

;Var(55)生死判別
;Var(56)超反応
;Var(57)ランダム
;Var(58)敵のヘルパー確認
;Var(59)AI判定

;===========================================================================
; 準常時監視ステート（−３）
;===========================================================================


[Statedef -3]

[State -3, 音を鳴らす];「ジャンプ」か「バックステップ」
type = PlaySnd
TriggerAll =!  isHelper
TriggerAll = Time = 1
Trigger1 = stateno = 52  ;着地ステート
Trigger2 = stateno = 106 ;バックステップ後の着地ステート
value = 0, 2



[State -3, 音を鳴らす];ジャンプ
type = PlaySnd
TriggerAll =!  isHelper
TriggerAll = Time = 1
Trigger1 = stateno = 40
Trigger2 = stateno = 45
value = 0, 1


;---------------------------------------------------------------------------
;不具合　修正
;---------------------------------------------------------------------------



[State -3, ステート変更]
type = ChangeState
TriggerAll =!isHelper
TriggerAll = Var(59) != 0
TriggerAll = pos Y < -5
TriggerAll = palno != 12
Trigger1 = StateNo = 120
Trigger2 = StateNo = 130
Trigger3 = StateNo = 131
value = 132
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -3, ステート変更]
type = ChangeState
TriggerAll =!isHelper
TriggerAll = Statetype != A
TriggerAll = Statetype != L
TriggerAll = movetype != H 
TriggerAll = movetype != A 
TriggerAll = pos Y < -5
TriggerAll = RoundState = 2
TriggerAll = palno != 12
Trigger1 = 1
value = 50
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1,]
type = PosSet
TriggerAll =!isHelper
TriggerAll = Statetype != A
TriggerAll = Statetype != L
TriggerAll = movetype != H 
TriggerAll = movetype != A 
TriggerAll = RoundState = 2
TriggerAll = palno != 12
Trigger1 = pos Y > 10
y = 0




;---------------------------------------------------------------------------
;AI
;---------------------------------------------------------------------------




[State -3, AI]
type = VarSet
TriggerAll = Var(59) = 0
TriggerAll =!  isHelper
TriggerAll = RoundState = [1,2]
Trigger1   = command = "AI_0"
Trigger2   = command = "AI_1"
Trigger3   = command = "AI_2"
Trigger4   = command = "AI_3"
Trigger5   = command = "AI_4"
Trigger6   = command = "AI_5"
Trigger7   = command = "AI_6"
Trigger8   = command = "AI_7"
Trigger9   = command = "AI_8"
Trigger10   = command = "AI_9"
Trigger11   = command = "AI_10"
Trigger12   = command = "AI_11"
Trigger13   = command = "AI_12"
Trigger14   = command = "AI_13"
Trigger15   = command = "AI_14"
Trigger16   = command = "AI_15"
Trigger17   = command = "AI_16"
Trigger18   = command = "AI_17"
Trigger19   = command = "AI_18"
Trigger20   = command = "AI_19"
Trigger21   = command = "AI_20"
Trigger22   = command = "AI_21"
Trigger23   = command = "AI_22"
Trigger24   = command = "AI_23"
Trigger25   = command = "AI_24"
Trigger26   = command = "AI_25"
Trigger27   = command = "AI_26"
Trigger28   = command = "AI_27"
Trigger29   = command = "AI_28"
Trigger30   = command = "AI_29"
Trigger31   = command = "AI_30"
Trigger32   = command = "AI_31"
Trigger33   = command = "AI_32"
Trigger34   = command = "AI_33"
Trigger35   = command = "AI_34"
Trigger36   = command = "AI_35"
Trigger37   = command = "AI_36"
Trigger38   = command = "AI_37"
Trigger39   = command = "AI_38"
Trigger40   = command = "AI_39"
Trigger41   = command = "AI_40"
Trigger42   = command = "AI_41"
Trigger43   = command = "AI_42"
Trigger44   = command = "AI_43"
Trigger45   = command = "AI_44"
Trigger46   = command = "AI_45"
Trigger47   = command = "AI_46"
Trigger48   = command = "AI_47"
Trigger49   = command = "AI_48"
Trigger50   = command = "AI_49"
Trigger51   = command = "AI_50"
Trigger52   = command = "AI_51"
Trigger53   = command = "AI_52"
Trigger54   = command = "AI_53"
Trigger55   = command = "AI_54"
Trigger56   = command = "AI_55"
Trigger57   = command = "AI_56"
Trigger58   = command = "AI_57"
Trigger59   = command = "AI_58"
Trigger60   = command = "AI_59"
Trigger61   = command = "AI_60"
V = 59
Value = 1




