger2 = fvar(14) != EnemyNear(var(42)),GetHitVar(yaccel)
Trigger2 = EnemyNear(var(42)),stateno = [5000,5210]
;Trigger1 = EnemyNear(var(42)),Vel Y != 0
fv = 14
value = EnemyNear(var(42)),GetHitVar(yaccel)
ignorehitpause = 1

[state -3, yaccel]
type = varset
Trigger1 = fvar(14) != 0
Trigger1 = EnemyNear(var(42)),Vel Y = 0
fv = 14
value = 0
ignorehitpause = 1

;================================================================================
;                                僗僥乕僕抂應掕
;================================================================================
[State -3]
type = Helper
trigger1 = !NumHelper(20000+ID)
trigger1 = !Ishelper
helpertype = normal
name = "Right'Edge of Stage"
postype = P1
stateno = 21000
ID = 20000+ID
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State -3]
type = Helper
trigger1 = !NumHelper(20001+ID)
trigger1 = !Ishelper
helpertype = normal
name = "Left'Edge of Stage"
postype = P1
stateno = 21001
ID = 20001+ID
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State -3]
type = ChangeState
trigger1 = Ishelper
trigger1 = Ishelper(20000+root,ID)
trigger1 = stateno != 20000
value = 20000

[State -3]
type = ChangeState
trigger1 = Ishelper
trigger1 = Ishelper(20001+root,ID)
trigger1 = stateno != 20001
value = 20001

[State -3];僗僥乕僕慜曽抂傑偱偺嫍棧
type = VarSet
triggerall = (NumHelper(20000+ID)&&NumHelper(20001+ID))
trigger1 = TeamSide = 1
var(45)=floor(Abs(IfElse(facing=1,Helper(20000+ID),rootdist X,Helper(20001+ID),rootdist X)))
[State -3]
type = VarSet
triggerall = (NumHelper(20000+ID)&&NumHelper(20001+ID))
trigger1 = TeamSide = 2
var(45)=floor(Abs(IfElse(facing=1,Helper(20001+ID),rootdist X,Helper(20000+ID),rootdist X)))

[State -3];僗僥乕僕屻曽抂傑偱偺嫍棧
type = VarSet
triggerall = (NumHelper(20000+ID)&&NumHelper(20001+ID))
trigger1 = TeamSide = 1
var(46)=floor(Abs(IfElse(facing=1,Helper(20001+ID),rootdist X,Helper(20000+ID),rootdist X)))
[State -3]
type = VarSet
triggerall = (NumHelper(20000+ID)&&NumHelper(20001+ID))
trigger1 = TeamSide = 2
var(46)=floor(Abs(IfElse(facing=1,Helper(20000+ID),rootdist X,Helper(20001+ID),rootdist X)))

;================================================================================
;                                丂丂AI惂屼
;================================================================================
[State -3, VarRandom];AI峴摦昐暘棪
Type = VarRandom
Trigger1 = Time = 1
Trigger2 = Time %60= 1
V = 58
Range = 1,100
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;---------------RESET----------------
[State -3,51]
type = VarSet
triggerall=var(51)
trigger1 = var(9)=0
trigger2 = RoundState!=2
V = 51
value = 0
persistent = 0
IgnoreHitPause = 1

[State -3,52]
type = VarSet
triggerall=var(52)
trigger1 = var(9)=0
trigger2 = RoundState!=2
V = 52
value = 0
persistent = 0
IgnoreHitPause = 1

[State -3,reset(53)]
type = VarSet
trigger1 = var(9)=0
trigger2 = movetype=H
trigger3 = RoundState!=2
v = 53
value = 0
persistent = 0
IgnoreHitPause = 1
;------------------------------
[State -3,53(1)];傇偪愗傟仺IB
type = VarSet
triggerall = RoundState=2
triggerall = var(9)!=0
triggerall = var(53)!=[1,2]
trigger1 = var(53)=20
trigger1 = Stateno=1020||((PrevStateno=1020||(Stateno=1020&&AnimTime=0))&&Stateno=1021)||stateno=1022
trigger1 = ProjHitTime(6701)=1
V = 53
value = 1
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State -3,53(2)];傇偪愗傟仺IB
type = VarSet
triggerall = RoundState=2
triggerall = var(9)!=0
triggerall = var(53)!=[1,2]
trigger1 = var(53)=20
trigger1 = Stateno=1023||((PrevStateno=1023||(Stateno=1023&&AnimTime=0))&&Stateno=1021)||stateno=1022
trigger1 = ProjHitTime(6701)=1
V = 53
value = 2
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State -3,53(3)];堏摦仺kick
type = VarSet
triggerall = RoundState=2
triggerall = var(9) != 0
triggerall = var(53) = 0
triggerall = p2bodydist X = [0,130]
trigger1 = prevstateno = 1081
trigger1 = facing = EnemyNear(var(42)),facing
trigger2 = EnemyNear,stateno = 1055
trigger3 = var(53)=[0,2]
trigger3 = stateno=1021
trigger3 = ProjContact(6701)=1
trigger3 = EnemyNear(var(42)),Stateno=[120,159]
trigger3 = EnemyNear(var(42)),Statetype!=A
V = 53
value = 3
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State -3,53(4)];kick仺kick
type = VarSet
triggerall = RoundState=2
triggerall = var(9) != 0
trigger1 = var(53) = 3
trigger1 = stateno=205&&movecontact
trigger2 = var(53) = 0
trigger2 = stateno=205&&movecontact
V = 53
value = 4
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State -3,53(5)];kick仺RoS
type = VarSet
triggerall = RoundState=2
triggerall = var(9) != 0
triggerall = var(53)=4
triggerall = stateno = 205 && movehit
trigger1 = var(59)=[1,3]
trigger1 = var(59)>IfElse(random<=var(59)*80,10+(var(59)-1),5+(var(59)-1))
trigger2 = var(59)=[4,6]
trigger2 = var(59)>IfElse(random<=var(59)*80,15+(var(59)-3),10+(var(59)-3))
trigger3 = var(59)=[7,9]
trigger3 = var(59)>IfElse(random<=var(59)*80,20+(var(59)-5),15+(var(59)-5))
trigger4 = var(59)>9
trigger4 = var(51)>23
V = 53
value = 5
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State -3,53(6)];kick仺
type = VarSet
triggerall = RoundState=2
triggerall = var(9) != 0
triggerall = var(53)=4
trigger1 = EnemyNear(var(42)),movetype = H
trigger1 = var(40)>30
V = 53
value = 6
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

;---------------------------------
[State -3,53(7)];IR(AILV);LV9偐傜柍惂尷
type = VarSet
triggerall = RoundState=2
triggerall = var(9) != 0
triggerall = var(53)=[1,2]
trigger1 = var(59)=[1,5];LV5
trigger1 = var(52)>=IfElse(random<=var(59)*150,3,2)
trigger2 = var(59)=[6,8];6乣8
trigger2 = var(52)>=IfElse(random<=var(59)*110,5,4)
trigger3 = var(59)>=9
trigger3 = var(52)>=20
V = 53
value = 7
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647
;-----------------------------------

[State -3,53(8)];kick仺RoS(2)
type = VarSet
triggerall = RoundState=2
triggerall = var(9) != 0
triggerall = var(53)=4
triggerall = stateno = 205 && movehit
trigger1 = var(53)!=5
trigger1 = var(8)>550
trigger1 = random<=var(59)*100||var(59)>7 
V = 53
value = 8
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

;-------------------------------------------
[State -3,53(10)];CPU
type = VarSet
triggerall = RoundState=2
triggerall = var(9) != 0
triggerall = var(48)=1;AILV12
triggerall = var(53)=[1,2]
triggerall = power >= 2000
triggerall = p2bodydist y < -100
trigger1 = stateno=1030&&movehit
trigger1 = (var(52)>2)||(var(8)>500)
trigger1 = random<=(var(59)-11)*150||var(59)>14 
V = 53
value = 10
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647
;-------------------------------------------
[State -3,53(15)]
type = VarSet
triggerall = RoundState=2
triggerall = var(9)!=0
triggerall = var(53)=7
triggerall = stateno=3040
trigger1 = EnemyNear(var(42)),stateno=[5000,5110]
trigger1 = EnemyNear(var(42)),movetype=H
V = 53
value = 15
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

;-----------------------------------
[State -3,53(20)];miss
type = VarSet
triggerall = RoundState=2
triggerall = var(9)!=0
trigger1 = var(53)=[0,2]
trigger1 = stateno=1021
trigger1 = ProjContact(6701)=0
trigger1 = EnemyNear(var(42)),MoveType!=H
trigger2 = var(53)=[0,2]
trigger2 = stateno=1021
trigger2 = ProjContact(6701)=1
trigger2 = EnemyNear(var(42)),Stateno=[120,159]
trigger2 = EnemyNear(var(42)),Statetype=A
trigger3 = EnemyNear(var(42)),stateno = 3086;摉恎惉岟
V = 53
value = 20
persistent = 0
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;朶敪
;Time=1 Random StateNo
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,FLAM];妋擣梡
Type = null;ChangeState
value = 3010
Triggerall = !ishelper(8500)
TriggerAll = var(59)>0&&RoundState=2
triggerall = var(9) = 0
triggerall = var(8)<1
triggerall = power>=3000
triggerall = ctrl&&statetype!=A
triggerall = EnemyNear(var(42)),movetype != A
triggerall = EnemyNear(var(42)),stateno!=[5080,5170]
triggerall = EnemyNear(var(42)),statetype != L
triggerall = p2bodydist X = [50,300]
triggerall = !InGuardDist
trigger1 = fvar(39)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;斀墳
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;Tempo-----------------------------------
[State -3,FLAM]
Type = ChangeState
Value = 1080
TriggerAll=var(59)>0&&RoundState=2
TriggerAll=var(9)!=0
TriggerAll=StateType != A
TriggerAll=Stateno!=[1080,1089]
TriggerAll=p2bodydist X=[45,300]
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
Trigger1 = EnemyNear(var(42)),movetype!=A
Trigger1 = EnemyNear(var(42)),stateno!=[5000,5170]
Trigger1 = var(40)<1
Trigger1 = (var(58)=[1,ceil(var(59)*(8+(fvar(1)*2)))])||fvar(39)
trigger2 = EnemyNear(var(42)),stateno=1055
trigger2 = EnemyNear(var(42)),movetype=H
trigger2 = (var(58)=[1,ceil(var(59)*(8+(fvar(1)*2)))])||fvar(39)

;-----------------------------------------
;----------------------------------------------------------------------
;僞僢僌
;----------------------------------------------------------------------
[State -3,FLAM203]
type = ChangeState
value = 1030
triggerall=var(59)>0&&RoundState=2
triggerall=statetype!=A
triggerall=var(44)=3;P:嬺傜偄
triggerall=Partner,stateno=[5000,5099]
triggerall=EnemyNear(1),movetype=A
triggerall=EnemyNear(0),movetype!=H
trigger1 = p2bodydist X=[20,120];E0
trigger1 = EnemyNear,AnimTime<=-50+var(59)*4||(!Time)||var(59)>8 
trigger1 = var(43)=5;攚屻
trigger1 = (EnemyNear(0),Vel Y>0)&&(EnemyNear(0),Vel X<0) 
trigger1 = p2bodydist Y>=0;E0
trigger1 = ctrl||(stateno=[21,22])||stateno=100
trigger1 = random<=var(59)*90
trigger2 = p2bodydist X=[10,80];E0
trigger2 = EnemyNear,AnimTime<=-50+var(59)*4||(!Time)||var(59)>8
trigger2 = var(43)=5;攚屻
trigger2 = ctrl||(stateno=[21,22])||stateno=100
trigger2 = random<=var(59)*90 

