;-| AI僗僀僢僠 (擖傟偰傞偩偗)|--------------------------------------------------------
[Command]
name = "CPU_01"
command = ~U,U,U,U,U,U,U,U,U,U,x
time = 0

[Command]
name = "CPU_02"
command = ~U,U,U,U,U,U,U,U,U,U,y
time = 0

[Command]
name = "CPU_03"
command = ~U,U,U,U,U,U,U,U,U,U,z
time = 0

[Command]
name = "CPU_04"
command = ~U,U,U,U,U,U,U,U,U,U,a
time = 0

[Command]
name = "CPU_05"
command = ~U,U,U,U,U,U,U,U,U,U,b
time = 0

[Command]
name = "CPU_06"
command = ~U,U,U,U,U,U,U,U,U,U,c
time = 0

[Command]
name = "CPU_07"
command = ~F,F,F,F,F,F,F,F,F,F,x
time = 0

[Command]
name = "CPU_08"
command = ~F,F,F,F,F,F,F,F,F,F,y
time = 0

[Command]
name = "CPU_09"
command = ~F,F,F,F,F,F,F,F,F,F,z
time = 0

[Command]
name = "CPU_10"
command = ~F,F,F,F,F,F,F,F,F,F,a
time = 0

[Command]
name = "CPU_11"
command = ~F,F,F,F,F,F,F,F,F,F,b
time = 0

[Command]
name = "CPU_12"
command = ~F,F,F,F,F,F,F,F,F,F,c
time = 0

[Command]
name = "CPU_13"
command = ~D,D,D,D,D,D,D,D,D,D,x
time = 0

[Command]
name = "CPU_14"
command = ~D,D,D,D,D,D,D,D,D,D,y
time = 0

[Command]
name = "CPU_15"
command = ~D,D,D,D,D,D,D,D,D,D,z
time = 0

[Command]
name = "CPU_16"
command = ~D,D,D,D,D,D,D,D,D,D,a
time = 0

[Command]
name = "CPU_17"
command = ~D,D,D,D,D,D,D,D,D,D,b
time = 0

[Command]
name = "CPU_18"
command = ~D,D,D,D,D,D,D,D,D,D,c
time = 0

[Command]
name = "CPU_19"
command = ~B,B,B,B,B,B,B,B,B,B,x
time = 0

[Command]
name = "CPU_20"
command = ~B,B,B,B,B,B,B,B,B,B,y
time = 0

[Command]
name = "CPU_21"
command = ~B,B,B,B,B,B,B,B,B,B,z
time = 0

[Command]
name = "CPU_22"
command = ~B,B,B,B,B,B,B,B,B,B,a
time = 0

[Command]
name = "CPU_23"
command = ~B,B,B,B,B,B,B,B,B,B,b
time = 0

[Command]
name = "CPU_24"
command = ~B,B,B,B,B,B,B,B,B,B,c
time = 0

[Command]
name = "CPU_25"
command = ~U,x,D,b,B,y,F,a
time = 0

[Command]
name = "CPU_26"
command = ~U,U,U,U,U,U,U,U,U,U,x+y
time = 0

[Command]
name = "CPU_27"
command = ~U,U,U,U,U,U,U,U,U,U,y+z
time = 0

[Command]
name = "CPU_28"
command = ~U,U,U,U,U,U,U,U,U,U,z+x
time = 0

[Command]
name = "CPU_29"
command = ~U,U,U,U,U,U,U,U,U,U,a+b
time = 0

[Command]
name = "CPU_30"
command = ~U,U,U,U,U,U,U,U,U,U,b+c
time = 0

[Command]
name = "CPU_31"
command = ~U,U,U,U,U,U,U,U,U,U,c+a
time = 0

[Command]
name = "CPU_32"
command = ~F,F,F,F,F,F,F,F,F,F,x+y
time = 0

[Command]
name = "CPU_33"
command = ~F,F,F,F,F,F,F,F,F,F,y+z
time = 0

[Command]
name = "CPU_34"
command = ~F,F,F,F,F,F,F,F,F,F,z+x
time = 0

[Command]
name = "CPU_35"
command = ~F,F,F,F,F,F,F,F,F,F,a+b
time = 0

[Command]
name = "CPU_36"
command = ~F,F,F,F,F,F,F,F,F,F,b+c
time = 0

[Command]
name = "CPU_37"
command = ~F,F,F,F,F,F,F,F,F,F,c+a
time = 0

[Command]
name = "CPU_38"