[State -3, AI]
type = VarSet
TriggerAll = Var(59) >= 1
TriggerAll =!  isHelper
Trigger1   = RoundState >= 3
Trigger2   = Life = 0
V = 59
Value = 0





[State -3, ]
type = VarSet
TriggerAll = Var(58) = 0
TriggerAll =!isHelper
Trigger1   = EnemyNear, NumHelper > 0
Trigger1   = RoundState = 2
V = 58
Value = EnemyNear, NumHelper




[State -3, AI]
type = VarRandom
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
Trigger1   = Time = 1
Trigger2   = Time%60 = 1
Trigger2   = MoveType != I
Trigger3   = Time%1 = 1
Trigger3   = MoveType = I
Trigger4   = stateno = 1010
Trigger5   = stateno = 1080
v = 57
Range = 0,99
IgnoreHitPause = 1




[State -3, AI];超反応2
type = VarSet
TriggerAll = Var(56) = 0
TriggerAll =!  isHelper
Trigger1   =  EnemyNear,HitDefAttr != SCA
V = 56
Value = 0
IgnoreHitPause = 1


[State -3, AI];超反応
type = VarAdd
TriggerAll = Var(56) = 1
TriggerAll =!  isHelper
Trigger1   = EnemyNear,HitDefAttr = SCA
V = 56
Value = 1
IgnoreHitPause = 1




[State -3, 生死判別]
Type = VarSet
TriggerAll =!  isHelper
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Life > 0
V = 55
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -3, 生死判別2]
Type = VarSet
TriggerAll =!  isHelper
Trigger1 = NumEnemy > 1
Trigger1 = EnemyNear,Life = 0
V = 55
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


;---------------------------------------------------------------------------
;援護始動系
;---------------------------------------------------------------------------



[State -3, 仲間救出援護ナイフ投げ]
type = ChangeState
value = 250
TriggerAll = var(59) = 1
TriggerAll = Random <= var(57)*500
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 25
TriggerAll =  P2BodyDist X < 90
TriggerAll = NumPartner != 0
TriggerAll = Partner,movetype = H
TriggerAll = Partner,life != 0
Trigger1 = ctrl || stateno = 19 



[State -3, 援護ナイフ投げ]
type = ChangeState
value = 250
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 140
TriggerAll = P2BodyDist Y >= -200
TriggerAll = EnemyNear,StateType != L
TriggerAll = !inguarddist
TriggerAll = stateno != 1050
Trigger1 = statetype = S
Trigger1 = ctrl || stateno = 19 
Trigger1 = Random<=var(57)*2

Trigger1 = NumEnemy != 2
Trigger2 = statetype = S
Trigger2 = ctrl || stateno = 19 
Trigger2 = Random<=var(57)*1

Trigger2 = NumEnemy = 2
Trigger2 = NumPartner != 0
Trigger2 = Partner,MoveType = A
Trigger2 = Partner,life != 0
Trigger2 = EnemyNear,StateType != A
Trigger3 = ctrl || stateno = 19 
Trigger3 = NumPartner != 0
Trigger3 = Partner,movetype = H
Trigger4 = var(1)
Trigger4 = NumPartner != 0
Trigger4 = Partner,movetype = H





;---------------------------------------------------------------------------
;始動系
;---------------------------------------------------------------------------




[State -3, 十六解体]
type = ChangeState
value = 3000
TriggerAll = Var(59) = 1  
TriggerAll = power >= 3000           
TriggerAll = statetype != A  
TriggerAll = MoveHit
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120 
TriggerAll = life <= 500                                
Trigger1 = (stateno = 1010) && time > 24
Trigger2 = (stateno = 1020) && time > 40
Trigger3 = (stateno = 1030) && time > 20
Trigger4 = (stateno = 1000) && time > 60







[State -3, ヌケミチ]
type = ChangeState
value = 1040
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = StateType != A 
TriggerAll = p2movetype = A
TriggerAll = StateType = S
TriggerAll = RoundState = 2
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 60
TriggerAll = inguarddist
TriggerAll = Pos Y = 0
TriggerAll = Random = [0,499]
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*16
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
Trigger10 = var(56) > 0
Trigger10 = enemynear,HitDefAttr = SC, NT,ST,HT