[State -3,FLAM200]
type = ChangeState
value = 3000
triggerall=var(59)>0&&RoundState=2
triggerall=statetype!=A
triggerall=power>=3000
triggerall=var(44)=3;P:嬺傜偄
triggerall=Partner,stateno=[5000,5099]
triggerall=EnemyNear(1),movetype=A
triggerall=EnemyNear(0),movetype!=H
trigger1 = p2bodydist X=[0,70];E0
trigger1 = EnemyNear,AnimTime<=-50+var(59)*4||(!Time)||var(59)>8 
trigger1 = var(43)=5;攚屻
trigger1 = (EnemyNear(0),Vel Y>0)&&(EnemyNear(0),Vel X<0) 
trigger1 = p2bodydist Y<=-20;E0
trigger1 = ctrl||(stateno=[21,22])||stateno=100
trigger1 = random<=var(59)*(50+(fvar(1)>0.5)*10+(fvar(1)>0.7)*20)
trigger2 = p2bodydist X=[0,80];E0
trigger2 = EnemyNear,AnimTime<=-50+var(59)*4||(!Time)||var(59)>8
trigger2 = var(43)=5;攚屻
trigger2 = ctrl||(stateno=[21,22])||stateno=100
trigger2 = random<=var(59)*(50+(fvar(1)>0.5)*10+(fvar(1)>0.7)*20) 

[State -3,FLAM201];挷惍堏摦媄
Type = ChangeState
Value = 700
TriggerAll=var(59)>0&&RoundState=2
TriggerAll=StateType != A
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=EnemyNear(var(42)),Alive
triggerall=EnemyNear,AnimTime<=-45+var(59)*4||(!Time)||var(59)>8 
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
trigger1 = (var(43)!=5)&&(var(44)=5)
trigger1 = (BackEdgeBodyDist<80)&&(var(46)<120)
trigger1 = EnemyNear(0),movetype=A
trigger1 = random<=var(59)*90||var(59)>8
trigger2 = var(43)=5
trigger2 = (var(45)>var(46))||(var(45)>=100)
trigger2 = facing!=EnemyNear(0),facing
trigger2 = EnemyNear(0),movetype!=H
trigger2 = random<=var(59)*90||var(59)>9

[State -3,FLAM202];挷惍堏摦媄
Type = ChangeState
Value = 702
TriggerAll=var(59)>0&&RoundState=2
TriggerAll=StateType != A
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=EnemyNear(var(42)),Alive
triggerall=EnemyNear,AnimTime<=-45+var(59)*4||(!Time)||var(59)>8 
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
trigger1 = (var(43)!=5)&&(var(44)=5)
trigger1 = (BackEdgeBodyDist>=80)||(var(46)>=120)
trigger1 = EnemyNear(0),movetype=A
trigger1 = random<=var(59)*90||var(59)>8
trigger2 = var(43)=5
trigger2 = (var(45)<var(46))&&(var(45)<100)
trigger2 = FrontEdgeBodyDist<60
trigger2 = facing!=EnemyNear(0),facing
trigger2 = EnemyNear(0),movetype!=H
trigger2 = random<=var(59)*90||var(59)>9

[State -3,FLAM204]
type = ChangeState
value = 1080
triggerall = var(59)>0&&RoundState=2
triggerall = statetype!=A
triggerall = EnemyNear(var(42)),Alive
triggerall = !InGuardDist
triggerall = EnemyNear,AnimTime<=-45+var(59)*4||(!Time)||var(59)>8
triggerall = ctrl||(stateno=[21,22])||stateno=100
triggerall = !var(9)
triggerall = !var(8)
triggerall = Numhelper(30111)=0
trigger1 = p2bodydist X=[0,40]
trigger1 = var(43)=5;
trigger1 = EnemyNear(0),movetype!=H
trigger1 = random<=var(59)*100||var(59)>8

;----------------------------------------------------------------------
;嫟捠
;----------------------------------------------------------------------
[State -3]
Type = ChangeState
Value = 3050
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y>=-100
TriggerAll=EnemyNear(var(42)),MoveType=A
TriggerAll=Random<=var(59)*90||var(59)>9
Triggerall = Enemynear,Time>=70||(!Time&&var(59)>9)||var(59)>9
triggerall = power >= 1000
Trigger1 = Ctrl
Trigger1 = StateType != A

[State -3]
Type = ChangeState
Value = 3100
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear(var(42)),MoveType=A
TriggerAll=Random<=var(59)*55||var(59)>9
Triggerall = Enemynear,Time>=50||(!Time&&var(59)>9)||var(59)>9
triggerall = power >= 3000
TriggerAll = Var(58) = [51,100]
Trigger1 = Ctrl
Trigger1 = StateType != A

[State -3]
Type = ChangeState
Value = 3000
Triggerall= ishelper(8500)
TriggerAll=var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear(var(42)),MoveType=A
TriggerAll=Random<=var(59)*55||var(59)>9
Triggerall = Enemynear,Time>=50||(!Time&&var(59)>9)||var(59)>9
triggerall = power >= 3000
TriggerAll = Var(58) = [1,50]
Trigger1 = Ctrl
Trigger1 = StateType != A

[State -3,柍揋堏摦媄]
Type = ChangeState
Value = 1080
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=Ctrl
triggerall=var(9)=0 
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=P2BodyDist X>=10||(EnemyNear,AnimTime<=-34&&!EnemyNear(var(42)),Ctrl)
TriggerAll=P2BodyDist X<=40
TriggerAll=!EnemyNear(var(42)),HitDefAttr=SCA,NT,ST,HT
TriggerAll=InGuardDist||var(35)
TriggerAll=Random<=var(59)*70||var(59)>9
TriggerAll=EnemyNear,Time>=30||(!Time&&var(59)>9)||var(59)>10||EnemyNear(var(42)),Ctrl
TriggerAll=EnemyNear(var(42)),vel x <= 7
Trigger1 = EnemyNear,Time>=50||var(59)>9
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = (PrevStateNo = [120,159])
Trigger4 = EnemyNear,Ctrl

[State -3,柍揋堏摦媄]
Type = ChangeState
Value = 702;夞旔
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X>=10||(EnemyNear,AnimTime<=-34&&!EnemyNear(var(42)),Ctrl)
TriggerAll=P2BodyDist X<=40
TriggerAll=EnemyNear(var(42)),HitDefAttr=SCA,NT,ST,HT
TriggerAll=InGuardDist||var(35)
TriggerAll=Random<=var(59)*70||var(59)>9
TriggerAll=EnemyNear,Time>=30||(!Time&&var(59)>9)||var(59)>10||EnemyNear(var(42)),Ctrl
TriggerAll=EnemyNear(var(42)),vel x >= 7
Trigger1 = EnemyNear,Time>=50||var(59)>9
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = (PrevStateNo = [120,159])
Trigger4 = EnemyNear,Ctrl

[State -3,柍揋堏摦媄]
Type = null;ChangeState
Value = 702
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X>=80||(EnemyNear,AnimTime<=-34&&!EnemyNear,Ctrl)
TriggerAll=P2BodyDist X<=160
TriggerAll=!EnemyNear,HitDefAttr=SCA,NT,ST,HT
TriggerAll=InGuardDist
TriggerAll=Random<=var(59)*70||var(59)>9
TriggerAll=EnemyNear,Time>=30||(!Time&&var(59)>9)||var(59)>10||EnemyNear,Ctrl
Trigger1 = EnemyNear,Time>=50||var(59)>9
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = (PrevStateNo = [120,159])
Trigger4 = EnemyNear,Ctrl

[State -3,柍揋堏摦媄]
type = ChangeState
value = 1080
triggerall = var(59) > 0
triggerall = var(9)=0
triggerall = var(8)<1 
TriggerAll = RoundState = 2
TriggerAll = EnemyNear,AnimTime <= -42
TriggerAll = Ctrl
triggerall = statetype != A
Trigger1 = Random<=var(59)*60
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = BackEdgeBodyDist <= 30
Trigger2 = Random<=var(59)*100
Trigger2 = P2BodyDist X = [-5,60]
Trigger2 = EnemyNear(var(42)),BackEdgeBodyDist <= 30

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝懼偊偟
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;搳偘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3]
Type = ChangeState
Value = 3100
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=numhelper(30111) = 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear(var(42)),MoveType=A
TriggerAll=Random<=var(59)*25||var(59)>9
Triggerall = Enemynear,Time>=50||(!Time&&var(59)>9)||var(59)>9
triggerall = power >= 3000
Trigger1 = Ctrl
Trigger1 = StateType != A

[State -3]
Type = ChangeState
Value = 3000
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=EnemyNear(var(42)),MoveType=A
TriggerAll=Random<=var(59)*45||var(59)>9
Triggerall = Enemynear,Time>=50||(!Time&&var(59)>9)||var(59)>9
triggerall = power >= 3000
Trigger1 = Ctrl
Trigger1 = StateType != A

[State -3]
Type = ChangeState
Value = 3050
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0
TriggerAll=StateType!=A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y>=-100
TriggerAll=EnemyNear(var(42)),MoveType=A
TriggerAll=Random<=var(59)*70||var(59)>9
Triggerall = Enemynear,Time>=50||(!Time&&var(59)>9)||var(59)>9
triggerall = power >= 1000
Trigger1 = Ctrl
Trigger1 = StateType != A

[State -3,FLAM1]
type = ChangeState
value = 2400
triggerall = var(59)>0 && RoundState = 2
triggerall = facing!=EnemyNear(var(42)),facing
triggerall = EnemyNear(var(42)),statetype != L
triggerall = statetype != A
triggerall = EnemyNear(var(42)),movetype = A
triggerall = EnemyNear(var(42)),movetype != H
triggerall = ctrl||(stateno=[21,22])||stateno=100
trigger1 = p2bodydist x = [-10,100];挻斀墳
trigger1 = random<=var(59)*(50+(p2bodydist X<=50)*30)||var(59)>8
trigger2 = p2bodydist x >= 40
trigger2 = var(34)=0
trigger2 = InGuardDist||var(33)
trigger2 = random<=var(59)*60;旘傃摴嬶嵓媆偵揝捛

[State -3]
Type = ChangeState
Value = 1040
TriggerAll=var(59)>0
triggerall =var(9)=0
triggerall=var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[20,125]
TriggerAll=P2BodyDist Y>=-100
TriggerAll=EnemyNear(var(42)),MoveType=A
TriggerAll=Random<=var(59)*70||var(59)>9
Triggerall = Enemynear,Time>=11||(!Time&&var(59)>9)||var(59)>9
Triggerall = EnemyNear(var(42)),NumProj = 0
Trigger1 = Ctrl

[State -3]
Type = ChangeState
Value = 1041
TriggerAll=var(59)>0
triggerall = var(9)=0
triggerall=var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[20,125]
TriggerAll=P2BodyDist Y=[-100,-240]
TriggerAll=EnemyNear(var(42)),MoveType=A
TriggerAll=Random<=var(59)*70||var(59)>9
Triggerall = Enemynear,Time>=11||(!Time&&var(59)>9)||var(59)>9
Triggerall = EnemyNear(var(42)),NumProj = 0
Trigger1 = Ctrl

[State -3,FLAM38]
type = ChangeState
value = 2700
triggerall = !NumHelper(2702)
triggerall = var(59)>0 && RoundState = 2
triggerall = var(59)>11
triggerall = EnemyNear(var(42)),statetype != L
triggerall = statetype != A
triggerall = EnemyNear(var(42)),movetype = A
triggerall = EnemyNear(var(42)),movetype != H
triggerall = ctrl||(stateno=[21,22])||stateno=100
trigger1 = p2bodydist x >= 50;挻斀墳
trigger1 = random<=(var(59)-11)*120||var(59)>14

[State -3, 3020]
type = null;ChangeState 
value = 1000
TriggerAll = Alive;		惗懚
TriggerAll=var(59)>0
Trigger1 = Random<=var(59)*80
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll = p2statetype != L
TriggerAll = p2movetype != H
TriggerAll = p2bodydist x >= 190
TriggerAll = p2bodydist y >= -150
TriggerAll   = StateType != A && Ctrl
Trigger1 = enemynear,numproj > 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;懪寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,FLAM4]
type = ChangeState
value = 2500
TriggerAll = var(59)>0 && RoundState = 2
triggerall = statetype != A
triggerall = p2bodydist x = [0,300]
triggerall = EnemyNear(var(42)),statetype != L
triggerall = Random <= var(59)*90 || var(59)>9
triggerall = ctrl||stateno=100||(stateno=[21,22])
trigger1 = p2bodydist x >= 50
trigger1 = var(34)=[100,150];埵抲
trigger1 = InGuardDist||(EnemyNear(var(42)),HitDefAttr=SCA,AP)||EnemyNear(var(42)),numproj
trigger2 = (InGuardDist=[0,50])||var(35)
trigger2 = EnemyNear(var(42)),NumProj;曐尟
trigger3 = p2bodydist x <= 55
trigger3 = p2bodydist y=[-50,5]
trigger3 = (var(9)=0&&NumHelper(30111)=0)
trigger3 = EnemyNear(var(42)),movetype!=H
trigger3 = (EnemyNear(var(42)),stateno!=[5000,5050])
trigger3 = EnemyNear(var(42)),stateno!=[0,199];寎寕