command = ~D,D,D,D,D,D,D,D,D,D,x+y
time = 0

[Command]
name = "CPU_39"
command = ~D,D,D,D,D,D,D,D,D,D,y+z
time = 0

[Command]
name = "CPU_40"
command = ~D,D,D,D,D,D,D,D,D,D,z+x
time = 0

[Command]
name = "CPU_41"
command = ~D,D,D,D,D,D,D,D,D,D,a+b
time = 0

[Command]
name = "CPU_42"
command = ~D,D,D,D,D,D,D,D,D,D,b+c
time = 0

[Command]
name = "CPU_43"
command = ~D,D,D,D,D,D,D,D,D,D,c+a
time = 0

[Command]
name = "CPU_44"
command = ~B,B,B,B,B,B,B,B,B,B,x+y
time = 0

[Command]
name = "CPU_45"
command = ~B,B,B,B,B,B,B,B,B,B,y+z
time = 0

[Command]
name = "CPU_46"
command = ~B,B,B,B,B,B,B,B,B,B,z+x
time = 0

[Command]
name = "CPU_47"
command = ~B,B,B,B,B,B,B,B,B,B,a+b
time = 0

[Command]
name = "CPU_48"
command = ~B,B,B,B,B,B,B,B,B,B,b+c
time = 0

[Command]
name = "CPU_49"
command = ~B,B,B,B,B,B,B,B,B,B,c+a
time = 0

[Command];偙偺僐儅儞僪傢偐傞恖偄傞偐側丠
name = "CPU_50"
command = ~y,a,b,a,y,a,b,a
time = 0





;-| 挻昁嶦媄 |--------------------------------------------------------
[Command]
name = "崿"
command = ~D,DF,F,D,DF,F, y
time = 30

[Command]
name = "崿"
command = ~D,DF,F,D,DF,F, x
time = 30


[Command]
name = "嫮戝恄"
command = ~F,DF,D,DB,B,F,DF,D,DB,B, y
time = 30

[Command]
name = "庛戝恄"
command = ~F,DF,D,DB,B,F,DF,D,DB,B, x
time = 30


;-| 昁嶦媄 |------------------------------------------------------

[Command]
name = "嫮屼戝"
command = ~D,DB,B, y


[Command]
name = "庛屼戝"
command = ~D,DB,B, x



[Command]
name = "嫮恹"
command = ~F,DF,D,DB,B,F, b
time = 25

[Command]
name = "庛恹"
command = ~F,DF,D,DB,B,F, a
time = 25


[Command]
name = "壩鑼崀4"
command = ~F,DF,D,DB,B, z
time = 25

[Command]
name = "壩鑼崀3"
command = ~F,DF,D,DB,B, b
time = 25

[Command]
name = "壩鑼崀2"
command = ~F,DF,D,DB,B, y
time = 25

[Command]
name = "壩鑼崀1"
command = ~F,DF,D,DB,B, a
time = 25

[Command]
name = "壩鑼崀0"
command = ~F,DF,D,DB,B, x
time = 25


[Command]
name = "嫮尠嵵"
command = ~F,D,DF, y

[Command]
name = "庛尠嵵"
command = ~F,D,DF, x


[Command]
name = "惥栺"
command = ~F,D,DF, b


[Command]
name = "嫮夝彍"
command = ~F,B,DB,D,DF,F, y
time = 25

[Command]
name = "庛夝彍"
command = ~F,B,DB,D,DF,F, x
time = 25

[Command]
name = "嫮尠嵵乮俛俷俽俽乯"
command = ~B,D,DB, y

[Command]
name = "庛尠嵵乮俛俷俽俽乯"
command = ~B,D,DB, x

[Command]
name = "嬞媫夞旔慜"
command = x+a
time = 1

[Command]
name = "嬞媫夞旔慜"
command = z
time = 1

[Command]
name = "嬞媫夞旔屻"
command = /$B,x+a
time = 1

[Command]
name = "嬞媫夞旔屻"
command = /$B,z
time = 1

;-| 俀夞墴偟媄 |-----------------------------------------------------------
[Command]
name = "FF"     
command = F, F
time = 10

[Command]
name = "BB"     
command = B, B
time = 10

;-| 俀丒俁屄偺摨帪墴偟媄 |-----------------------------------------------
[Command]
name = "僎乕僕棴傔敪摦"
command = z+c
time = 1