[State -3, マワリミチ]
type = ChangeState
value = 1050
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = StateType != A 
TriggerAll = p2movetype = A
TriggerAll = StateType = S
TriggerAll = RoundState = 2
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 60
TriggerAll = inguarddist
TriggerAll = Pos Y = 0
TriggerAll = Random = [500,999]
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*16
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
Trigger10 = var(56) > 0
Trigger10 = enemynear,HitDefAttr = SC, NT,ST,HT




[State -3, 地上チカミチ]
type = ChangeState
value = 1060
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = StateType != A 
TriggerAll = p2movetype = A
TriggerAll = StateType = S
TriggerAll = RoundState = 2
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 60
TriggerAll = Pos Y = 0
TriggerAll = life <= 600 
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*16
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
Trigger10 = var(56) > 0
Trigger10 = enemynear,HitDefAttr = SC, NT,ST,HT




[State -3, 空中チカミチ]
type = ChangeState
value = 1560
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = StateType = A 
TriggerAll = p2movetype = A
TriggerAll = StateType = S
TriggerAll = RoundState = 2
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 60
TriggerAll = Pos Y < -50
TriggerAll = life <= 600 
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*16
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
Trigger10 = var(56) > 0
Trigger10 = enemynear,HitDefAttr = SC, NT,ST,HT



[State -3, 地上ビツァの狂人]
type = ChangeState
value = 1220
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = StateType != A 
TriggerAll = p2movetype = A
TriggerAll = StateType = S
TriggerAll = RoundState = 2
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 150
TriggerAll = Pos Y < -50
TriggerAll = Random = [0,499]
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*16
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
Trigger10 = var(56) > 0
Trigger10 = enemynear,HitDefAttr = SC, NT,ST,HT





[State -3, 空中ビツァの狂人]
type = ChangeState
value = 1520
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = StateType = A 
TriggerAll = p2movetype = A
TriggerAll = StateType = S
TriggerAll = RoundState = 2
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 150
TriggerAll = Pos Y < -50
TriggerAll = Random = [0,499]
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*16
Trigger3 = var(56) > 0
Trigger3 = P2BodyDist X = [0,60]
Trigger4 = InGuardDist || P2BodyDist X = [-40,28]
Trigger4 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger4 = random <= 600
Trigger5 = var(56) > 0
Trigger5 = P2BodyDist X = [-20,60]
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = p2bodydist X = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = P2BodyDist X = [-20,60]
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X = [-10,30]
Trigger10 = var(56) > 0
Trigger10 = enemynear,HitDefAttr = SC, NT,ST,HT


[State -3, 地上チカミチ]
type = ChangeState
value = 1060
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = life <= 600 
TriggerAll = StateType != A 
TriggerAll = Random = [200,699]
TriggerAll =! MoveHit
Trigger1 = (stateno = 1010) && time > 24
Trigger2 = (stateno = 1200) && time > 20
Trigger3 = (stateno = 1210) && time > 20
Trigger4 = (stateno = 1020) && time > 40
Trigger5 = (stateno = 1030) && time > 20



[State -3, 空中チカミチ]
type = ChangeState
value = 1560
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = life <= 600 
TriggerAll = StateType = A 
TriggerAll = Random = [200,699]
TriggerAll =! MoveHit
Trigger1 = (stateno = 1510) && time > 20
Trigger2 = (stateno = 1220) && time > 37
Trigger3 = (stateno = 1520) && time > 37



[State -3,空中チカミチから閃鞘・八点衝 ]
type = ChangeState
value = 1000
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 50
trigger1 = prevstateno = 1560
Trigger1 = Ctrl 



[State -3,空中チカミチからナイフ ]
type = ChangeState
value = 250
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 50
trigger1 = prevstateno = 1560
Trigger1 = Ctrl 




[State -3, 距離があいたらチカミチ]
type = ChangeState
value = 1060
TriggerAll = Var(59) = 1
TriggerAll =!  isHelper
TriggerAll = StateType = S
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 120
TriggerAll = life <= 600    
TriggerAll = EnemyNear(Var(55)),StateType != L
TriggerAll = P2stateno != [5020,5071]
TriggerAll =  Random<=var(57)*5
Trigger1 = ctrl || stateno = 19|| stateno = 20




[State -3, 弱攻撃]
type = ChangeState
value = 200
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2MoveType = H
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 50
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) < 40
TriggerAll = Random<=var(57)*60
TriggerAll = EnemyNear(var(55)),stateno != [5100,5120]
TriggerAll =! inguarddist
Trigger1 = Ctrl || stateno = 19|| stateno = 20