[State -3,僋僀僢僋嬞媫夞旔]
type = ChangeState
value = 705
triggerall = var(59)>0&&RoundState=2
triggerall = !(StateType = A||StateType = L)
triggerall = Power >= 1000
triggerall = P2BodyDist X=[-10,40]
triggerall = (P2BodyDist Y=[-30,0])||EnemyNear(var(42)),StateType!=A
triggerall = Random<var(59)*100||var(59)>9
;僈乕僉儍儞
trigger1 = EnemyNear(var(42)),PrevStateno=[150,151]
trigger1 = EnemyNear(var(42)),GetHitVar(hitshaketime)=0
trigger1 = EnemyNear(var(42)),MoveType=A&&InGuardDist
trigger1 = (Stateno=[200,210])&&MoveGuarded
;僈乕僪億僀儞僩
trigger2 = EnemyNear(var(42)),PrevStateno!=[120,159]
trigger2 = EnemyNear(var(42)),MoveType=A&&InGuardDist
trigger2 = EnemyNear(var(42)),GetHitVar(hitshaketime)=0
trigger2 = (Stateno=[200,210])&&MoveHit

[State -3,棫偪僈乕僪]
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||stateno=100
TriggerAll=inguarddist||var(35);傔偔傝偵懳偟偰
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||EnemyNear(var(42)),Time>50
Trigger2 = Random<=var(59)*150

;------------------------------------------------------------
;僞僢僌
;------------------------------------------------------------
[State -3,僈乕僪僉儍儞僙儖(Tag)]
Type = ChangeState
value = IfElse((var(41)<90&&FrontEdgeBodyDist<100),702,700)
TriggerAll=var(59)>0&&RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>=1000;敪摦忦審
TriggerAll=StateNo=[150,153];敪摦忦審
TriggerAll=P2BodyDist Y >= -60
trigger1 = var(43)=5
Trigger1 = P2BodyDist X = [-10,60]
trigger1 = IfElse(Facing=-1,EnemyNear(1),Pos X-Pos X,Pos X-EnemyNear(1),Pos X)=[-10,75]
trigger1 = EnemyNear(0),MoveType=A
trigger1 = EnemyNear(1),MoveType!=H
Trigger1 = Random<=var(59)*60||var(59)>9

[State -3,僈乕僪僉儍儞僙儖]
Type = ChangeState
value = 210
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=Power>=1000;敪摦忦審
TriggerAll=StateNo=[150,153];敪摦忦審
TriggerAll=EnemyNear,AnimTime<=-5||var(59)<7
TriggerAll=P2BodyDist X = [-5,40]
TriggerAll=P2BodyDist Y >= -60
Trigger1 = Random<=var(59)*60||var(59)>9

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;寗晅偒
;EnemyNear,MoveType=I !EnemyNearCtrl EnemyNear,StateType=A
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,FLAM40]
type = ChangeState
value = 205
IgnoreHitPause = 1
triggerall = HitPauseTime=0
triggerall = var(59)>0&&RoundState=2
triggerall = !(StateType=A||StateType=L)
triggerall = !(EnemyNear(var(42)),StateType=A||EnemyNear(var(42)),StateType=L)
triggerall = !(EnemyNear(var(42)),MoveType=H||(EnemyNear(var(42)),MoveType =I&&EnemyNear(var(42)),StateNo<200))
triggerall = !(EnemyNear(var(42)),StateNo=140||EnemyNear(var(42)),PrevStateNo=140)
triggerall = P2Dist X<=150
triggerall = P2BodyDist X<=100
triggerall = Ctrl||(Stateno=[20,22])||Stateno=100
triggerall = random<=var(59)*100||(Facing=EnemyNear(var(42)),Facing)
trigger1 = !EnemyNear(var(42)),Ctrl
trigger1 = EnemyNear(var(42)),StateNo < 1000
trigger1 = (EnemyNear(var(42)),AnimTime=[-6,-5])||(Facing=EnemyNear(var(42)),Facing)
trigger2 = EnemyNear(var(42)),StateNo<2000
trigger2 = EnemyNear(var(42)),MoveType=A
trigger2 = !(EnemyNear(var(42)),HitDefAttr=SCA,AA,AP,AT)
trigger2 = (EnemyNear(var(42)),AnimTime=[-6,-5])||(Facing=EnemyNear(var(42)),Facing)||EnemyNear(var(2)),NumProj=1
trigger3 = EnemyNear(var(42)),MoveType=I
trigger3 = !(InGuardDist||var(35))
trigger3 = (EnemyNear(var(42)),AnimTime=[-6,-5]) 
trigger4 = (Facing=EnemyNear(var(42)),Facing)
trigger4 = EnemyNear(var(42)),StateNo<2000
trigger5 = EnemyNear(var(42)),MoveType=A
trigger5 = EnemyNear(var(42)),HitDefAttr=SCA,AA,AP,AT
trigger5 = EnemyNear(var(42)),AnimTime=[-6,-5]
trigger6 = (prevstateno=[120,159])||(prevstateno=[700,710])||(prevstateno=[5000,5210])
trigger6 = EnemyNear(var(42)),AnimTime<=-6
trigger6 = !(EnemyNear(var(42)),Ctrl)
trigger6 = !(Enemy(var(42)),Numproj||var(33))

[State -3,FLAM41]
type = ChangeState
value = 200
IgnoreHitPause = 1
triggerall = HitPauseTime=0
triggerall = var(59)>0&&RoundState=2
triggerall = !(StateType=A||StateType=L)
triggerall = !(EnemyNear(var(42)),StateType=A||EnemyNear(var(42)),StateType=L)
triggerall = !(EnemyNear(var(42)),MoveType=H||(EnemyNear(var(42)),MoveType =I&&EnemyNear(var(42)),StateNo<200))
triggerall = !(EnemyNear(var(42)),StateNo=140||EnemyNear(var(42)),PrevStateNo=140)
triggerall = P2Dist X<=70
triggerall = P2BodyDist X<=30
triggerall = Ctrl||(Stateno=[20,22])||Stateno=100
triggerall = random<=var(59)*100||(Facing=EnemyNear(var(42)),Facing)
trigger1 = !EnemyNear(var(42)),Ctrl
trigger1 = EnemyNear(var(42)),StateNo < 1000
trigger1 = (EnemyNear(var(42)),AnimTime=[-6,-5])||(Facing=EnemyNear(var(42)),Facing)
trigger2 = EnemyNear(var(42)),StateNo<2000
trigger2 = EnemyNear(var(42)),MoveType=A
trigger2 = !(EnemyNear(var(42)),HitDefAttr=SCA,AA,AP,AT)
trigger2 = (EnemyNear(var(42)),AnimTime=[-6,-5])||(Facing=EnemyNear(var(42)),Facing)||EnemyNear(var(2)),NumProj=1
trigger3 = EnemyNear(var(42)),MoveType=I
trigger3 = !(InGuardDist||var(35))
trigger3 = (EnemyNear(var(42)),AnimTime=[-6,-5]) 
trigger4 = (Facing=EnemyNear(var(42)),Facing)
trigger4 = EnemyNear(var(42)),StateNo<2000
trigger5 = EnemyNear(var(42)),MoveType=A
trigger5 = EnemyNear(var(42)),HitDefAttr=SCA,AA,AP,AT
trigger5 = EnemyNear(var(42)),AnimTime=[-6,-5]
trigger6 = (prevstateno=[120,159])||(prevstateno=[700,710])||(prevstateno=[5000,5210])
trigger6 = EnemyNear(var(42)),AnimTime<=-6
trigger6 = !(EnemyNear(var(42)),Ctrl)
trigger6 = !(Enemy(var(42)),Numproj||var(33))

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋婲偒峌傔 
;p2StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,O1]
Type = ChangeState
value = 3010
Triggerall = !ishelper(8500)
triggerall=var(59)>0
TriggerAll=RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno = 5120
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*50
TriggerAll = Ctrl
triggerall = numhelper(30111) = 0
Trigger1 = power >= 3000
Trigger1 = P2BodyDist X >= 160

[State -3,O2]
Type = ChangeState
value = 3070
Triggerall = !ishelper(8500)
TriggerAll = RoundState=2
TriggerAll = var(59)>0
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno = 5110;堄抧
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*(60-(power>=3000)*35)
TriggerAll = Ctrl
Trigger1 = power >= 2000
Trigger1 = P2BodyDist X >= 160

[State -3,O3]
Type = ChangeState
value = 3060
Triggerall = !ishelper(8500)
TriggerAll = RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll = var(59)>0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno = 5110;堄抧
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*(40-(power>=3000)*15)
TriggerAll = Ctrl
Trigger1 = power >= 2000
Trigger1 = P2BodyDist X >= 160

[State -3,O4]
Type = ChangeState
value = 3030
Triggerall = !ishelper(8500)
TriggerAll = RoundState=2
TriggerAll = var(59)>0
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno = 5110
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*30
TriggerAll = Ctrl
Trigger1 = power >= 1000
Trigger1 = P2BodyDist X >= 160

[State -3,O5]
Type = ChangeState
value = 1080
TriggerAll = RoundState=2
TriggerAll = var(59)>0
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno = [5101,5110]
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*90
TriggerAll = Ctrl||stateno=100
Triggerall = backedgebodydist < 102
Trigger1 = P2BodyDist X <= 60

;1080

[State -3,O6]
Type = ChangeState
value = 3050
Triggerall = !ishelper(8500)
TriggerAll = RoundState=2
TriggerAll = var(59)>0
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno=5120
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*10
TriggerAll = Ctrl
Triggerall = backedgebodydist > 102
Trigger1 = P2BodyDist X <= 160
Trigger1 = power >= 1000

[State -3,FLAM33]
type = ChangeState
value = 2300
TriggerAll = !NumProjID(2300)
TriggerAll = var(59)>0&&RoundState=2
TriggerAll = StateType != A
TriggerAll = var(59)>0
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
triggerall = Ctrl||(Stateno=[20,22])||stateno=100
trigger1 = P2BodyDist X=[120,300]
trigger1 = EnemyNear(var(42)),statetype=L
trigger1 = EnemyNear(var(42)),StateNo=[5120,5122]
trigger1 = EnemyNear,AnimTime = -15
trigger1 = random<=var(59)*50

[State -3,O7]
Type = ChangeState
value = 1080
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll = EnemyNear(var(42)),Stateno=[5101,5120]
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*90
TriggerAll = Ctrl
Triggerall = backedgebodydist > 102
Trigger1 = P2BodyDist X <= 160

[State -3,O8]
Type = ChangeState
value = 1080
TriggerAll = RoundState=2
TriggerAll = var(59)>0
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno=[5101,5120]
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*50
TriggerAll = Ctrl
Triggerall = backedgebodydist > 102
Trigger1 = P2BodyDist X <= 160

[State -3,O9]
Type = ChangeState
value = 1052
TriggerAll = var(59)>0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = numhelper(30111) = 0
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Stateno=[5110,5120]
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X>=180
TriggerAll=Ctrl
triggerall = numhelper(1051) = 0
Trigger1 = Random <= var(59)*100
Trigger1 = EnemyNear(var(42)),StateNo != 5120

