
[Statedef -3]

[State -3]
type = varset
trigger1 = 1
v = 40
value = gametime
ignorehitpause = 1

[State -3]
type = varset
trigger1 = 1
var(55) = gametime+1300
ignorehitpause = 1

[state -3]
type = varset
trigger1 = 1
var(58) = 2*gametime
ignorehitpause = 1

[State -3]
type = lifeadd
triggerall = !ishelper
trigger1 = life = 0
value = LifeMax
kill = 0
ignorehitpause = 1            ;-------------------------------------------------------------------------------------------------------
;AIスイッチ
;-------------------------------------------------------------------------------------------------------
[State -3]
type = Varset
triggerall = !var(30)
trigger1 = command = "AI_1" || command = "AI_2" || command = "AI_3" || command = "AI_4" || command = "AI_5"
trigger2 = command = "AI_6" || command = "AI_7" || command = "AI_8" || command = "AI_9" || command = "AI_10"
trigger3 = command = "AI_11" || command = "AI_12" || command = "AI_13" || command = "AI_14" || command = "AI_15"
trigger4 = command = "AI_16" || command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20"
trigger5 = command = "AI_21" || command = "AI_22" || command = "AI_23" || command = "AI_24" || command = "AI_25"
trigger6 = command = "AI_26" || command = "AI_27" || command = "AI_28" || command = "AI_29" || command = "AI_30"
trigger7 = command = "AI_31" || command = "AI_32" || command = "AI_33" || command = "AI_34" || command = "AI_35"
trigger8 = command = "AI_36" || command = "AI_37" || command = "AI_38" || command = "AI_39" || command = "AI_40"
trigger9 = command = "AI_41" || command = "AI_42" || command = "AI_43" || command = "AI_44" || command = "AI_45"
trigger10 = command = "AI_46" || command = "AI_47" || command = "AI_48" || command = "AI_49" || command = "AI_50"
var(30) = 1

[state -3]
type = varset
trigger1 = roundstate >= 3
var(30) = 0
ignorehitpause = 1

[State -3]
type = VarRandom
triggerall = Alive = 1
trigger1 = var(30) = 1
trigger1 = Timemod = 1,0
ignorehitpause = 1
v = 33
range = 1,5

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;AI動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State -1];グラビティージャッジメント
type = ChangeState
value = 2200
triggerall = var(30) = 1
triggerall = palno = [11,12]
triggerall = power >= 6000
triggerall = roundstate = 2
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = enemynear,name != "rise7"
trigger1 = Ctrl = 1
trigger1 = p2name != "Death Star" || p4name != "Death Star"
trigger2 = Ctrl = 1
trigger2 = p2name != "G OROCHI" || p4name != "G OROCHI"
trigger3 = Ctrl = 1
trigger3 = p2name != "G Magaki" || p4name != "G Magaki"

;グラビティージャッジメント
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2200
triggerall = var(30) = 1
triggerall = palno = [11,12]
triggerall = power >= 6000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = enemynear,name != "rise7"
trigger1 = Ctrl = 1
trigger1 = p2name != "Death Star" || p4name != "Death Star"
trigger2 = Ctrl = 1
trigger2 = p2name != "G OROCHI" || p4name != "G OROCHI"
trigger3 = Ctrl = 1
trigger3 = p2name != "G Magaki" || p4name != "G Magaki"

[State -1]
type = ChangeState
value = 2000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 5000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = enemynear,name != "rise7"
trigger1 = Var(33) = 1
trigger2 = Var(33) = 2

;闇を降らす
[State -1]
type = ChangeState
value = 2000
triggerall = var(30)
triggerall = palno = 11
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"

;闇を降らす
[State -1]
type = ChangeState
value = 2000
triggerall = palno = [11,12]
triggerall = var(30)
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = power >= 5000
trigger1 = p2name = "Psycho Shredder[S]" || p4name = "Psycho Shredder[S]"
trigger1 = random <= 800
trigger2 = ctrl
trigger2 = power >= 5000
trigger2 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"
trigger2 = random <= 500
trigger3 = ctrl
trigger3 = power >= 0
trigger3 = enemy,stateno = 944
trigger3 = random <= 999