[State -3, 中攻撃]
type = ChangeState
value = 210
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2MoveType = H
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 80
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) < 40
TriggerAll = EnemyNear(var(55)),stateno != [5100,5120]
TriggerAll = Random<=var(57)*600
TriggerAll =! inguarddist
TriggerAll = EnemyNear(var(55)),StateType != A
Trigger1 = Ctrl || stateno = 19|| stateno = 20
Trigger1 = EnemyNear(var(55)),P2StateType != A
Trigger2 = (stateno = 200) && time > 12





[State -3, 強攻撃]
type = ChangeState
value = 230
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2MoveType = H
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 90
TriggerAll = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) < 40
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = EnemyNear(var(55)),stateno != [5100,5120]
TriggerAll = Random<=var(57)*500
TriggerAll =! inguarddist
TriggerAll = EnemyNear(var(55)),StateType != A
Trigger1   = Ctrl || stateno = 19|| stateno = 20
Trigger1   = EnemyNear(var(55)),P2StateType != A
Trigger2 = (stateno = 200) && time > 12
Trigger3 = (stateno = 210) && time > 12








[State -3, 敵が倒れたらバックダッシュ]
type = ChangeState
value = 105
TriggerAll = var(59) = 1
TriggerAll =!  isHelper
TriggerAll = Random <= var(57)*20
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
Trigger1 = EnemyNear(var(55)),stateno = 5120
Trigger1 = ctrl || stateno = 19|| stateno = 20
Trigger1 = EnemyNear(var(55)),P2BodyDist X < 50
Trigger1 = P2MoveType != A
Trigger1 = Random<=var(57)*60







[State -3,ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = var(59)= 1
TriggerAll =!isHelper
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = MoveType != A
TriggerAll = EnemyNear(var(55)),StateNo != 5120
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = EnemyNear(var(55)),StateType != L
Trigger1 = P2bodydist X >= 20
Trigger1 = P2StateType  = A
Trigger1 = Random<=var(57)*60
Trigger1 = EnemyNear(var(55)),MoveType != H


[State -3,反応ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = var(59)= 1
TriggerAll =!  isHelper
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = P2MoveType  != A
TriggerAll = EnemyNear(var(55)),MoveType != H
Trigger1 = P2stateno = [39,50]
Trigger1 = Random<=var(57)*100
Trigger2 = Pos y < 0
Trigger2 = Random<=var(57)*30


;---------------------------------------------------------------------------
;防御・移動系
;---------------------------------------------------------------------------




[State -3, 前移動]
type = ChangeState
value= 19
Triggerall = var(59)= 1
TriggerAll =!  isHelper
Triggerall = RoundState = 2
Triggerall = StateType = S
Triggerall = MoveType != A
TriggerAll = EnemyNear(Var(55)),P2StateType != A
TriggerAll =! inguarddist
Triggerall = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) > 0
Triggerall = Ctrl
Triggerall = Enemy,NumProj = 0 
Trigger1 = Random <= var(57)*300
Trigger1 = P2MoveType != A






[State -3, 後ろ移動]
type = ChangeState
value= 19
Triggerall = var(59)= 1
TriggerAll =!  isHelper
Triggerall = RoundState = 2
Triggerall = StateType = S
Triggerall = MoveType != A
TriggerAll = EnemyNear(Var(55)),P2StateType != A
TriggerAll =! inguarddist
Triggerall = EnemyNear(var(55)),StateType = L
Triggerall = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 160
Triggerall = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 200
Triggerall = Ctrl
Triggerall = Enemy,NumProj = 0 
Trigger1 = Random <= var(57)*10












[State -3, バックステップ]
type = ChangeState
value= 105
TriggerAll = var(59)= 1
TriggerAll =!  isHelper
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = BackEdgeBodyDist >= 70
TriggerAll = stateno != 100
TriggerAll = stateno != 105
TriggerAll =! inguarddist
Trigger1 = EnemyNear,HitDefAttr = ,NT,ST,HT
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0
Trigger1 = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) = [-30,0]
Trigger1 = Random<=var(57)*35
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 70
Trigger2 = EnemyNear(var(55)),P2StateNo = 5120
Trigger2 = Random<=var(57)*60
Trigger3 = var(56) > 0
Trigger3 = Enemy,NumHelper > 0
Trigger3 = Enemy,NumHelper >Var(54)
Trigger3 = Random<=var(57)*40
Trigger4 = var(56) > 0
Trigger4 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) > 40
Trigger4 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 100
Trigger5 = P2stateno = 5120
Trigger5 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 40
Trigger6 = EnemyNear,HitDefAttr = C,AA,AP
Trigger6 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 50
Trigger7 = var(56) > 0
Trigger8 = MoveGuarded
Trigger8 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) > 70
Trigger9 = P2StateType = A
Trigger9 = P2MoveType = A
Trigger9 = EnemyNear(var(55)),P2BodyDist X <= 100
Trigger9 = EnemyNear(var(55)),P2BodyDist Y <= -40