[State -3,O10]
Type = ChangeState
value = 1050
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Stateno=[5110,5120]
TriggerAll=EnemyNear(var(42)),alive = 1
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X>=100
TriggerAll=Ctrl||stateno=100
triggerall=numhelper(1051) = 0
trigger1 = var(9)!=0
trigger1 = numhelper(30111) != 0
trigger1 = var(53)=20
trigger2 = var(9)=0
trigger2 = var(8)<1
trigger2 = numhelper(30111) = 0
Triggerall = Random <= var(59)*100
Triggerall = EnemyNear(var(42)),StateNo != 5120

[State -3,O11]
Type = ChangeState
value = 1016
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno=[5110,5120]
TriggerAll = Random <= var(59)*100
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Ctrl
Trigger1 = P2BodyDist X >= 200
Trigger1 = EnemyNear(var(42)),StateNo = 5120

[State -3,O?]
Type = null;ChangeState
value = 1080
TriggerAll=RoundState=2
TriggerAll = var(59)>0
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno = 5120
TriggerAll = EnemyNear(var(42)),alive = 1
TriggerAll = Random <= var(59)*10
TriggerAll = Ctrl
Triggerall = backedgebodydist < 102
Trigger1 = P2BodyDist X <= 60

[State -3,]
Type = null;ChangeState
value = 1050
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
TriggerAll = p2StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = EnemyNear,alive = 1
TriggerAll = Ctrl
;TriggerAll = P2BodyDist X >= 160
triggerall = numprojid(4600) = 0
Trigger1 = p2StateNo = 5120
Trigger1 = EnemyNear,AnimTime = -13

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞婲偒峌傔(嵓媆旘傃) 
;p2StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋栚墴偟 
;Prevstateno p2Movetype = H p2Stateno = [120,159]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;----------------------------------------------------------------------
;嫟捠(Tempo)
;----------------------------------------------------------------------
;====================Tempo Combo======================
[State -3,FLAM21]
type = ChangeState
value = 2700
TriggerAll=Ishelper(2702)=0
TriggerAll=var(59)>0&&RoundState = 2
triggerall=var(48)=1
triggerall=var(59)>=12
triggerall=var(9)!=0
TriggerAll=StateType != A
triggerall = ctrl||stateno=100
triggerall = power >= 2000
triggerall = EnemyNear(var(42)),Stateno!=[2705,2708]
Triggerall = EnemyNear(var(42)),movetype = H
triggerall = var(40)>0
trigger1 = var(53)=10
trigger1 = stateno=1030&&movehit&&time=30

;-----------------Combo1----------------
[State -3,RoS1]
type = ChangeState
value = 2600
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = statetype != A
triggerall = p2bodydist X = [0,120]
triggerall = p2bodydist Y>=-40
triggerall = power>=1000
triggerall = EnemyNear(var(42)),movetype=H
triggerall = EnemyNear(var(42)),stateno=[5000,5050]
trigger1 = (var(53)=5)||(var(53)=8)
trigger1 = stateno = 205 && movehit && time = 6
trigger1 = (var(58)=[1,Ceil(var(59)*(7+(var(59)>6)*2))])||var(59)>8

[State -3,Ref]
type = ChangeState
value = 2500
triggerall = var(59)>0&&RoundState=2
triggerall = statetype!=A
triggerall = var(9)!=0
triggerall = power<1000
triggerall = EnemyNear(var(42)),movetype=H
triggerall = EnemyNear(var(42)),stateno=[5000,5050]
triggerall = p2bodydist X=[0,50]
triggerall = p2bodydist Y>=-60
trigger1 = (var(53)=5)||(var(53)=8)
trigger1 = stateno=205&&movehit&&time=6
trigger1 = (var(58)=[1,Ceil(var(59)*10)])||var(59)>7

[State -3,Kick]
type = ChangeState
value = 205
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = var(53)!=[0,2]
triggerall = statetype != A
triggerall = EnemyNear(var(42)),stateno=[5000,5050]
triggerall = p2bodydist X =[0,125]
triggerall = p2bodydist Y>=-40
triggerall = var(58)=[1,100]
trigger1 = var(51)>0||var(53)=[4,5]
trigger1 = stateno=205&&movecontact&&time = 6
;trigger2 = var(51)>0&&var(53)=4
;trigger2 = stateno=205&&movehit&&time=6

;----------------Combo2------------------
[State -3,GW]
type = ChangeState
value = 1030
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = var(53)<3
triggerall = statetype != A
triggerall = EnemyNear(var(42)),movetype = H
triggerall = var(40)>0
triggerall = EnemyNear(var(42)),pos Y < -90
triggerall = var(53)=1||var(53)=2
triggerall = stateno = 1021 && time = 15
trigger1 = var(59)=[4,6]
trigger1 = var(58)=[1,Ceil(var(59)*6.5)]
trigger2 = var(59)=[7,8]
trigger2 = var(58)=[1,Ceil(var(59)*10)]
trigger3 = var(59)>8
trigger3 = var(58)=[1,100]

[State -3,IR(F)]
type = ChangeState
value = 1020;var(53)=1
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = statetype != A
TriggerAll = EnemyNear(var(42)),movetype=H
triggerall = EnemyNear(var(42)),stateno = [5000,5070]
triggerall = ctrl||(stateno=[20,22])||stateno=100
triggerall = var(52)>0
triggerall = var(40)>0
trigger1 = var(53)<3
trigger1 = prevstateno=1023||var(53)=2
trigger1 = var(58) = [1,100]

[State -3,IR(B)]
type = ChangeState
value = 1023;var(53)=2
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = statetype != A
TriggerAll = EnemyNear(var(42)),movetype=H
triggerall = EnemyNear(var(42)),stateno = [5000,5070]
triggerall = ctrl||(stateno=[20,22])||stateno=100
triggerall = var(52)>0
triggerall = var(40)>0
trigger1 = var(53)<3
trigger1 = prevstateno=1020||var(53)=1
trigger1 = var(58) = [1,100]

[State -3,BS(M)]
type = ChangeState
value = 3040
triggerall = var(59)>0&&RoundState=2
triggerall = !Numhelper(3045)
triggerall = var(9)!=0
triggerall = power>=1000
triggerall = statetype!=A
triggerall = EnemyNear(var(42)),movetype=H
triggerall = EnemyNear(var(42)),statetype=A
triggerall = var(40)>30
triggerall = p2bodydist x=[0,300]
triggerall = p2bodydist y<=-20
triggerall = var(53)!=[3,4]
triggerall = ctrl||(stateno=[20,22])||stateno=100
trigger1 = var(53)=7
trigger1 = var(58)=[1,Ceil(var(59)*8.7)]

;----------------------------------------------------------------------
;僞僢僌
;----------------------------------------------------------------------
[State -3,FLAM205]
type = ChangeState
value = 1080
triggerall = var(59)>0&&RoundState=2
triggerall = statetype!=A
triggerall = EnemyNear(var(42)),Alive
triggerall = !InGuardDist
triggerall = ctrl||(stateno=[21,22])||stateno=100
trigger1 = var(44)=1;屻塹
trigger1 = p2bodydist X=[40,300]
trigger1 = Partner,movetype != H
trigger1 = random<=var(59)*95||var(59)>8
trigger2 = (var(44)=4)&&(var(43)!=5);僼儖儃僢僐
trigger2 = p2bodydist X=[40,300]
trigger2 = EnemyNear(0),movetype!=A
trigger2 = EnemyNear(1),movetype!=A
trigger2 = random<=var(59)*95||var(59)>8

[State -3,FLAM206]
type = ChangeState
value = 105
triggerall = var(59)>0&&RoundState=2
triggerall = statetype!=A
triggerall = EnemyNear(var(42)),Alive
triggerall = !InGuardDist
triggerall = ctrl||(stateno=[21,22])||stateno=100
triggerall = var(44)=2;慜塹
trigger1 = var(43)=1
trigger1 = p2bodydist X=[20,300]
trigger1 = Partner,movetype != H
trigger1 = random<=var(59)*95||var(59)>8

;----------------------------------------------------------------------
;嫟捠(捠忢)
;----------------------------------------------------------------------
[State -3,FLAM43]
type = null;ChangeState
value = 2700
TriggerAll=Ishelper(2702)=0
TriggerAll=var(59)>0&&RoundState = 2
triggerall=var(48)=1
triggerall=var(59)>=12
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !NumHelper(30111)
TriggerAll=StateType != A
triggerall = ctrl||stateno=100
triggerall = power >= 2000
triggerall = EnemyNear(var(42)),Stateno!=[2705,2708]
Triggerall = EnemyNear(var(42)),movetype = H
trigger1 = EnemyNear(var(42)),Stateno=[3061,3602]
trigger1 = random<=(var(59)-11)*120||var(59)>14

[State -3,FLAM35]
type = ChangeState
value = 2302
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !NumHelper(30111)
triggerall = Alive
triggerall = statetype != A
triggerall = EnemyNear(var(42)),movetype=H
triggerall = EnemyNear(var(42)),Stateno=[120,159]
triggerall = P2BodyDist X=[0,100]
triggerall = ctrl||(stateno=[20,22])||stateno=100
trigger1 = ProjGuardedTime(6701)!=-1&&ProjGuardedTime(6701)>60
trigger1 = random<=var(59)*80||var(59)>8

[State -3,FLAM32]
type = ChangeState
value = 2600
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !NumHelper(30111)
triggerall = Alive
triggerall = statetype != A
triggerall = power>=1000
triggerall = EnemyNear(var(42)),movetype=H
triggerall = p2bodydist X=[0,140]
triggerall = P2BodyDist Y=[-60,0]
triggerall = Ctrl||(stateno=[20,22])||stateno=100
trigger1 = EnemyNear(var(42)),StateNo=2308
trigger1 = fvar(14)=[0.44,0.45]
trigger1 = random<=var(59)*70||var(59)>8

[State -3,>deception<]
type = ChangeState
value = IfElse(power<2000,1023,2700)
triggerall=var(59)&!var(9)&!var(8)&roundstate=2&!winko&!NumHelper(30111)&statetype!=A
triggerall=Ctrl||(stateno=[21,22])||stateno=100
triggerall=(EnemyNear(var(42)),MoveType=H&EnemyNear(var(42)),StateNo = [2305,2307])
;trigger1=0;(p2bodydist x >=141&P2BodyDist Y <=-61)
trigger1=var(59)>11|((var(59)=[1,11])&random<=var(59)*85)

[State -3,FLAM28]
Type = ChangeState
value = IfElse(var(29)=1,1020,1023)
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
trigger1 = EnemyNear(var(42)),movetype=H
Trigger1 = EnemyNear(var(42)),Stateno=[5000,5070]
trigger1 = Numhelper(3037)!=0
trigger1 = NumprojID(1003)
trigger1 = random<=var(59)*(80-(fvar(1)>0.3)*10-(fvar(1)>0.5)*20-(fvar(1)>0.7)*30)||((fvar(1)<0.15)&&(var(59)>8))
trigger2 = EnemyNear(var(42)),stateno=1055
trigger2 = EnemyNear(var(42)),movetype=H
trigger2 = random<=var(59)*80||var(59)>7

[State -3,FLAM26]
Type = ChangeState
value = 1005
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(var(42)),Stateno=[5000,5070]
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
Trigger1 = P2BodyDist X=[30,300]
trigger1 = EnemyNear(var(42)),movetype=H
trigger1 = Numhelper(3037)!=0
trigger1 = NumprojID(1003)
trigger1 = random<=var(59)*(30+(fvar(1)>0.3)*10+(fvar(1)>0.5)*15+(fvar(1)>0.7)*20)

