;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Suika -3.AI File.
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[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
; 僗乕僷乕傾乕儅乕張棟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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       = VarSet
TriggerAll = MoveType != H
Trigger1   = StateNo = 1000 || StateNo = 1010
Trigger2   = (StateNo = [3020,3029]) && (StateNo != 3023)
Trigger3   = StateNo = 3101 || StateNo = 3111 || StateNo = 3120 || StateNo = 3130
V          = 56
Value      = StateNo

[State -3]
Type       = VarSet
TriggerAll = MoveType != H && Var(48) != 2
Trigger1   = StateNo = 1000 || StateNo = 1010
Trigger2   = (StateNo = [3020,3029]) && (StateNo != 3023)
Trigger3   = StateNo = 3101 || StateNo = 3111 || StateNo = 3120 || StateNo = 3130
V          = 57
Value      = AnimElemNo(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
; 婼晞乽儈僢僔儞僌僷儚乕乿丒婼恄乽儈僢僔儞僌僷乕僾儖僷儚乕乿 張棟
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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     = NotHitBy
Trigger1 = Alive
Trigger1 = Var(17) != 0
Value    = , AT
Time     = 1
IgnoreHitPause = 1

[State -3]
Type     = ChangeState
Trigger1 = !Alive
Trigger1 = Anim = [3021,3029]
Value    = 5020
IgnoreHitPause = 1
[State -3]
Type     = ChangeState
Trigger1 = Alive
Trigger1 = Var(17) != 0
Trigger1 = RoundState = 2
Trigger1 = (StateNo = [0,3019]) || (StateNo = 5120) || (StateNo = [5200,5999])
Value    = 3021
IgnoreHitPause = 1
[State -3]
Type     = ChangeState
Trigger1 = Alive
Trigger1 = Var(17) != 0
Trigger1 = StateNo = [3021,3023] 
Trigger1 = Win = 1 || Lose = 1 || DrawGame = 1
Value    = 3030
IgnoreHitPause = 1

[State -3]
Type       = Width
TriggerAll = Alive
TriggerAll = Var(17) != 0
Trigger1   = StateNo = [3021,3029]
Player     = 23,23
IgnoreHitPause = 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
; 俙俬
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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愝掕~]
Type       = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState <= 2
Trigger1   = Command = "CPU1"
Trigger2   = Command = "CPU2"
Trigger3   = Command = "CPU3"
Trigger4   = Command = "CPU4"
Trigger5   = Command = "CPU5"
Trigger6   = Command = "CPU6"
Trigger7   = Command = "CPU7"
Trigger8   = Command = "CPU8"
Trigger9   = Command = "CPU9"
Trigger10  = Command = "CPU10"
Trigger11  = Command = "CPU11"
Trigger12  = Command = "CPU12"
Trigger13  = Command = "CPU13"
Trigger14  = Command = "CPU14"
Trigger15  = Command = "CPU15"
Trigger16  = Command = "CPU16"
Trigger17  = Command = "CPU17"
Trigger18  = Command = "CPU18"
Trigger19  = Command = "CPU19"
Trigger20  = Command = "CPU20"
Trigger21  = Command = "CPU21"
Trigger22  = Command = "CPU22"
Trigger23  = Command = "CPU23"
Trigger24  = Command = "CPU24"
Trigger25  = Command = "CPU25"
Trigger26  = Command = "CPU26"
Trigger27  = Command = "CPU27"
Trigger28  = Command = "CPU28"
Trigger29  = Command = "CPU29"
Trigger30  = Command = "CPU30"
Trigger31  = Command = "CPU31"
Trigger32  = Command = "CPU32"
Trigger33  = Command = "CPU33"
Trigger34  = Command = "CPU34"
Trigger35  = Command = "CPU35"
Trigger36  = Command = "CPU36"
Trigger37  = Command = "CPU37"
Trigger38  = Command = "CPU38"
Trigger39  = Command = "CPU39"
Trigger40  = Command = "CPU40"
Trigger41  = Command = "CPU41"
Trigger42  = Command = "CPU42"
Trigger43  = Command = "CPU43"
Trigger44  = Command = "CPU44"
Trigger45  = Command = "CPU45"
Trigger46  = Command = "CPU46"
Trigger47  = Command = "CPU47"
Trigger48  = Command = "CPU48"
Trigger49  = Command = "CPU49"
Trigger50  = Command = "CPU50"
Trigger51  = Command = "CPU51"
Trigger52  = Command = "CPU52"
Trigger53  = Command = "CPU53"
Trigger54  = Command = "CPU54"
Trigger55  = Command = "CPU55"
Trigger56  = Command = "CPU56"
Trigger57  = Command = "CPU57"
Trigger58  = Command = "CPU58"
Trigger59  = Command = "CPU59"
Trigger60  = Command = "CPU60"
V          = 59
Value      = 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
; 僗儁儖傾僞僢僋
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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,~晞偺堧乽搳澅偺揤娾屗乿搳偘~]
Type       = ChangeState
Value      = 3100
TriggerAll = Var(58) = 2 && Var(59) = 1
TriggerAll = Random <= 20
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~晞偺堧乽搳澅偺揤娾屗乿娾搳偘~]
Type       = ChangeState
Value      = 3101
TriggerAll = Var(58) = 2 && Var(59) = 1
TriggerAll = Random >= 960
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~晞偺擉乽崳幉偺戝婼乿~]
Type       = ChangeState
Value      = 3110
TriggerAll = Var(58) = 3 && Var(59) = 1
TriggerAll = Random >= 101
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~捛橳曉偟僽儔僢僋儂乕儖~]
Type       = ChangeState
Value      = 3120
TriggerAll = Var(58) = 4 && Var(59) = 1
TriggerAll = Random <= 70
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~婼壩乽挻崅枾搙椨壭弍乿~]
Type       = ChangeState
Value      = 3130
TriggerAll = Var(58) = 5 && Var(59) = 1
TriggerAll = Random <= 100
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~慳晞乽榋棦柖拞乿~]
Type       = ChangeState
Value      = 3140
TriggerAll = Var(58) = 6 && Var(59) = 1
TriggerAll = Random >= 201
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl

[State -3,~乽昐枩婼栭峴乿~]
Type       = ChangeState
Value      = 3150
TriggerAll = Var(58) = 7 && Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僔僗僥儉
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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,~棫僈乕僪~]
Type       = ChangeState
Value      = 130
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && InGuardDist
Trigger1   = Ctrl && EnemyNear,StateType = A && EnemyNear,MoveType = A && Random >= 400
Trigger2   = Ctrl && EnemyNear,StateType != A && EnemyNear,MoveType = A && Random >= 700

[State -3,~孅僈乕僪~]
Type       = ChangeState
Value      = 131
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && InGuardDist
Trigger1   = Ctrl && EnemyNear,StateType != A && EnemyNear,MoveType = A && Random >= 300

[State -3,~Air僈乕僪~]
Type       = ChangeState
Value      = 132
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType = A && InGuardDist
Trigger1   = Ctrl && EnemyNear,MoveType = A && Random >= 720

[State -3,~僟僢僔儏~]
Type       = ChangeState
Value      = 100
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType = S && Random >= 900
Trigger1   = Ctrl && P2BodyDist X <= 320

[State -3,~屻戅僟僢僔儏~]
Type       = ChangeState
Value      = 105
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType = S && BackEdgeBodyDist >= 80 && Random >= 950
Trigger1   = Ctrl && P2BodyDist X <= 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
; 峌寕
;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
[State -1,~僟僢僔儏  対~]
Type       = ChangeState
Value      = 500
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= 840
Trigger1   = StateNo = 100 && P2BodyDist X <= 100

[State -1,~僟僢僔儏  廟~]
Type       = ChangeState
Value      = 510
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && Random >= 975
Trigger1   = StateNo = 100 && P2BodyDist X <= 200

[State -1,~僟僢僔儏  伀対~]
Type       = ChangeState
Value      = 520
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= 880
Trigger1   = StateNo = 100 && P2BodyDist X <= 70 && P2BodyDist Y <= -60

[State -1,~僟僢僔儏  伀廟~]
Type       = ChangeState
Value      = 530
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= 820
Trigger1   = StateNo = 100 && P2BodyDist X <= 120 && EnemyNear,StateType != A