[Command]
name = "recovery"
command = x+y
time = 1

[Command]
name = "搳偘"
command = y+b
time = 1

[Command]
name = "傆偭旘偽偟"
command = c
time = 1

[Command]
name = "MAX"
command = a+y
time = 1

[Command]
name = "僗僩儔僀僇乕"
command = a+y
time = 1

[Command]
name = "偍偟偭傁側偟x"
command = /$x
time = 1

[Command]
name = "偍偟偭傁側偟y"
command = /$y
time = 1

[Command]
name = "偍偟偭傁側偟a"
command = /$a
time = 1

[Command]
name = "偍偟偭傁側偟b"
command = /$b
time = 1

[Command]
name = "偍偟偭傁側偟z"
command = /$z
time = 1

[Command]
name = "偍偟偭傁側偟c"
command = /$c
time = 1

;-| 曽岦偲儃僞儞偱弌偡媄 |---------------------------------------------------------
[Command]
name = "儘乕僉僢僋"
command = /$F,a
time = 1

[Command]
name = "僗儔僀僨傿儞僌"
command = /$DF,a
time = 1

[Command]
name = "壞偺巚傂偱"
command = /$D,b
time = 1


[Command]
name = "昘拰妱傝"
command = /$F,x
time = 1

[Command]
name = "壓抜庴偗"
command = /$DF,a
time = 1

[Command]
name = "忋抜庴偗"
command = /$F,a
time = 1

[Command]
name = "旔偗峌寕"
command = /$B,x
time = 1

[Command]
name = "僟僢僉儞僌峌寕"
command = /$B,a
time = 1

[Command]
name = "戝夞揮廟傝"
command = /$F,x
time = 1

[Command]
name = "朹崅挼傃廟傝"
command = /$F,a
time = 1


[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| 儃僞儞愝掕乮偄偠傜側偄乯|---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| 墴偟偭傁側偟愝掕乮偄偠傜側偄乯-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup" 
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1


; 壓偺婰弎伀偼愨懳偵徚偝側偄偱偔偩偝偄丅
[Statedef -1]
;丒曄悢巊梡
;丂1 = 僉儍儔僋僞乕偺儌乕僪曄峏
;丂2 = 彑棙億乕僘曄峏
;丂3 = 僋僀僢僋MAX敾掕
;丂4 = 僗儘乕張棟
;丂5 = 嫮庛儃僞儞敾掕
;丂6 = 捠忢峌寕儃僀僗丄棎悢巜掕
;丂7 = 壩鑼崀僐儅儞僪庴晅敾掕
;丂8 = MAX敪摦敾掕
;丂9 = MAX敪摦帪偺僷儚乕僙僢僩(壖)
; 10 = 僾儗僀儎乕偺岦偒愝掕
; 11 = MAX敪摦僐儅儞僪敾掕
; 12 = KO僒僂儞僪
; 13 = 壩鑼崀楢懕僟儊乕僕婯惂
; 14 = 崿僸僢僩僇僂儞僩娭學
; 15 = 僴僀僕儍儞僾
; 16 = 憡庤敾暿
; 17 = 僟儊乕僕曗惓偵巊梡
; 18 = 僆儘僠壩拰夞悢
; 19 = 攚宨偺僼僃乕僪僀儞丄僼僃乕僪傾僂僩
; 20 = MAX挻僸僢僩敾掕
; 21 = 揋惗懚妋擣
; 22 = 
; 23 = 崿梡儃僀僗
; 24 = 
; 25 = 嫮惂僟僂儞敾掕侾
; 26 = 峌傔 or 懸偪
; 27 = 壩鑼崀儔儞僟儉梡侾
; 28 = 壩鑼崀儔儞僟儉梡俀
; 29 = 壩鑼崀儔儞僟儉梡俁
; 30 = AI敾掕
; 31 = AI僞僢僌梡敾掕