[State -3, ダッシュ]
type = ChangeState
value= 100
TriggerAll = var(59)= 1
TriggerAll =!  isHelper
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = MoveType != A
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = stateno != 100
TriggerAll = stateno != 105
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 0
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll =! inguarddist
Trigger1 = EnemyNear(var(55)),P2BodyDist X >= 150
Trigger1 = P2MoveType = A
Trigger2 = stateno = 0
Trigger2 = Random<=var(57)*10
Trigger3 = BackEdgeBodyDist <= 70
Trigger3 = EnemyNear(var(55)),P2StateNo = 5120
Trigger3 = Random<=var(57)*60




[State -3,ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = var(59)= 1
TriggerAll =!  isHelper
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = MoveType != A
TriggerAll = EnemyNear(var(55)),StateNo != 5120
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = EnemyNear(var(55)),StateType != L
TriggerAll = EnemyNear(var(55)),MoveType != H
Trigger1 = EnemyNear(var(55)),HitDefAttr = ,NT
Trigger1 = inguarddist
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 15
Trigger1 = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) = [-30,0]
Trigger1 = Random<=var(57)*600
Trigger2 = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) <= -20
Trigger2 = P2bodydist X >= 50
Trigger2 = P2StateType  = A
Trigger2 = Random<=var(57)*600
Trigger3 = var(56) > 0
Trigger3 = enemynear,HitDefAttr = SC, NT,ST,HT
Trigger3 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 40






[State -3, 空中復帰]
type = ChangeState
TriggerAll = var(59)= 1
TriggerAll =!  isHelper
TriggerAll = RoundState = 2
TriggerAll = NumEnemy
TriggerAll = CanRecover
TriggerAll = life != 0
Trigger1 = (StateNo = 5030) && (Movetype = H) && (EnemyNear(var(55)),MoveType != A) && (Pos Y < -20)
Trigger2 = (StateNo = 5035) && (Movetype = H) && (EnemyNear(var(55)),MoveType != A) && (Pos Y < -20)
Trigger3 = (StateNo = 5050) && (Movetype = H) && (EnemyNear(var(55)),MoveType != A) && (Pos Y < -20)
Trigger4 = (StateNo = 5071) && (Movetype = H) && (EnemyNear(var(55)),MoveType != A) && (Pos Y < -20)
value = 5210
IgnoreHitPause = 1







;---------------------------------------------------------------------------
;コンボ系
;---------------------------------------------------------------------------



[State -3, 逆行する時針]
type = ChangeState
value = 2010
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X > 5
TriggerAll = P2BodyDist X < 50
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120 
TriggerAll =  Random<=var(57)*40
TriggerAll = P2MoveType != A
TriggerAll = life <= 600 
Trigger1 = statetype = S
Trigger1 = ctrl || stateno = 19|| stateno = 20
trigger1 = P2stateno = [120,160]





[State -3, 醜い境界線]
type = ChangeState
value = 2000
TriggerAll = Var(59) = 1  
TriggerAll = power >= 1000           
TriggerAll = statetype != A  
TriggerAll = MoveHit
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120 
TriggerAll = Random = [0,200]
TriggerAll = life <= 700                               
Trigger1 = (stateno = 1010) && time > 24
Trigger2 = (stateno = 1020) && time > 40
Trigger3 = (stateno = 1030) && time > 20
Trigger4 = (stateno = 1000) && time > 60



[State -3, 堕胎する能力]
type = ChangeState
value = 2020
TriggerAll = Var(59) = 1  
TriggerAll = power >= 1000           
TriggerAll = statetype != A  
TriggerAll = MoveHit
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120 
TriggerAll = Random = [200,400]  
TriggerAll = life <= 700                              
Trigger1 = (stateno = 1020) && time > 40
Trigger2 = (stateno = 1030) && time > 20
Trigger3 = (stateno = 1000) && time > 60



[State -3, 十二宮のゾディアック]
type = ChangeState
value = 2200
TriggerAll = Var(59) = 1  
TriggerAll = power >= 1000           
TriggerAll = statetype != A  
TriggerAll = life <= 700 
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 120 
Trigger1 = (stateno = 1200) && time > 20
Trigger2 = (stateno = 1210) && time > 20