[State -3,~棫偪廟~]
Type       = ChangeState
Value      = 210
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = Random >= 950
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X >= 60 && P2BodyDist X <= 130
Trigger2   = Ctrl && FVar(4) <= 0 && P2BodyDist X >= 60 && P2BodyDist X <= 130

[State -3,~偟傖偑傒廟~]
Type       = ChangeState
Value      = 410
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X <= 50 && Random >= 750
Trigger2   = Ctrl && FVar(4) <= 0 && P2BodyDist X <= 50 && Random >= 900

[State -3,~塃  対~]
Type       = ChangeState
Value      = 205
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = Random >= 850
TriggerAll = EnemyNear,StateType != L
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X <= 110
Trigger2   = Ctrl && FVar(4) <= 0 && P2BodyDist X <= 110
Trigger3   = (StateNo = 410) && (MoveContact = [1,8]) && (Random >= 600)

[State -3,~塃  廟~]
Type       = ChangeState
Value      = 215
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = Random >= 925
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X <= 70
Trigger2   = Ctrl && FVar(4) <= 0 && P2BodyDist X <= 70
Trigger3   = (StateNo = 410) && (MoveContact = [1,8]) && (Random >= 975)

[State -3,~僋儔僢僔儏対~]
Type       = ChangeState
Value      = 700
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X <= 120 && Random >= 980
Trigger2   = Ctrl && FVar(4) <= 0 && Random >= 980
Trigger3   = (StateNo = [400,410]) && (MoveGuarded = [1,8]) && (Random >= 670)

[State -3,~僋儔僢僔儏廟~]
Type       = ChangeState
Value      = 710
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X <= 120 && Random >= 980
Trigger2   = Ctrl && FVar(4) <= 0 && Random >= 980
Trigger3   = (StateNo = [400,410]) && (MoveGuarded = [1,8]) && (Random >= 720)

[State -3,~抧楈丂- 慳 -~]
Type       = ChangeState
Value      = 1050
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && FVar(4) >= 0.00001
TriggerAll = P2BodyDist X <= 120 && P2BodyDist Y <= -10
Trigger1   = Ctrl && Random >= 950 && EnemyNear,Vel X >= 0.5
Trigger2   = (StateNo = 500) && (MoveGuarded = [1,8]) && (Random >= 920)

[State -3,~抧楈丂- 慳 -~]
Type       = ChangeState
Value      = 1060
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && FVar(4) >= 0.00001
TriggerAll = (EnemyNear,StateType = A) && (P2BodyDist X = [120,320]) && (P2BodyDist Y <= -30)
Trigger1   = Ctrl && Random >= 860 && EnemyNear,Vel X >= 0.5

[State -3,~梔婼丂- 枾 - A~]
Type       = ChangeState
Value      = 1000
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl && P2BodyDist X <= 200 && Random >= 900
Trigger2   = (StateNo = [200,210]) && (MoveContact = [1,8]) && (Random >= 700)
Trigger3   = (StateNo = [400,410]) && (MoveContact = [1,8]) && (Random >= 860)

[State -3,~梔婼丂- 枾 - B~]
Type       = ChangeState
Value      = 1010
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && FVar(4) >= 0.00001
TriggerAll = EnemyNear,StateType != L && P2BodyDist X <= 30 
Trigger1   = Ctrl && Random >= 400
Trigger2   = (StateNo = [200,210]) && (MoveContact = [1,8]) && (Random >= 700)
Trigger3   = (StateNo = [400,410]) && (MoveContact = [1,8]) && (Random >= 720)
Trigger4   = (StateNo = 500) && (MoveGuarded = [1,8]) && (AnimElem = 8, >= 1) && (Random >= 900)

[State -3,~梔婼丂- 慳 -~]
Type       = ChangeState
Value      = 1040
TriggerAll = Var(58) != 3 && Var(58) != 6
TriggerAll = Alive && RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl && P2BodyDist X >= 40 && P2BodyDist X <= 250 && Random >= 875
Trigger2   = (StateNo = [200,210]) && (MoveContact = [1,8]) && (Random >= 820)
Trigger3   = (StateNo = [400,410]) && (MoveContact = [1,8]) && (Random >= 950)