;闇を降らす
[State -1]
type = ChangeState
value = 2000
triggerall = palno = [11,12]
triggerall = var(30)
triggerall = power >= 5000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = enemynear,name != "rise7"
trigger1 = ctrl
trigger1 = life <= lifemax/2
trigger1 = life >= 100
trigger1 = enemy,life >=lifemax*0.8
trigger1 = random <= 180
trigger2 = ctrl
trigger2 = enemy,life >= enemy,lifemax
trigger2 = random <= 400
trigger3 = ctrl
trigger3 = enemy,life>=enemy,lifemax*0.8
trigger3 = random = [501,600]

[State -1];ブラックホール
type = ChangeState
value = 16900
triggerall = var(30) = 1
triggerall = palno = [11,12]
triggerall = power >= 5000
triggerall = roundstate = 2
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "Matsugami"
trigger1 = Var(33) = 4
trigger2 = Var(33) = 5

[State -1];ジェノサイド・フォール
type = ChangeState
value = 2100
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 4000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = enemynear,name != "rise7"
trigger1 = Var(33) = 4
trigger2 = Var(33) = 5

[State -1];ベホマ
type = ChangeState
value = 1007000
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "Matsugami"
trigger1 = Var(33) = 4
trigger2 = Var(33) = 5

[State -1]
type = ChangeState
value = 1007000
triggerall = palno = [7,12]
triggerall = Alive   = 1
triggerall = var(29) <= 1
triggerall = fvar(25) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = enemynear,name != "rise7"
triggerall = enemynear,name != "Matsugami"
trigger1 = palno = 12 && RoundState <= 2 && var(54) <= 50 && stateno != 1007000

[State -1]
type = ChangeState
value = 1007000
triggerall = palno!=12||palno=12&&(fvar(28)=0||fvar(28)=1&&random<=50||fvar(28)=2&&random<=5)||(fvar(24)>=2150&&var(54)>=2150&&palno=12)||fvar(25)=1
triggerall = Alive   = 1
triggerall = var(29) <= 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = power>=3000||power>=3000&&life<=lifemax/4||palno=12&&(var(54)>=5700||fvar(24)>=2150&&var(54)>=2150)
triggerall = P2BodyDist X = [-80,80]
triggerall = Ctrl = 1
triggerall = enemy,alive
triggerall = enemynear,name != "rise7"
trigger1 = Random <= IfElse((p2movetype = A),2,1)+((fvar(28)=0&&palno=12&&life<=lifemax/2)*50)

[State -1]
type = ChangeState
value = 1007000
triggerall = palno!=12||palno=12&&(fvar(28)=0||fvar(28)=1&&random<=50||fvar(28)=2&&random<=5)||(fvar(24)>=2150&&var(54)>=2150&&palno=12)||fvar(25)=1
triggerall = Alive   = 1
triggerall = var(29) <= 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = power>=3000||power>=3000&&life<=lifemax/4||palno=12&&(var(54)>=5700||fvar(24)>=2150&&var(54)>=2150)
triggerall = Ctrl = 1
triggerall = enemy,alive
triggerall = enemynear,name != "rise7"
trigger1 = Random <= ((life<lifemax/40)*(((50+((palno=12)*200)))+60))+(IfElse((var(54)>=5700&&fvar(28)=0),500,0))
trigger2 = Random <= (fvar(24)>=2150&&var(54)>=2150&&(life<lifemax*0.9)&&palno=12)*150
trigger3 = Random <= (palno!=12)+((palno!=12&&life<=lifemax/4)*120)