[State -3, 切り裂きジャック]
type = ChangeState
value = 2210
TriggerAll = Var(59) = 1  
TriggerAll = power >= 1000           
TriggerAll = statetype != A  
TriggerAll = Random = [0,150]
TriggerAll = life <= 600   
Trigger1 = (stateno = 1200) && time > 20
Trigger2 = (stateno = 1210) && time > 20
Trigger3 = (stateno = 1010) && time > 24
Trigger4 = (stateno = 1020) && time > 40
Trigger5 = (stateno = 1030) && time > 20
Trigger6 = (stateno = 1000) && time > 60













[State -3, まれに優先閃鞘・八点衝]
type = ChangeState
value = 1000
TriggerAll = Var(59) = 1
TriggerAll = Movecontact
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120
TriggerAll = Random = [0,100]
Trigger1 = (stateno = 230) && time > 14
Trigger2 = (stateno = 200) && time > 12


[State -3, 具現する憎しみ]
type = ChangeState
value = 1010
TriggerAll = Var(59) = 1
TriggerAll = MoveHit
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 65
Trigger1 = (stateno = 1020) && time > 40
Trigger2 = (stateno = 1000) && time > 60


[State -3, 渇望意志]
type = ChangeState
value = 1020
TriggerAll = Var(59) = 1
TriggerAll = Movecontact
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 50
Trigger1 = (stateno = 230) && time > 14
Trigger2 = (stateno = 200) && time > 12
Trigger3 = (stateno = 210) && time > 12
Trigger4 = (stateno = 1000) && time > 60




[State -3, 迷走凶刃]
type = ChangeState
value = 1030
TriggerAll = Var(59) = 1
TriggerAll = MoveGuarded
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 100
Trigger1 = (stateno = 230) && time > 14
Trigger2 = (stateno = 200) && time > 12
Trigger3 = (stateno = 210) && time > 12


[State -3, 閃鞘・八点衝]
type = ChangeState
value = 1000
TriggerAll = Var(59) = 1
TriggerAll = Movecontact
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 120
Trigger1 = (stateno = 230) && time > 14
Trigger2 = (stateno = 200) && time > 12
Trigger3 = (stateno = 210) && time > 12










[State -3, まれに優先ビツァの狂人]
type = ChangeState
value = 1220
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 120
TriggerAll = Random = [0,100]
Trigger1 = (stateno = 250) && time > 22




[State -3, 悲劇のウェバー]
type = ChangeState
value = 1200
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 120
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 160
Trigger1 = (stateno = 250) && time > 22


[State -3, 人食いルイス]
type = ChangeState
value = 1210
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 160
Trigger1 = (stateno = 250) && time > 22








;---------------------------------------------------------------------------
;防御系
;---------------------------------------------------------------------------






[state -3,ガード] 
Type = ChangeState 
Value = 120
TriggerAll =!  isHelper
TriggerAll = Var(59) = 1
TriggerAll = palno  != 12
TriggerAll = StateType != A
TriggerAll = StateNo!=[120,159]
TriggerAll = Ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 19 || stateno = 105
TriggerAll = enemynear,HitDefAttr != SC, NT,ST,HT
TriggerAll = inguarddist
TriggerAll = Pos y = 0
TriggerAll = EnemyNear(var(55)),HitDefAttr != ,NT
TriggerAll = P2MoveType = A
Trigger1 = InGuardDist || P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [-40,40]
Trigger1 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger1 = random <= 600
Trigger2 = EnemyNear,NumProj > 0
Trigger3 = InGuardDist 
Trigger3 = EnemyNear,HitDefAttr != SCA,NT,ST,HT 
Trigger3 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 0
Trigger4 = InGuardDist || EnemyNear,MoveType = A
Trigger4 = EnemyNear,Vel X > 0
Trigger4 = EnemyNear,HitDefAttr = S,AA
Trigger5 = InGuardDist || (EnemyNear,MoveType = A && (EnemyNear,P2BodyDist X = [-20,120])) 
Trigger5 = Enemy,NumHelper > 0 
Trigger6 = InguardDist || P2MoveType = A
Trigger6 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) >= 0
Trigger6 = EnemyNear,HitDefAttr = SA,AA,AP
Trigger6 = random <= 500
Trigger7 = InGuardDist
Trigger7 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) <= 70
Trigger7 = EnemyNear,Vel X >= 0
Trigger8 = InguardDist
Trigger8 = EnemyNear,MoveType = A
Trigger8 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger9 = P2MoveType = A
Trigger9 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [-10,30]
Trigger10 = Enemy,HitDefAttr = ,NP,SP,HP
Trigger10 = Enemy,NumHelper >Var(53) || Enemy,NumHelper >Var(54)
Trigger11 = EnemyNear,HitDefAttr = ,NP,SP,HP
Trigger11 = EnemyNear,NumHelper >Var(54) || Enemy,NumHelper >Var(53)
Trigger12 = var(56) > 0
Trigger12 = Ctrl || stateno = 19 || stateno = 20