[State -3,FLAM27]
type = ChangeState
value = 1000
TriggerAll = var(59)>0
TriggerAll = StateType != A
triggerall = roundstate = 2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !Numhelper(30111)
triggerall = ctrl||(stateno=[20,22])||stateno=100
TriggerAll = EnemyNear(var(42)),Stateno=[5000,5070]
Trigger1 = P2BodyDist X=[30,300]
trigger1 = EnemyNear(var(42)),movetype=H
trigger1 = Numhelper(3037)!=0
trigger1 = NumprojID(1003)
trigger1 = random<=var(59)*(30+(fvar(1)>0.3)*10+(fvar(1)>0.5)*15+(fvar(1)>0.7)*20)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;---------------------------------- 摉恎偐傜
[State -3,FLAM?]
type = ChangeState
value = 2700
TriggerAll=Ishelper(2702)=0
TriggerAll=var(59)>0&&RoundState = 2
triggerall=var(9)!=0
triggerall=var(48)=1
triggerall=var(59)>=12
triggerall=var(53)!=[3,9]
TriggerAll=EnemyNear(var(42)),movetype=H
triggerall=EnemyNear(var(42)),Stateno!=[2705,2708]
TriggerAll=StateType != A
triggerall = power >= 2000
trigger1 = random<=(var(59)-11)*130||var(59)>14
trigger1 = stateno = 2401 && movehit && animelemtime(22)=2
trigger2 = random<=(var(59)-11)*150
trigger2 = (stateno=1020||stateno=1023) && movehit && time = 45

[State -3,FLAM2]
type = ChangeState
value = 3098
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0&&RoundState = 2
triggerall=var(9)!=0
TriggerAll=var(48) = 0
TriggerAll = EnemyNear(var(42)),movetype=H
triggerall = var(53)!=[3,10]
TriggerAll=StateType != A
triggerall = power >= 2000
trigger1 = random<=var(59)*60||(var(59)>9||fvar(1)>0.6)
trigger1 = stateno = 2401 && movecontact && animelemtime(22)=2

[State -3,FLAM5]
type = ChangeState
value = 3000
triggerall = var(59)>0 && RoundState=2
triggerall = power >= 3000
triggerall = var(9) != 0
triggerall = statetype != A
TriggerAll = EnemyNear(var(42)),movetype=H
triggerall = EnemyNear(var(42)),stateno=[5000,5050]
triggerall = var(53)!=[3,10] 
trigger1 = var(50) = 1
trigger1 = stateno = 3030 && time = 55
trigger1 = random<=var(59)*65 || var(59)>7
trigger2 = ctrl||(stateno=[20,22])||stateno=100 
trigger2 = stateno = 3036 && time = 140
trigger2 = random<=var(59)*20 || fvar(1)>0.6

[State -3,FLAM3]
Type = ChangeState
value = 3030
Triggerall = !ishelper(8500)
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),movetype=H
Triggerall = power >= 1000
trigger1 = var(9)!=0
trigger1 = stateno=2401&&movehit&&time=110

;=================================================================
[State -3,FLAM?]
type = ChangeState
value = 2700
TriggerAll=Ishelper(2702)=0
TriggerAll=var(59)>0&&RoundState = 2
triggerall=var(48)=1
triggerall=var(59)>=12
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=StateType != A
triggerall=EnemyNear(var(42)),Stateno!=[2705,2708]
TriggerAll=EnemyNear(var(42)),movetype=H
triggerall=power >= 2000
trigger1 = random<=(var(59)-11)*130||var(59)>14
trigger1 = stateno = 2401 && movehit && animelemtime(22)=2
trigger2 = random<=(var(59)-11)*100
trigger2 = (stateno=1020||stateno=1023) && movehit && time = 45

[State -3,FLAM2]
type = ChangeState
value = 3098
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0&&RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=var(48)=0
TriggerAll=StateType != A
TriggerAll = EnemyNear(var(42)),movetype=H
triggerall = power >= 2000
trigger1 = random<=IfElse(var(59)<12,var(59)*60,(15-var(59))*120)||(var(59)=[9,11])||(var(59)<12&&(fvar(1)>0.6))
trigger1 = stateno = 2401 && movecontact && animelemtime(22)=2
trigger2 = random<=var(59)*15
trigger2 = stateno = 1025 && movecontact && time = 45

[State -3,FLAM5]
type = ChangeState
value = 3000
triggerall = var(59)>0 && RoundState=2
triggerall = power >= 3000
triggerall = var(9) = 0
triggerall = var(8) < 1
triggerall = NumHelper(30111)=0
triggerall = statetype != A
TriggerAll = EnemyNear(var(42)),movetype=H 
trigger1 = var(50) = 1
trigger1 = stateno = 3030 && time = 55
trigger1 = random<=var(59)*65 || var(59)>7 
trigger2 = stateno = 3037 && movehit
trigger2 = random<=var(59)*20 || fvar(1)>0.6

[State -3,FLAM3]
Type = ChangeState
value = 3030
Triggerall = !ishelper(8500)
TriggerAll = RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
Triggerall = power >= 1000
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
TriggerAll = EnemyNear(var(42)),movetype=H
Trigger1 = (Random<=var(59)*120&&var(59)<=6)
trigger1 = stateno = 2401 && movehit
trigger1 = time = 110
Trigger2 = Random<=var(59)*50&&var(59)>6
trigger2 = stateno = 2401 && movehit
trigger2 = time = 110
trigger3 = var(9)!=0
trigger3 = stateno=2401&&movehit&&time=110

;------------------------------丂棫偪対偐傜
[State -3,FLAM42]
type = ChangeState
value = 2700
triggerall = !NumHelper(2702)
triggerall = var(59)>0&&RoundState=2
triggerall = var(59)>=12
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
triggerall = Alive
triggerall = statetype != A
triggerall = power>=1000
triggerall = EnemyNear(var(42)),movetype=H
triggerall = p2bodydist X = [90,108]
trigger1 = stateno = 205 && movehit && time = [3,4]
trigger1 = random<=(var(59)-11)*170||var(59)>14

[State -3,FLAM8]
type = ChangeState
value = 2600
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
triggerall = Alive
triggerall = statetype != A
triggerall = power>=1000
triggerall = EnemyNear(var(42)),movetype=H
triggerall = p2bodydist X > 100
trigger1 = stateno = 205 && movehit
trigger1 = random<=var(59)*70||var(59)>8

[State -3,FLAM43]
type = ChangeState
value = 1005
triggerall = var(59)>0&&RoundState=2
triggerall = Alive
triggerall = Statetype!=A
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !NumHelper(30111)
trigger1 = P2BodyDist X=[98,110]
trigger1 = EnemyNear(var(42)),Statetype!=A
trigger1 = Stateno=205&&MoveGuarded&&time=5
trigger1 = random<=var(59)*90||var(59)>9

[State -3,FLAM7]
type = ChangeState
value = 205
triggerall = var(59)>0&&RoundState=2
triggerall = Alive
triggerall = statetype != A
triggerall = EnemyNear(var(42)),movetype=H
triggerall = var(9) = 0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
triggerall = p2bodydist X = [0,130]
trigger1 = stateno = 200 && movecontact && time = 5
trigger1 = random<=var(59)*100||var(59)>6 
trigger2 = stateno = 205 && movecontact && time = 5
trigger2 = random<=999 

[State -3, 200to200]
Type = ChangeState
Value = 200
Trigger1 = StateNo = 200
Triggerall = MoveGuarded
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 40

[State -3, 200to230]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 200
Triggerall = Movecontact
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X = [40,90]
Triggerall = EnemyNear(var(42)),StateType = A

[State -3, 200to200]
Type = ChangeState
Value = 200
Trigger1 = StateNo = 200
Triggerall = Movecontact
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X = [5,40]

[State -3, 200to210]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 200
Triggerall = Movecontact
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 210
Trigger1 = StateNo = 200
Triggerall = Movecontact
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = NumHelper(30111)=0
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
;------------------------------丂棫偪庛K偐傜
[State -3,FLAM30]
Type = ChangeState
value = 220
triggerall = var(59)>0&&RoundState=2
triggerall = statetype!=A
triggerall = var(9)=0
triggerall = !Numhelper(30111)
triggerall = !InGuardDist
triggerall = Alive
triggerall = EnemyNear(var(42)),Movetype=H
triggerall = p2bodydist X=[50,100]
triggerall = stateno=205
triggerall = time=6
trigger1 = MoveGuarded
trigger1 = EnemyNear(var(42)),Stateno=[120,159]
trigger1 = random<=var(59)*80
trigger2 = MoveHit
trigger2 = EnemyNear(var(42)),Stateno=[5000,5049]
trigger2 = random<=var(59)*60

;------------------------------丂棫偪嫮偐傜
[State -3, 200to210]
Type = ChangeState
Value = 230
Triggerall = StateNo = 220
trigger1 = Projguarded6701 = 1
trigger2 = ProjHit6701 = 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X = [40,160]

[State -3,FLAM31]
Type = ChangeState
Value = 1020
Trigger1 = StateNo = 220
trigger1 = animelemtime(5)=1
triggerall = Projguarded6701 = 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*90)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
Triggerall=var(29)=1

[State -3, 200to210]
Type = ChangeState
Value = 3040
Triggerall = !ishelper(8500)
Triggerall = StateNo = 230
trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 1000

[State -3, 200to210]
Type = ChangeState
Value = 1041
Triggerall = StateNo = 230
trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 1023
Triggerall = StateNo = 230
trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 1030
Triggerall = StateNo = 230
trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Alive
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 1010
Triggerall = StateNo = 230
trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
TriggerAll=EnemyNear,Alive
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=(enemynear(var(42)),MoveType=H&enemynear(var(42)),StateNo != [2305,2308])
TriggerAll=!InGuardDist
triggerall = power <= 1000

[State -3, 200to210]
Type = ChangeState
Value = 1030
Triggerall = StateNo = 1021
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*100)
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=!InGuardDist
Trigger1=EnemyNear(var(42)),MoveType=H
Trigger1 = p2Stateno != [120,159]
Trigger2=EnemyNear(var(42)),MoveType=H
Trigger2 = p2Stateno = [120,159]
Trigger2 = P2Dist X >= 140

[State -3, 200to210]
Type = ChangeState
Value = 1030
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=!InGuardDist
Triggerall = EnemyNear(var(42)),Stateno = [120,159]
Triggerall = P2Dist X >= 140
Triggerall=EnemyNear(var(42)),MoveType=H
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
trigger1 = stateno = 1023
trigger1 = animelemtime(5) >= 2

[State -3, 200to210]
Type = ChangeState
Value = 3040
Triggerall = !ishelper(8500)
Triggerall = StateNo = 210
trigger1 = movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 1000

[State -3, 200to210]
Type = ChangeState
Value = 1040
Triggerall = StateNo = 210
trigger1 = movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 1023
Triggerall = StateNo = 210
trigger1 = movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 1000
Triggerall = StateNo = 210
trigger1 = movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 3100
Triggerall = !ishelper(8500)
Triggerall = prevStateNo = 811
trigger1 = ctrl
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*45)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 3000

[State -3, 200to210]
Type = ChangeState
Value = 3000
Triggerall = !ishelper(8500)
Triggerall = prevStateNo = 811
trigger1 = ctrl
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*45)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 3000

[State -3, 200to210]
Type = ChangeState
Value = 1041
Triggerall = prevStateNo = 811
trigger1 = ctrl
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 1023
Triggerall = prevStateNo = 811
trigger1 = ctrl
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 3040
Triggerall = !ishelper(8500)
Triggerall = prevStateNo = 811
trigger1 = ctrl
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=NumHelper(30111)=0
TriggerAll=EnemyNear(var(42)),Alive
TriggerAll=EnemyNear(var(42)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 1000

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;AI嶦偟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,FLAM35]
type = ChangeState
value = 3200
triggerall = !Numhelper(3203)
triggerall = var(59)>0&&RoundState=2
triggerall = statetype!=A
triggerall = power>=3000
triggerall = !var(9)
triggerall = !Numhelper(30111)
triggerall = EnemyNear(var(42)),Stateno!=[5050,5110]
triggerall = EnemyNear(var(42)),alive=1
triggerall = Ctrl||(Stateno=[20,22])||stateno=100
trigger1 = P2BodyDist X>=160
trigger1 = var(58)=[1,Ceil(var(59)*(2+(fvar(1)>0.3)*0.5+(fvar(1)>0.5)*0.5)+(var(28)/10)*(3.5+(fvar(1)>0.3)*0.5+(fvar(1)>0.5)*1+(fvar(1)>0.7)*1))]
trigger2 = EnemyNear(var(42)),Stateno=[120,159]
trigger2 = P2BodyDist X>=120
trigger2 = var(58)=[1,Ceil(var(59)*(3+(fvar(1)>0.3)*0.5+(fvar(1)>0.5)*0.5+(fvar(1)>0.7)*0.5)+(var(28)/10)*(4+(fvar(1)>0.5)*1+(fvar(1)>0.7)*1))]