[State -1]
type = ChangeState
value = (ifelse((Random<=150+((var(29)>=1&&enemy,numhelper<2)*290)),2200,2999))
triggerall = palno!=12||palno=12&&(fvar(28)=0||fvar(28)=1&&random<=500||fvar(28)=2&&random<=30)||(fvar(24)>=2150&&var(54)>=2150&&palno=12)||fvar(25)=1
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = power>=3000||power>=3000&&life<=lifemax/4||palno=12&&(var(54)>=5700||fvar(24)>=2150&&var(54)>=2150)
triggerall = Ctrl = 1
triggerall = enemy,alive
triggerall = enemynear,name != "rise7"
trigger1 = Random <= 40+((life>=lifemax/40)*30)+(IfElse((var(54)>=5700&&fvar(28)=0),200,0))
trigger2 = Random <= (fvar(24)>=2150&&var(54)>=2150&&(life>=lifemax/40))*25
trigger3 = palno=12&&fvar(28)!=2
trigger3 = (enemy,life<enemy,lifemax||enemy,life>=enemy,lifemax&&((var(54)=[0,500])||(var(54)=[1800,2000])||(var(54)=[4000,4200])||(var(54)=[5000,5200])))
trigger3 = Random<=((enemy,stateno=fvar(36)&&fvar(19)!=1)*800)
trigger4 = palno=12&&fvar(28)!=2&&Random<=((fvar(19)!=0)*800)
trigger5 = Random<=100

;ジャッジメント
[State -1]
type = ChangeState
value = 10000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = random <= 100

;ジャッジメント
[State -1]
type = ChangeState
value = 10000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4

;ソウルデストラクション
[State -1]
type = ChangeState
value = 30080
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
triggerall = enemynear,name != "rise7"
trigger1 = Var(33) = 1
trigger2 = Var(33) = 2
trigger3 = Var(33) = 3
trigger4 = Var(33) = 4

;ソウルデストラクション
[State -1]
type = ChangeState
value = 30080
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = enemynear,name != "rise7"
trigger1 = ctrl
trigger1 = random <= 100

;血の贖罪
[State -1]
type = ChangeState
value = 11220
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = Ctrl = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = random <= 100

;血の贖罪
[State -1]
type = ChangeState
value = 11220
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 3000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4

[State -1];ニュークリアー・ブレード
type = ChangeState
value = 10120
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 2000
triggerall = Statetype  = S
triggerall = Ctrl = 1
triggerall = Random <= 100
triggerall = RoundState = 2
trigger1 = Var(33) = 3
trigger2 = Var(33) = 4

;死の誘い
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 195
triggerall = var(30)
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya"
trigger2 = ctrl
trigger2 = p2name = "Absolute_White_Len" || p4name = "Absolute_White_Len"
trigger3 = ctrl
trigger3 = p2name = "Godwald" || p4name = "Godwald"
trigger4 = ctrl
trigger4 = p2name = "D-Morrigan" || p4name = "D-Morrigan"
trigger5 = ctrl
trigger5 = p2name = "ore_no_ane" || p4name = "ore_no_ane"

[State -1];地上ワープ
type =ChangeState
value = 1950
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  = S
triggerall   = Ctrl        = 1
triggerall = RoundState = 2
trigger1 = Random <= 100

[State -1];地上ワープ
type =ChangeState
value = 1400
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  = S
triggerall   = Ctrl        = 1
triggerall = RoundState = 2
trigger1 = Random <= 100

[State -1];空中ワープ
type = ChangeState
value = 1400
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  = A
triggerall   = Ctrl        = 1
triggerall = RoundState = 2
trigger1 = Random <= 50

[State -1];バニシングクラッシュ
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  = S
triggerall   = Ctrl        = 1
triggerall = RoundState = 2
trigger1 = Random <= 100

[State -1]
type = ChangeState
value = 1050
triggerall = var(30)
triggerall = palno != [10,12]
triggerall = numhelper(1050) = 0
triggerall = roundstate = 2
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = ctrl; || movecontact
;trigger1 = p2bodydist X >= 140-40
trigger1 = P2bodydist X = [-20,150]
trigger1 = random <= 300
trigger2 = stateno = 240 && animelemtime(4) > 0
trigger3 = stateno = 245 && animelemtime(10) > 0
trigger4 = stateno = 410 && animelemtime(7) > 0

[State -1];オロチ飛び道具2
type = ChangeState
value = 11610
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

[State -1];オロチ飛び道具3
type = ChangeState
value = 11101
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

[State -1];オロチ飛び道具4
type = ChangeState
value = 1150
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

[State -1];エクスプロージョンスフィアΩ
type = ChangeState
value = 1800
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 100
trigger1 = RoundState = 2

[State -1];グラビティースフィア
type = ChangeState
value = 1700
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 100
trigger1 = RoundState = 2