;AI梡僗僀僢僠
[State -1, AIflg]
type = VarSet
triggerall = var(30) != 1
trigger1 = command = "CPU_01"
trigger2 = command = "CPU_02"
trigger3 = command = "CPU_03"
trigger4 = command = "CPU_04"
trigger5 = command = "CPU_05"
trigger6 = command = "CPU_06"
trigger7 = command = "CPU_07"
trigger8 = command = "CPU_08"
trigger9 = command = "CPU_09"
trigger10= command = "CPU_10"
trigger11= command = "CPU_11"
trigger12= command = "CPU_12"
trigger13= command = "CPU_13"
trigger14= command = "CPU_14"
trigger15= command = "CPU_15"
trigger16= command = "CPU_16"
trigger17= command = "CPU_17"
trigger18= command = "CPU_18"
trigger19= command = "CPU_19"
trigger20= command = "CPU_20"
trigger21= command = "CPU_21"
trigger22= command = "CPU_22"
trigger23= command = "CPU_23"
trigger24= command = "CPU_24"
trigger25= command = "CPU_25"
trigger26= command = "CPU_26"
trigger27= command = "CPU_27"
trigger28= command = "CPU_28"
trigger29= command = "CPU_29"
trigger30= command = "CPU_30"
trigger31= command = "CPU_31"
trigger32= command = "CPU_32"
trigger33= command = "CPU_33"
trigger34= command = "CPU_34"
trigger35= command = "CPU_35"
trigger36= command = "CPU_36"
trigger37= command = "CPU_37"
trigger38= command = "CPU_38"
trigger39= command = "CPU_39"
trigger40= command = "CPU_40"
trigger41= command = "CPU_41"
trigger42= command = "CPU_42"
trigger43= command = "CPU_43"
trigger44= command = "CPU_44"
trigger45= command = "CPU_45"
trigger46= command = "CPU_46"
trigger47= command = "CPU_47"
trigger48= command = "CPU_48"
trigger49= command = "CPU_49"
trigger50= command = "CPU_50"
trigger51= 1 ;恖憖嶌偵愗傝懼偊偨偄帪偼嵍抂偵;傪捛壛丅
v =  30
value = 1

;亂揋惗懚妋擣亃------------------------------------------------------------------------------------------

;揋偑1懱

[State -2, EnemyNear]
type = VarSet
triggerall = var(30) 
trigger1 = NumEnemy = 1
trigger2 = NumEnemy > 1
trigger2 = EnemyNear(1),Life = 0
var(21) = 0
ignorehitpause = 1

[State -2, EnemyNear]
type = VarSet
triggerall = var(30) 
trigger1 = NumEnemy > 1
trigger1 = EnemyNear(0),Life = 0
var(21) = 1
ignorehitpause = 1

;揋偑2懱丄僷乕僩僫乕偑偄傞帪

[State -2, EnemyNear]
type = VarSet
triggerall = var(30) 
triggerall = NumPartner > 0
triggerall = Partner,Life > 0
triggerall = NumEnemy > 1
triggerall = EnemyNear(0),Life > 0 && EnemyNear(1),Life > 0
trigger1 = !(Partner,MoveType = A && Partner,NumTarget && EnemyNear(0),MoveType = H && EnemyNear(1),MoveType != H && !((EnemyNear(0),StateNo = [5000,5300]) || (EnemyNear(0),StateNo = [120,160])) && EnemyNear(0),GetHitVar(hitshaketime) = 0)
trigger1 = !(Partner,MoveType = H && EnemyNear(0),NumTarget && EnemyNear(0),MoveType = A && !((Partner,StateNo = [5000,5300]) || (Partner,StateNo = [120,160])) && Partner,GetHitVar(hitshaketime) = 0)
var(21) = 0
ignorehitpause = 1

[State -2, EnemyNear]
type = VarSet
triggerall = var(30) 
triggerall = NumPartner > 0
triggerall = Partner,Life > 0
triggerall = NumEnemy > 1
triggerall = EnemyNear(0),Life > 0 && EnemyNear(1),Life > 0
trigger1 = (Partner,MoveType = A && Partner,NumTarget && EnemyNear(0),MoveType = H && EnemyNear(1),MoveType != H && !((EnemyNear(0),StateNo = [5000,5300]) || (EnemyNear(0),StateNo = [120,160])) && EnemyNear(0),GetHitVar(hitshaketime) = 0)
trigger2 = (Partner,MoveType = H && EnemyNear(0),NumTarget && EnemyNear(0),MoveType = A && !((Partner,StateNo = [5000,5300]) || (Partner,StateNo = [120,160])) && Partner,GetHitVar(hitshaketime) = 0)
var(21) = 1
ignorehitpause = 1

;亂傾儖僑儕僘儉亃------------------------------------------------------------------------------------------