[State -3,FLAM33]
Type = ChangeState
value = 3060
Triggerall = !ishelper(8500)
TriggerAll = RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !numhelper(30111)
TriggerAll = var(59)>0
triggerall = power>=2000
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),Stateno!=[5050,5110]
triggerAll = EnemyNear(var(42)),alive = 1
triggerall = !Numhelper(3065)
TriggerAll = Ctrl||(Stateno=[20,22])||stateno=100
Trigger1 = P2BodyDist X >= 160
trigger1 = var(58)=[1,Ceil(var(59)*(2+(fvar(1)>0.3)*0.5+(fvar(1)>0.5)*0.5)+(var(28)/10)*(3.5+(fvar(1)>0.3)*0.5+(fvar(1)>0.5)*1+(fvar(1)>0.7)*0.1))]
trigger2 = Numhelper(3203)
trigger2 = P2Bodydist X>=160
trigger2 = var(58)=[1,Ceil(var(59)*(3+(fvar(1)>0.3)*0.5+(fvar(1)>0.5)*0.5+(fvar(1)>0.7)*0.5)+(var(28)/10)*(4+(fvar(1)>0.5)*1+(fvar(1)>0.7)*1))]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;傇偭傁
;EnemyNear,Ctrl p2MoveType=A P2BodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,FLAM16]
Type = ChangeState
value = 3040
Triggerall = !ishelper(8500)
TriggerAll = var(59)>0&&RoundState=2
TriggerAll = ctrl&&StateType != A
triggerall = var(9)!=0
triggerall = var(53)=20
triggerall = var(53)>19
TriggerAll = EnemyNear(var(42)),StateType != L
TriggerAll = EnemyNear(var(42)),MoveType!=A
triggerall = power >= 1000
Trigger1 = P2BodyDist X >= 100
Trigger1 = P2BodyDist Y <= -130
Trigger1 = Random<=var(59)*20
Trigger2 = P2bodydist X < 60
Trigger2 = Random<=var(59)*60||var(59)>7

;------------------------------------------------------
[State -3,FLAM20];朶敪偟偐偹傫
Type = ChangeState
value = 3010
Triggerall = !ishelper(8500)
TriggerAll = var(59)>0&&RoundState=2
triggerall = var(9) = 0
triggerall = power>=3000
triggerall = statetype!=A
triggerall = EnemyNear(var(42)),statetype != L
triggerall = EnemyNear(var(42)),stateno!=[5050,5110]
triggerall = p2bodydist X >= 100
triggerall = ctrl||stateno=100
triggerall = random<=var(59)*(50+(fvar(1)>0.7)*20)
trigger1 = EnemyNear(var(42)),movetype = A
trigger2 = EnemyNear(var(42)),stateno=[120,159]

[State -3,傇偭傁]
Type = ChangeState
value = 3100
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X >= 170
triggerall = power >= 3000
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*10

[State -3,傇偭傁]
Type = ChangeState
value = 3000
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X >= 170
triggerall = power >= 3000
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*10

[State -3,傇偭傁]
Type = ChangeState
value = 3020
Triggerall = !ishelper(8500)
TriggerAll = var(59)>0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = !Numhelper(30111)
triggerall = var(8)<1
triggerall = var(53)=0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(42)),StateType != L
TriggerAll = EnemyNear(var(42)),movetype!=A
TriggerAll = Ctrl||(stateno=[20,22])||stateno=100
TriggerAll = P2BodyDist X >= 170
triggerall = power >= 1000
Triggerall = (EnemyNear(var(42)),numproj||var(33))
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*80
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*80

[State -3,傇偭傁]
type = ChangeState
value = 3090
Triggerall = !ishelper(8500)
TriggerAll=var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
triggerall = power >= 2000
triggerall = EnemyNear(var(42)),statetype != A
triggerall = p2bodydist x >= 100
triggerall = random<=var(59)*60
triggerall = ctrl
trigger1 = EnemyNear(var(42)),movetype = A
trigger2 = EnemyNear(var(42)),stateno = [120,159]

[State -3,傇偭傁]
Type = ChangeState
value = 3040
Triggerall = !ishelper(8500)
TriggerAll = var(59)>0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
TriggerAll=P2BodyDist Y <= -130
triggerall = power >= 1000
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*20

[State -3,FLAM20]
type = ChangeState
value = 2700;CPU
TriggerAll=Ishelper(2702)=0
TriggerAll=var(59)>0&&RoundState = 2
triggerall=var(48)=1
triggerall=var(59)>=12
TriggerAll=StateType != A
triggerall=ctrl||(stateno=[20,22])||stateno=100
triggerall=EnemyNear(var(42)),Stateno!=[2705,2708]
triggerall=power >= 2000
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType != A
TriggerAll=p2bodydist X >= 100
Trigger1= random<=(var(59)-11)*100

[State -3,FLAM35]
Type = ChangeState
value = 1000
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=Numhelper(30111)=0
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
TriggerAll=EnemyNear(var(42)),Stateno != [5050,5110]
Trigger1 = EnemyNear(var(42)),MoveType!=A
Trigger1 = P2BodyDist X >= 170
Trigger1 = !(EnemyNear(var(42)),numproj||var(33))
Trigger1 = Random<=IfElse(var(59)<6,var(59)*10,(10-var(59))*10)
Trigger2 = !InGuardDist
Trigger2 = NumHelper(3080)!=0;恖宍
Trigger2 = P2BodyDist X=[90,300]
Trigger2 = Random<=var(59)*80

[State -3,FLAM36]
Type = ChangeState
value = 1005
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=Numhelper(30111)=0
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=EnemyNear(var(42)),Stateno != [5050,5110]
Trigger1 = EnemyNear(var(42)),MoveType!=A
Trigger1 = P2BodyDist X >= 170
Trigger1 = EnemyNear(var(42)),numproj = 0
Trigger1 = Random<=IfElse(var(59)<6,var(59)*10,(10-var(59))*10)
Trigger2 = !InGuardDist
Trigger2 = NumHelper(3080)!=0;恖宍
Trigger2 = P2BodyDist X>=120
Trigger2 = Random<=var(59)*70

[State -3,傇偭傁]
Type = ChangeState
value = 1000
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
Triggerall=(enemynear(var(42)),numproj||var(33))
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*10
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*10

[State -3,傇偭傁]
Type = ChangeState
value = 1040
TriggerAll=var(59)>0
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*10

[State -3,傇偭傁]
Type = ChangeState
value = 1041
TriggerAll=var(59)>0
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*10

[State -3,傇偭傁]
Type = ChangeState
value = 1023
TriggerAll=var(59)>0
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*15

[State -3,傇偭傁]
Type = ChangeState
value = 1020
TriggerAll=var(59)>0
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*5

[State -3,傇偭傁]
Type = ChangeState
value = 1030
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall = var(9)=0
triggerall=var(8)<1
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*10

[State -3,傇偭傁]
Type = ChangeState
value = IfElse(Random<=499,1010,1016)
TriggerAll=var(59)>0
TriggerAll = EnemyNear(var(42)),StateNo != [2305,2308]
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
TriggerAll=P2BodyDist X >= 170
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)>=6
Trigger2 = Random<=(10-var(59))*10

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋堏摦 
;Ctrl Random P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,僟僢僔儏]
Type     = null;ChangeState
Value    = 1080
TriggerAll=var(59)>0
Triggerall = StateType != A
triggerall = var(9)=0
Triggerall = p2StateType != L
Triggerall = p2MoveType = I
Triggerall = !inguarddist
Triggerall = Ctrl
trigger1 = Random <= 20
Trigger1 = P2BodyDist X >= 70
;-----------------------------------------------------------------------
;Tempo
;-----------------------------------------------------------------------
[State -3,FLAM13]
Type     = ChangeState
Value    = 105
TriggerAll=var(59)>0&&RoundState=2
Triggerall = ctrl && StateType != A
Triggerall = var(9)!=0
triggerall = Numhelper(30111)!=0
Triggerall = var(53) = 20
Triggerall = EnemyNear(var(42)),Stateno != [120,159]
Triggerall = p2bodydist X = [0,50]
Triggerall = backedgebodydist>62
Trigger1 = (var(58)=[1,var(59)*10])||var(59)>8
;-----------------------------------------------------------------------
;嫟捠
;-----------------------------------------------------------------------
[State -3,僟僢僔儏]
Type     = ChangeState
Value    = 1080
TriggerAll=var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=!InGuardDist
Triggerall=Ctrl||(stateno=[21,22])||stateno=100
Trigger1 = P2BodyDist X = [140,170]
trigger1 = Random <= var(59)*40

[State -3,兽矫遌
Type     = ChangeState
Value    = 105
TriggerAll=var(59)>0&RoundState=2
Triggerall = StateType != A
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !Numhelper(30111)
Triggerall = EnemyNear(var(42)),StateType != L
Triggerall = Ctrl||(stateno=[21,22])||stateno=100
Trigger1 = EnemyNear(var(42)),MoveType != H
Trigger1 = EnemyNear(var(42)),Stateno != [120,159]
Trigger1 = backedgebodydist > 62
Trigger1 = P2BodyDist X <= 140
trigger1 = Random <= var(59)*1
Trigger2 = !InGuardDist
Trigger2 = P2BodyDist X = [140,170]
trigger2 = Random <= var(59)*50

[State -3,BackStep]
Type     = ChangeState
Value    = 105
TriggerAll = var(59)>0&RoundState=2
Triggerall = StateType != A
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !Numhelper(30111)
Triggerall = EnemyNear(var(42)),MoveType = H
Triggerall = Ctrl||(stateno=[21,22])||stateno=100
Triggerall = backedgebodydist > 70
Trigger1 = P2BodyDist X =[0,50]
trigger1 = Numhelper(3037)!=0
trigger1 = NumprojID(1003)
trigger1 = random<=var(59)*80
trigger2 = (Numhelper(3203))||(NumHelper(3065))
trigger2 = P2BodyDist X=[0,159]
trigger2 = random<=var(59)*90

[State -3,BackWalk]
type = ChangeState
value = 22
triggerall = var(59)>0&&RoundState=2
triggerall = statetype!=A
triggerall = ctrl||(stateno=[21,22])||stateno=100
triggerall = BackEdgeBodydist<70
triggerall = var(9)=0
trigger1 = p2bodydist x=[0,60]
trigger1 = EnemyNear(var(42)),movetype=H
trigger1 = Numhelper(3037)!=0
trigger1 = NumprojID(1003)
trigger1 = random<=var(59)*80

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋棫偪夞傝媄怳傝 
;Ctrl Random p2Movetype = I丂inguarddist  P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;----------------------------------------------------------------------
;Tempo
;----------------------------------------------------------------------
[State -3,Kick]
type = ChangeState
value = 205
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = (stateno!=205||prevstateno!=205||(stateno=205&&AnimTime=0))
triggerall = statetype != A
triggerall = EnemyNear(var(42)),stateno!=[5050,5110]
triggerall = p2bodydist X = [0,120]
triggerall = p2bodydist Y>=-40
triggerall = ctrl||(stateno=[20,22])||stateno=100
trigger1 = var(53)=3||(prevstateno=1080||(Stateno=1080&&AnimTime=0))
trigger1 = (var(58)=[1,100])||fvar(39)
trigger2 = EnemyNear(var(42)),movetype != H
trigger2 = var(53)=0
trigger2 = ((var(58)=[1,ceil(var(59)*(4+(var(59)>7)*1))])||fvar(39)=1)
trigger3 = var(53)=0
trigger3 = EnemyNear(var(42)),movetype != H
trigger3 = ((var(58)=[1,ceil(var(59)*(4+(var(59)>7)*1))])||fvar(39)=1)
trigger4 = EnemyNear(var(42)),movetype=H||EnemyNear(var(42)),stateno=1055
trigger4 = ((var(58)=[1,ceil(var(59)*(4+(var(59)>7)*1))])||fvar(39)=1)