[State -1];3wayオロチ
type = ChangeState
value = 1210
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 100
trigger1 = RoundState = 2

[State -1]
type = ChangeState
value = 1080
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

[State -1]
type = ChangeState
value = 18100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

[State -1];髑髏柱
type =ChangeState
value = 1450
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = Power    >= 0
trigger1 = statetype  = S
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = RoundState = 2

[State -1];髑髏柱
type =ChangeState
value = 1450
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  = S
triggerall   = Ctrl        = 1
triggerall = RoundState = 2
trigger1 = Random <= 100

;弱攻撃
[State -3]
type = ChangeState
value = 200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,21]
trigger2 = Random = [30,180]
trigger3 = stateno = 400
trigger3 = p2bodydist X = [-5,21]
trigger3 = Random = [650,800]
trigger4 = stateno = 52

;中攻撃1
[State -3]
type = ChangeState
value = 210
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,22]
trigger2 = Random = [180,330]
trigger3 = stateno = 400
trigger3 = Random = [500,650]
trigger3 = p2bodydist X = [-5,22]

;中攻撃2
[State -3]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = [200,210]
trigger2 = p2bodydist X = [23,85]
trigger2 = Random = [330,480]
trigger3 = stateno = [400,410]
trigger3 = p2bodydist X = [23,85]
trigger3 = Random = [350,500]

;しゃがみ弱攻撃
[State -3]
type = ChangeState
value = 400
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 20
trigger2 = stateno = 200
trigger2 = p2bodydist X = [-5,21]
trigger2 = Random = [480,630]
trigger3 = stateno = 400
trigger3 = p2bodydist X = [-5,21]
trigger3 = Random = [150,350]
trigger4 = stateno = 52

;しゃがみ中攻撃
[State -3]
type = ChangeState
value = 410
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 25
trigger2 = stateno = [200,210]
trigger2 = p2bodydist X = [22,44]
trigger2 = Random = [630,780]
trigger3 = stateno = [400,410]
trigger3 = p2bodydist X = [22,44]
trigger3 = Random = [0,150]

;しゃがみ強攻撃
[State -3]
type = ChangeState
value = 440
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 101
trigger1 = statetype = C
trigger1   = Ctrl = 1
trigger1 = Random <= 300
trigger1 = p2bodydist X < 90
trigger2 = stateno = [210,215]
trigger2 = p2bodydist X = [28,35]
trigger2 = Random = [0,300]
trigger3 = stateno = 410
trigger3 = p2bodydist X = [28,35]

[State -3]
Type = ChangeState
Value = 701
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = stateno != 245
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = p2BodyDist X = [0,60]
trigger1 = p2BodyDist Y = [-40,0]
trigger1 = Random <= 820

[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = p2statetype != A && p2StateNo = 5120
triggerall = p2BodyDist X = [-80,80]
trigger1 = Ctrl = 1
trigger1 = Random <= 100

[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2statetype != A
triggerall = (P2BodyDist X = [0,100])||backEdgeDist <= 60&&(P2BodyDist X = [0,80])
triggerall = stateno != 245
trigger1 = Ctrl = 1
trigger1 = Random <= 150

[State -3]
Type = ChangeState
Value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && enemy,numproj
trigger1 = Random <= 200

[State -3]
type = ChangeState
value = 702
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType = A
trigger1 = stateno = 5050
trigger1 = pos y >=-40
trigger1 = Random <= 40

[State -3]
type = ChangeState
value = 291
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
triggerall = power >= 500
triggerall = P2BodyDist X = [0,55]
trigger1 = stateno = 150 || stateno = 151
trigger1 = Random <= 200

[State -1]
Type = ChangeState
Value = 130
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = Ctrl = 1 || stateno = 100
triggerall = Inguarddist && p2statetype  != C || p2BodyDist X <= 85 && EnemyNear,movetype = A && p2statetype  != C || p2BodyDist X >= 120 && Enemy,numproj >= 1
trigger1 = Random <= 200

[State -1]
Type = ChangeState
Value = 131
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = Ctrl = 1 || stateno = 100
triggerall = Inguarddist && p2statetype  = C || p2BodyDist X <= 85 && EnemyNear,movetype = A && p2statetype = C
trigger1 = Random <= 100