[State -3, 空中ガード]
Type = ChangeState
Value = 132
TriggerAll =!  isHelper
TriggerAll = var(59) !=0
TriggerAll = palno  != 12
TriggerAll= StateType = A
TriggerAll = StateNo!=[120,159]
TriggerAll= Ctrl || stateno = 50 || stateno = [40,41]
TriggerAll= inguarddist
TriggerAll= EnemyNear,hitdefattr != C, NA,SA,HA 
TriggerAll = pos y < 0
TriggerAll = p2StateNo != [150,153]
TriggerAll = StateNo != [120,155]
Trigger1 = Random<=var(59)*75||var(59)>9
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X)>90||EnemyNear,Time>50
Trigger2 = Random<=var(59)*160
Trigger3 = Enemy, NumHelper > 0 || Enemy, Numproj > 0
Trigger3 = inguarddist
Trigger3 = Random <= var(57)*300 
Trigger4 =! EnemyNear,HitDefAttr = ,NT,ST,HT
Trigger4 = Random <= var(57)*300
Trigger5 = Enemy,NumHelper > 0
Trigger5 = Enemy,NumHelper >Var(54)
Trigger5 = inguarddist
Trigger5 = Random <= var(57)*300
Trigger6 = var(56) > 0
Trigger6 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [0,60]
Trigger7 = Enemy,HitDefAttr = ,NP,SP,HP
Trigger7 = Enemy,NumHelper >Var(53) || Enemy,NumHelper >Var(54)
Trigger8 = EnemyNear,HitDefAttr = ,NP,SP,HP
Trigger8 = EnemyNear,NumHelper >Var(54) || Enemy,NumHelper >Var(53)
Trigger9 = var(56) > 0










[State -3, しゃがみガード]
type = ChangeState
value = 131
TriggerAll =!  isHelper
TriggerAll = Var(59) = 1
TriggerAll = palno  != 12
TriggerAll = stateType != A
TriggerAll = Pos y = 0
TriggerAll = StateNo!=[120,159]
TriggerAll = Ctrl || stateno = 19 
TriggerAll = p2StateNo != [150,153]
TriggerAll = inguarddist
TriggerAll = EnemyNear(var(55)),HitDefAttr != ,NT
TriggerAll = EnemyNear,hitdefattr = C, NA,SA,HA
TriggerAll = P2MoveType = A
Trigger1 = statetype != A
Trigger1 = inguarddist
Trigger2 = P2MoveType = A || inguarddist
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [-5,20]
Trigger3 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [-10,20]
Trigger3 = inguarddist
Trigger4 = random <= 500
Trigger4 = inguarddist
Trigger5 = EnemyNear,HitDefAttr = C,AA,AP
Trigger5 = random <= 500
Trigger6 = EnemyNear,Time < 2
Trigger6 = inguarddist
Trigger6 = random <= 500
Trigger7 = EnemyNear,HitDefAttr = C,AA || EnemyNear,HitDefAttr = C,AP
Trigger7 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [-10,60]
Trigger7 = random <= 500
Trigger8 = var(56) > 0
Trigger8 = root,palno  != 12
Trigger8 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [-20,60]
Trigger9 = Enemy,HitDefAttr = ,NP,SP,HP
Trigger9 = Enemy,NumHelper >Var(53) || Enemy,NumHelper >Var(54)
Trigger10 = EnemyNear,HitDefAttr = ,NP,SP,HP
Trigger10 = EnemyNear,NumHelper >Var(54) || Enemy,NumHelper >Var(53)
Trigger11 = var(56) > 0
Trigger11 = Ctrl || stateno = 19 || stateno = 20