[State -3,IR(F)]
type = ChangeState
value = 1020
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = statetype != A
triggerall = EnemyNear(var(42)),statetype != L
triggerall = ctrl||(stateno=[21,22])||stateno=100
triggerall = var(29)=1
trigger1 = var(53)=6
trigger2 = (var(40)<1&&var(53)=0)
trigger2 = (var(58)=[1+ceil(100-(var(59)*(4+(var(59)>7)*1))),100])||fvar(39)=2
trigger3 = (var(40)>0&&var(53)=0)

[State -3,IR(B)]
type = ChangeState
value = 1023
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = statetype != A
triggerall = ctrl||(stateno=[20,21])||stateno=100
triggerall = EnemyNear(var(42)),statetype != L
triggerall = EnemyNear(var(42)),stateno!=[5050,5120]
triggerall = var(29)=2
trigger1 = var(53)=6
trigger2 = (var(40)<1&&var(53)=0)
trigger2 = (var(58)=[1+ceil(100-(var(59)*(4+(var(59)>7)*1))),100])||fvar(39)=2
trigger3 = (var(40)>0&&var(53)=0)

;---------------------傇偪愗傟------------------------
[State -3,FLAM22]
type = ChangeState
value = 2500
TriggerAll = var(59)>0 && RoundState = 2
triggerall = statetype != A
triggerall = EnemyNear(var(42)),statetype=A
triggerall = EnemyNear(var(42)),movetype!=H
triggerall = (var(9)!=0||NumHelper(30111)!=0)
triggerall = p2bodydist x =[-10,25]
triggerall = p2bodydist y=[-50,-5]
triggerall = ctrl||stateno=100||(stateno=[20,21])
trigger1 = p2bodydist y=[-10,-5]
trigger1 = random<=var(59)*90
trigger2 = var(53)=20
trigger2 = random<=var(59)*60

[State -3,FLAM33]
type = ChangeState
value = 2302
TriggerAll = !NumProjID(2302)
TriggerAll = var(59)>0&&RoundState=2
TriggerAll = ctrl && StateType != A
triggerall = var(9)!=0
triggerall = var(53)>19
triggerall = var(53)=20
triggerall = EnemyNear(var(42)),movetype = H
triggerall = EnemyNear(var(42)),statetype!=L
triggerall = Ctrl||(Stateno=[20,22])||stateno=100
trigger1 = P2BodyDist X=[90,300]
trigger1 = random<=var(59)*50

[State -3,FLAM14]
type = ChangeState
value = 1000
TriggerAll = var(59)>0&&RoundState=2
TriggerAll = ctrl && StateType != A
triggerall = var(9)!=0
triggerall = var(53)>19
triggerall = var(53)=20
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType != A
TriggerAll=(EnemyNear(var(42)),StateNo != [120,159])
trigger1 = p2bodydist x >= 100
trigger1 = p2bodydist y >= -30
trigger1 = random <= var(59)*50

[State -3,FLAM9]
type = ChangeState
value = 1040
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)!=0
triggerall = var(53)>19
triggerall = ctrl&&statetype!=A
triggerall = EnemyNear(var(42)),movetype = H
triggerall = EnemyNear(var(42)),statetype!=L
triggerall = var(53)=20
trigger1 = p2bodydist x = [100,300]
trigger1 = random<=var(59)*50

[State -3,FLAM15]
type = ChangeState
value = 1005
TriggerAll = var(59)>0&&RoundState=2
TriggerAll = ctrl && StateType != A
triggerall = var(9)!=0
triggerall = var(53)=20
triggerall = var(53)>19
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType != A
TriggerAll=(EnemyNear(var(42)),StateNo != [120,159])
trigger1 = p2bodydist x >= 100
trigger1 = p2bodydist y >= -30
trigger1 = random <= var(59)*50
Trigger1 = enemynear,numproj = 0

[State -3,FLAM16]
Type = ChangeState
value = 1010
TriggerAll = var(59)>0&&RoundState=2
TriggerAll=enemynear(var(42)),stateno!=[2305,2308]
TriggerAll = ctrl && StateType != A
triggerall = var(9)!=0
triggerall = var(53)=20
triggerall = var(53)>19
TriggerAll=EnemyNear(var(42)),MoveType!=A
TriggerAll=P2BodyDist X >= 100
Trigger1 = EnemyNear(var(42)),stateno = [5110,5120]
Trigger1 = Random<=var(59)*80
Trigger2 = Random<=var(59)*50

;----------------------------------------------------------------------
;僞僢僌
;----------------------------------------------------------------------
[State -3,FLAM207]
Type = ChangeState
value = 1005
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(stateno=[20,22])||stateno=100
trigger1 = (var(43)=2)&&(var(44)=2)
Trigger1 = EnemyNear(var(42)),Stateno != [5050,5110]
trigger1 = P2bodydist X=[20,300]
trigger1 = random<=var(59)*100

[State -3,FLAM208]
type = ChangeState
value = 1000
TriggerAll = var(59)>0
TriggerAll = StateType != A
triggerall = roundstate = 2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !Numhelper(30111)
triggerall = ctrl||(stateno=[20,22])||stateno=100
trigger1 = (var(43)=2)&&(var(44)=2)
Trigger1 = EnemyNear(var(42)),Stateno != [5050,5110]
trigger1 = P2bodydist X=[20,300]
trigger1 = random<=var(59)*100

[State -3,FLAM209]
Type = ChangeState
value = 1030
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
TriggerAll=EnemyNear(var(42)),Stateno!=[5050,5110]
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=-180
TriggerAll=EnemyNear(var(42)),vel Y <= 0
TriggerAll=EnemyNear(var(42)),vel X >= 8
triggerAll=EnemyNear(var(42)),StateType=A
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
trigger1 = (var(43)=2)&&(var(44)=2)
trigger1 = P2bodydist X=[10,300]
trigger1 = random<=var(59)*80

[State -3,FLAM210]
Type = ChangeState
value = 1020
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Stateno!=[5050,5110]
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=-180
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
Triggerall=var(29)=1
trigger1 = (var(43)=2)&&(var(44)=2)
trigger1 = P2bodydist X=[20,300]
trigger1 = random<=var(59)*80

[State -3,FLAM211]
Type = ChangeState
value = 1016
TriggerAll=var(59)>0
TriggerAll=enemynear(var(42)),stateno!=[2305,2308]
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=numhelper(3011) = 0
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),Stateno!=[5050,5110]
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=-100
TriggerAll=EnemyNear(var(42)),vel Y <= 0
TriggerAll=EnemyNear(var(42)),StateType=A
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
trigger1 = (var(43)=2)&&(var(44)=2)
trigger1 = P2bodydist X=[50,300]
trigger1 = random<=var(59)*80

;----------------------------------------------------------------------
;嫟捠
;----------------------------------------------------------------------
[State -3,搳偘]
Type = ChangeState
value = 800
TriggerAll=var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType!=A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType != H
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
TriggerAll=P2BodyDist X=[0,15]
Trigger1 = Random <= var(59)*60
Trigger2 = (EnemyNear(var(42)),StateNo=[120,159])

[State -3,FLAM12]
type = ChangeState
value = IfElse((p2BodyDist X=[0,30]),200,205)
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !Numhelper(30111)
triggerall = statetype != A
triggerall = EnemyNear(var(42)),statetype != L
triggerall = p2bodydist X=[0,110]
triggerall = !InGuardDist
triggerall = ctrl||(stateno=[21,22])||stateno=100
trigger1 = P2Dist Y>-50
trigger1 = random<=var(59)*80

[State -3, 0to200]
Type = ChangeState
Value = IfElse(P2BodyDist X>=90,230,220);220
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateNo!=[5050,5129]
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
Trigger1 = P2BodyDist X = [15,170]
Trigger1 = !InGuardDist

[State -3, 0to200]
Type = null;ChangeState
Value = 230
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
Trigger1 = P2BodyDist X = [100,140]
Trigger1 = !InGuardDist

[State -3,FLAM36]
type = ChangeState
value = 1000
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !Numhelper(30111)
triggerall = EnemyNear(var(42)),stateno != [5050,5122]
triggerall = statetype != A
triggerall = !InGuardDist
triggerall = P2BodyDist Y>=-50
triggerall = ctrl||(stateno=[20,22])||stateno=100
trigger1 = NumHelper(3203)||NumHelper(3065)
trigger1 = P2BodyDist X>=150
trigger1 = random<=var(59)*90
Trigger2 = P2BodyDist X>=100
Trigger2 = NumProjID(2300)
Trigger2 = var(58)=[1,var(59)*7]
trigger3 = EnemyNear(var(42)),statetype!=A
trigger3 = p2bodydist x>=160
trigger3 = random<=var(59)*(50+(fvar(1)>0.3)*10+(fvar(1)>0.5)*10+(fvar(1)>0.7)*20)

[State -3,FLAM37]
type = ChangeState
value = 1005
triggerall = var(59)>0&&RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !Numhelper(30111)
triggerall = EnemyNear(var(42)),stateno != [5050,5122]
triggerall = statetype != A
triggerall = P2BodyDist Y>=-50
triggerall = !InGuardDist
triggerall = ctrl||(stateno=[20,22])||stateno=100
Trigger1 = P2BodyDist X>=100
Trigger1 = NumProjID(2300)
Trigger1 = var(58)=[1,var(59)*7]
trigger2 = NumHelper(3203)||NumHelper(3065)
trigger2 = P2BodyDist X>=150
trigger2 = random<=var(59)*90
trigger3 = EnemyNear(var(42)),Stateno=[120,159]
trigger3 = EnemyNear(var(42)),Statetype=S
trigger3 = random<=var(59)*80
trigger4 = EnemyNear(var(42)),Statetype!=A
trigger4 = p2bodydist x>=160
trigger4 = random<=var(59)*(50+(fvar(1)>0.3)*10+(fvar(1)>0.5)*10+(fvar(1)>0.7)*20)

;Retraction 2
[State -3,FLAM34]
type = ChangeState
value = 2302
triggerall = var(50) > 0&&RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !NumHelper(30111)
triggerall = EnemyNear(var(42)),stateno!=[5050,5122]
triggerall = !Numprojid(2302)
triggerall = EnemyNear(var(42)),stateno!=2308
triggerall = statetype != A
triggerall = ctrl||(stateno=[20,22])||stateno=100
trigger1 = p2bodydist x = [70,300]
trigger1 = random<=var(59)*75
trigger2 = EnemyNear(var(42)),statetype = A
trigger2 = p2bodydist x = [30,100]
trigger2 = random<=var(59)*90
trigger3 = NumHelper(3203)||NumHelper(3065)
trigger3 = P2BodyDist X>=150
trigger3 = random<=var(59)*90

[State -3,]
Type = ChangeState
value = 1020
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=-180
triggerAll=EnemyNear(var(42)),StateType=A
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
trigger1 = NumHelper(3203)||NumHelper(3065)
trigger1 = var(29)=2;||P2BodyDist X>=150
trigger1 = random<=var(59)*90
Trigger2 = var(29)=1
Trigger2 = EnemyNear(var(42)),vel Y <= 0
Trigger2 = EnemyNear(var(42)),vel X = [0,8]
Trigger2 = Random <= var(59)*60
Trigger3 = var(29)=1
Trigger3 = Random<=var(59)*(90-(fvar(1)>0.3)*10-(fvar(1)>0.5)*10-(fvar(1)>0.7)*20)

[State -3,]
Type = ChangeState
value = 1023
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=Numhelper(30111)!=0
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=-180
TriggerAll=EnemyNear(var(42)),vel Y <= 0
TriggerAll=EnemyNear(var(42)),StateType=A
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
Trigger1 = NumHelper(3080)!=0;恖宍
Trigger1 = var(29)=2;||P2BodyDist X=[90,300]
Trigger1 = Random<=var(59)*70
Trigger2 = P2BodyDist X>=100
Trigger2 = NumProjID(2300)
Trigger2 = var(58)=[1,var(59)*7]
Trigger3 = var(29)=2
Trigger3 = Random <= var(59)*(90-(fvar(1)>0.3)*10-(fvar(1)>0.5)*10-(fvar(1)>0.7)*20)