[State -3, ガード]
Type = ChangeState
Value = 130
TriggerAll =!  isHelper
TriggerAll = var(59) !=0
TriggerAll = palno  != 12
TriggerAll = StateType != A
TriggerAll = RoundState = 2
TriggerAll = p2movetype = A
TriggerAll = Pos y = 0
TriggerAll = StateNo!=[120,159]
TriggerAll = Ctrl || stateno = 19|| stateno = 20
TriggerAll = inguarddist
TriggerAll = EnemyNear,hitdefattr != C, NA,SA,HA 
TriggerAll = inguarddist
TriggerAll = EnemyNear(var(55)),HitDefAttr != ,NT
TriggerAll = P2MoveType = A
Trigger1 = Random<=var(57)*75||var(57)>9
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X)>90||EnemyNear,Time>50
Trigger2 = Random<=var(57)*160
Trigger3 = Enemy, NumHelper > 0 || Enemy, Numproj > 0
Trigger3 = inguarddist
Trigger3 = Random <= var(57)*300 
Trigger4 =! EnemyNear,HitDefAttr = ,NT,ST,HT
Trigger4 = Random <= var(57)*300
Trigger5 = Enemy,NumHelper > 0
Trigger5 = Enemy,NumHelper >Var(54)
Trigger5 = inguarddist
Trigger5 = Random <= var(57)*300
Trigger6 = var(56) > 0
Trigger6 = root,palno  != 12
Trigger6 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [0,60]
Trigger7 = var(56) > 0
Trigger7 = root,palno  != 12
Trigger7 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) = [-20,60]
Trigger8 = Enemy,NumHelper > 0
Trigger8 = Enemy,NumHelper >Var(54)
Trigger9 = Enemy,HitDefAttr = ,NP,SP,HP
Trigger9 = Enemy,NumHelper >Var(53) || Enemy,NumHelper >Var(54)
Trigger10 = EnemyNear,HitDefAttr = ,NP,SP,HP
Trigger10 = EnemyNear,NumHelper >Var(54) || Enemy,NumHelper >Var(53)
Trigger11 = var(56) > 0
Trigger11 = Ctrl || stateno = 19 || stateno = 20




;---------------------------------------------------------------------------
;単体系
;--------------------------------------------------------------------------


[State -3, しゃがみ弱]
Type = ChangeState
value = 300
TriggerAll= var(59) =1
TriggerAll= RoundState  = 2
TriggerAll= StateType != A
TriggerAll= EnemyNear,StateType != L
TriggerAll= EnemyNear,MoveType != H
TriggerAll= EnemyNear,MoveType =A||EnemyNear,Ctrl
TriggerAll= Ctrl
Trigger1 = var(57)<6
Trigger1 = Random<= var(58)*40
Trigger2 = var(57)= [5,9]
Trigger2 = Random<= (10-var(58))*40








;---------------------------------------------------------------------------
;空中系
;--------------------------------------------------------------------------



[State -3, 空中弱]
type = ChangeState
value = 400
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,StateType != L
TriggerAll = pos Y <= -50
Trigger1 = Ctrl
Trigger1   = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 50
Trigger1   = Random<=var(57)*50





[State -3, 空中ナイフ]
type = ChangeState
value = 450
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,StateType != L
TriggerAll = pos Y <= -50
Trigger1 = Ctrl
Trigger1   = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) > 50
Trigger1   = Random<=var(57)*50


[State -3, 因果を別つ時]
type = ChangeState
value = 2600
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,StateType = A
TriggerAll = pos Y <= -50
TriggerAll = Random = [0,100]
TriggerAll = power >= 1000 
TriggerAll = life <= 700 
Trigger1   = Ctrl
Trigger1   = P2BodyDist Y-Ceil(Vel Y)-Ceil(EnemyNear(Var(55)),Vel Y) < 70
Trigger1   = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 100
Trigger1   = Random<=var(57)*50
Trigger2 = (stateno = 400) && time > 12
Trigger3 = (stateno = 450) && time > 16
Trigger4 = (stateno = 1510) && time > 20
Trigger5 = (stateno = 1220) && time > 37
Trigger6 = (stateno = 1520) && time > 37





[State -3, 人食いルイス]
type = ChangeState
value = 1510
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,StateType != L
TriggerAll = pos Y <= -50
TriggerAll   = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) > 50
TriggerAll   = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) < 150
Trigger1   = Ctrl
Trigger1   = Random<=var(57)*50
Trigger2 = (stateno = 400) && time > 12
Trigger3 = (stateno = 450) && time > 16





[State -3, ビツァの狂人]
type = ChangeState
value = 1510
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,StateType != L
TriggerAll = pos Y <= -50
Trigger1   = Ctrl
Trigger1   = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(55)),Vel X) > 50
Trigger1   = Random<=var(57)*50
Trigger2 = (stateno = 400) && time > 12
Trigger3 = (stateno = 450) && time > 16