[State -3,FLAM10];朶敪偟偐偹傫
Type = ChangeState
value = 3010
Triggerall = !ishelper(8500)
TriggerAll = var(59)>0&&RoundState=2
triggerall = var(9) = 0
triggerall = var(8)<1
triggerall = power>=3000
triggerall = statetype!=A
triggerall = ctrl||(stateno=[21,22])||stateno=100
triggerall = EnemyNear(var(42)),movetype != H
triggerall = EnemyNear(var(42)),stateno!=[5050,5170]
triggerall = p2bodydist X = [100,300]
triggerall = !InGuardDist;僎乕僕偁偭偨傜僶僔僶僔巊偆偍乕
trigger1 = random<=var(59)*(35+(fvar(1)>0.3)*10+(fvar(1)>0.5)*10+(fvar(1)>0.6)*10)

[State -3,]
Type = ChangeState
value = 1016
TriggerAll=var(59)>0
TriggerAll=enemynear(var(42)),stateno!=[2305,2308]
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=numhelper(3011) = 0
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=-100
TriggerAll=EnemyNear(var(42)),vel Y <= 0
TriggerAll=EnemyNear(var(42)),StateType=A
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
Trigger1 = NumHelper(3080)!=0
Trigger1 = P2BodyDist X=[120,300]
Trigger1 = Random<=var(59)*70
Trigger2 = P2BodyDist X=[160,200]
Trigger2 = Random <= var(59)*80

[State -3,]
Type = ChangeState
value = 1030
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
triggerAll=EnemyNear(var(42)),StateType=A
Trigger1 = P2BodyDist X=[120,190]
Trigger1 = P2BodyDist Y>=-180
Trigger1 = EnemyNear(var(42)),vel Y <= 0
Trigger1 = EnemyNear(var(42)),vel X >= 8
Trigger1 = Random <= var(59)*90
Trigger2 = EnemyNear(var(42)),vel Y <= 0
Trigger2 = P2BodyDist X=[160,200]
trigger2 = numhelper(3011) = 0
Trigger2 = P2BodyDist Y>=-180
Trigger2 = Random <= var(59)*80
Trigger3 = P2BodyDist X=[160,200]
Trigger3 = P2BodyDist Y<=-100
Trigger3 = EnemyNear(var(42)),vel Y <= 0
Trigger3 = Random <= var(59)*70
trigger3 = numhelper(3011) != 0

[State -3,]
Type = ChangeState
value = 1030
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X>100
TriggerAll=EnemyNear(var(42)),StateType=C
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
Trigger1 = Random <= var(59)*60

;Retraction
[State -3,FLAM38]
type = ChangeState
value = 2300
triggerall = var(50) > 0&&RoundState=2
triggerall = var(9)=0
triggerall = var(8)<1
triggerall = !NumHelper(30111)
triggerall = EnemyNear(var(42)),stateno!=[5050,5122]
triggerall = !Numprojid(2300)
triggerall = EnemyNear(var(42)),stateno!=2308
triggerall = statetype != A
triggerall = ctrl||(stateno=[20,22])||stateno=100
trigger1 = NumHelper(3203)||NumHelper(3065)
trigger1 = P2BodyDist X>=150
trigger1 = random<=var(59)*70
trigger2 = EnemyNear(var(42)),statetype = A
trigger2 = p2bodydist x = [80,300]
trigger2 = random<=var(59)*90
trigger3 = p2bodydist X=[150,300]
trigger3 = random<=var(59)*75

[State -3,尅惂]
Type = ChangeState
value = 1041
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=!Numhelper(30111)
TriggerAll=StateType != A
TriggerAll=EnemyNear(var(42)),StateType != L
TriggerAll=EnemyNear(var(42)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [90,170]
TriggerAll=P2BodyDist Y >= -150
TriggerAll=(EnemyNear(var(42)),StateNo != [120,159])||EnemyNear(var(42)),StateType=A
TriggerAll=Ctrl||(stateno=[21,22])||stateno=100
Trigger1 = Random <= var(59)*40

;-----------------------------------------------------------------------
;12P
;-----------------------------------------------------------------------
[State -3,]
type = ChangeState
value = 1090
Triggerall = ishelper(8500)
TriggerAll = var(59)>0
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=Numhelper(30111)!=0
TriggerAll = StateType != A
triggerall = root,palno = [11,12]
triggerall = roundstate = 2
TriggerAll=MoveType = H
TriggerAll=(EnemyNear(var(42)),StateNo != [120,159])
trigger1 = time != 0
Trigger1 = StateType != A
trigger1 = random <= var(59)*80

[State -3,]
type = ChangeState
value = 1090
TriggerAll = var(59)>0
TriggerAll = StateType != A
triggerall=var(9)=0
triggerall=var(8)<1
triggerall=Numhelper(30111)!=0
triggerall = palno = [11,12]
triggerall = roundstate = 2
TriggerAll=MoveType = H
TriggerAll=(EnemyNear(var(42)),StateNo != [120,159])
trigger1 = time != 0
Trigger1 = StateType != A
trigger1 = random <= var(59)*80

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞堏摦 
;Ctrl Random P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞棫偪夞傝媄怳傝 
;Ctrl Random p2Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,>deception<]
type = ChangeState
value = 795
triggerall=var(59)>0&var(39)=1&roundstate=2&pos y >=-125&pos y < -10&vel y >= 0&ctrl&statetype=A&!win&!InGuardDist
Trigger1=(P2BodyDist X-(enemynear(Var(42)),Vel X*5))=[-15,55];P2BodyDist X = [-20,50]
trigger1=random <= var(59)*100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;[State -3,]
;type = null;ChangeState
;value = 3000
;triggerall = var(59)>0&winko&p3name="Psyqhical"&partner,life>0&roundstate = 3&statetype != A&p2life<life
;triggerall = prevstateno != 1080&prevstateno != 1081&prevstateno != 3002
;triggerall = partner,Stateno!=1091&partner,Stateno!=2040
;trigger1 = (ctrl|HitDefAttr = ,NA)
;trigger2 = Stateno=[1020,1023]
;trigger3 = Stateno=1030
;trigger4 = Stateno=1040
;trigger5 = Stateno=[1080,1081]

[State -3,]
type = ChangeState
value = 101
triggerall = var(59)>0&NumHelper(65540+id)
triggerall = Stateno= 100
trigger1=(Helper(65540+id),var(0) =[-10,10]);Time=30
trigger2=(frontedgedist<55|Time=45)&partner,Stateno=2040

[State 0, ]
type = ChangeState
triggerall = var(59)>0&NumHelper(65540+id)
trigger1=(stateno=[21,22])&(Helper(65540+id),var(0) =[-5,5]);Time=20
trigger2=((stateno=21&(frontedgedist<55|Time=45)|stateno=22&(backedgebodydist<55|Time=45))&partner,Stateno=2040)
value = 0
ctrl = 1

[State -3,]
type = ChangeState
value = ifelse(((Helper(65540+id),var(0)) < -25),22,21)
triggerall = var(59)>0&win&roundstate = 3&statetype != A&Time>=3;&p2life<life;&partner,movetype!=h&partner,stateno!=[5000,5999]
triggerall=NumHelper(65540+id)&(Helper(65540+id),var(0)=[-64,64])
triggerall=partner,Stateno!=1091&partner,Stateno!=2040
triggerall=Partner,stateno!=1135&Partner,stateno!=[1140,1141]
triggerall=(partner,stateno!=[3050,3051])&partner,stateno!=[3060,3061]
triggerall = prevstateno != 21&prevstateno != 22;&prevstateno != 1080&prevstateno != 1081
triggerall = (stateno!= [21,22])&stateno!= [100,105]
trigger1=ctrl&(Helper(65540+id),var(0) !=[-25,25])

[State -3,]
type = ChangeState
value = ifelse(((Helper(65540+id),var(0)) <= -66),105,100)
triggerall = var(59)>0&win&roundstate = 3&statetype != A&Time>=3;p2life<life;&partner,movetype!=h&partner,stateno!=[5000,5999]
triggerall=NumHelper(65540+id)&(Helper(65540+id),var(0)=[-149,149])
triggerall=partner,Stateno!=1091&partner,Stateno!=2040
triggerall=Partner,stateno!=1135&Partner,stateno!=[1140,1141]
triggerall=(partner,stateno!=[3050,3051])&partner,stateno!=[3060,3061]
triggerall = prevstateno != 21&prevstateno != 22;&prevstateno = 3002
triggerall = (Stateno!= [21,22])&Stateno!= [100,105]
trigger1=ctrl&(Helper(65540+id),var(0) !=[-65,65])

[State -3,]
type = ChangeState
value = 1080
triggerall = var(59)>0&win&roundstate = 3&statetype != A&Time>=3;&p2life<life;&partner,movetype!=h&partner,stateno!=[5000,5999]
triggerall=NumHelper(65540+id)
triggerall=partner,Stateno!=1091&partner,Stateno!=2040
triggerall=Partner,stateno!=1135&Partner,stateno!=[1140,1141]
triggerall=(partner,stateno!=[3050,3051])&partner,stateno!=[3060,3061]
triggerall = prevstateno != 1080&prevstateno != 1081;&prevstateno = 3002
trigger1=ctrl&(Helper(65540+id),var(0) != [-150, 150])

;=====================-帪巭傔帪敾抐============================
[State -3]
type = Varset
trigger1 = var (8)>600
trigger2 = movetype = H
trigger3 = winko = 1
var(9) = 0
ignorehitpause=1

[State -3]
type = Varadd
trigger1=var(9)=1
var(8)=  1
ignorehitpause=1

[State -3]
type = Varset
trigger1 = var(9)=0
var(8) = 0
ignorehitpause=1

;=================================================================

[State -3,IR]
type = VarSet
triggerall = RoundState=2
trigger1 = var(45)>=160
trigger1 = p2bodydist X=[0,90]
trigger1 = FrontEdgeBodyDist>140
trigger2 = var(45)<160
trigger2 = FrontEdgeBodyDist<=140
trigger2 = p2bodydist x=[0,65]
v = 29
value = 1
ignorehitpause=1

[State -3,IR]
type = VarSet
triggerall = RoundState=2
trigger1 = var(45)>=160
trigger1 = p2bodydist X>90
trigger1 = FrontEdgeBodyDist>140
trigger2 = var(45)<160
trigger2 = FrontEdgeBodyDist<=140
trigger2 = p2bodydist x>65
v = 29
value = 2
ignorehitpause=1

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;拝抧僗僥乕僩
trigger2 = stateno = 106 ;僶僢僋僗僥僢僾屻偺拝抧僗僥乕僩
value = 40, 0

;---------------------------------------[僟儊乕僕懴惈]
[State -3,NotHitBy2]
type = NotHitBy
trigger1 = PalNo = 11
trigger1 = (var(23)=4)
value = SCA,AA,AP,AT
time = -1

[State -3,Helper999]
type = Helper
triggerall = PalNo=11
triggerall = (var(23)=4)
trigger1 = StateNo!=[180,199]
trigger1 = !NumHelper(999)
stateno = 999
helpertype = player
name = "11P"
id = 999
postype = p1
pos = 0,0
ownpal = 0
keyctrl = 0

[State -3,LifeAdd]
type = LifeAdd
triggerall = !IsHelper
triggerall = NumHelper(999)
triggerall = RoundState=2
trigger1 = PalNo = 11
trigger1 = (var(23)=4)
trigger1 = Helper(999),GetHitVar(Damage)<50
value = -Helper(999),GetHitVar(Damage)/10
ignorehitpause = 1

;----------------------------------------------[曗惓]
[State -3,]
type = Varset
trigger1 = EnemyNear(var(42)),GethitVar(hitcount) >=0 
v = 6
value = 0 + (EnemyNear(var(42)),GethitVar(hitcount))

[State -3,]
type = Varset
trigger1 = EnemyNear(var(42)),movetype != H
v = 6
value = 0

[State -3,]
type = AttackMulSet
trigger1 = palno = [11,12]
trigger1 = Var(6) > 0
trigger1 = Var(6) < 10
value = 1.0 - (var(6) * 0.088)