[State -3,奐枊儌乕僪寛掕]
Type = VarSet
trigger1 = RoundState != 2
var(26) = IfElse(Random < 500, 1,2)

[State -3,峌傔儌乕僪]
Type = VarSet
triggerall = var(30) 
triggerall = RoundState = 2 && P2Life > 0
triggerall = var(26) != 1
trigger1 = (var(27) = [96,99]) && (var(26) = 2)
trigger2 = (EnemyNear(var(21)),StateNo = [120,159]) && Time >= 300
trigger3 = (EnemyNear(var(21)),BackEdgeBodyDist = 0 && Time >= 600)
trigger4 = (var(26) = 2 && Time >= 600)
trigger5 = PrevStateNo = 195
trigger6 = (BackEdgeBodyDist = 0 && Time >= 600)
trigger7 = MoveType = H && P2BodyDist X > 150
trigger8 = Power >= 3000
var(26) = 1

[State -3,懸偪儌乕僪]
Type = VarSet
triggerall = var(30) 
triggerall = RoundState = 2 && p2life > 0
triggerall = var(26) != 2
triggerall = Power != 3000
trigger1 = (var(27) = [96,99]) && (var(26) = 1)
trigger2 = (Movetype = H) && (P2BodyDist X < 150)
trigger3 = PrevStateNo = 702
trigger4 = (var(26) = 1 && Time >= 600)
trigger5 = var(31) = 2
var(26) = 2

;亂儔儞僟儉曄悢亃------------------------------------------------------------------------------------------

[State -3,儔儞僟儉曄悢侾]
Type = VarRandom
triggerAll = var(30) 
trigger1 = Time = 1
trigger2 = Time %30= 1
v = 27
Range = 0,99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,儔儞僟儉曄悢俀]
Type = VarRandom
triggerAll = var(30) 
trigger1 = Time = 1
trigger2 = stateno = 1450 && animelem = 1
v = 28
Range = 0,99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3,儔儞僟儉曄悢俁]
Type = VarRandom
triggerAll = var(30) 
trigger1 = Time = 1
trigger2 = Time %5= 1
v = 29
Range = 10,15
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;亂僞僢僌敾掕亃------------------------------------------------------------------------------------------

[State -3,僞僢僌儌乕僪敾掕]
type = VarSet
triggerall = !var(31)  
trigger1 = TeamMode = simul || Enemy,TeamMode = simul
var(31) = 1

[State -3,1vs2]
type = VarSet
triggerall = var(31)  
triggerall = !NumPartner || !Partner,Alive
trigger1 = EnemyNear(0),Alive && EnemyNear(1),Alive
var(31) = 2

[State -3,2vs1]
type = VarSet
triggerall = var(31)  
triggerall = NumPartner && Partner,Alive
trigger1 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
var(31) = 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
;摿庩峴摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;挧敪
[State -1,taunt1]
type = ChangeState
value = 195
triggerall = var(30) = 1
triggerall = var(31) != 2
triggerall = !var(23)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),MoveType = H
triggerall = P2BodyDist Y <= -80
triggerall = Target,BackEdgeBodydist = 0
triggerall = Life > P2Life
triggerall = PrevStateNo != 195
trigger1 = Random <= 500

;僟僂儞夞旔
[State -1,ukemi]
type = ChangeState
value = 702
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = CanRecover
triggerall = StateNo = 5050
triggerall = Pos Y >=-40 && Vel Y > 0
triggerall = Alive
trigger1 = Random <= 250

;僶僢僋僗僥僢僾
[State -1, backstep1]
Type = ChangeState
value = 105
triggerall = Var(30) = 1
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22
triggerall = EnemyNear(var(21)),StateType != A
triggerall = EnemyNear(var(21)),MoveType != A
triggerall = EnemyNear(var(21)),HitDefAttr = SC, NT, ST, HT
triggerall = P2BodyDist X <= 90
triggerall = BackEdgeBodyDist > 90
trigger1 = Random <= 950

;尠嵵 庛丂俛俷俽俽
[State -1, kagami00]
Type = ChangeState
value = 1151
triggerall = Var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),MoveType = A
triggerall = EnemyNear(var(21)),HitDefAttr = SC, NT, ST, HT
triggerall = P2BodyDist X <= 60
triggerall = BackEdgeBodyDist < 90
trigger1 = Random <= 750

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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劒
;亂愗傝懼偊偟亃------------------------------------------------------------------------------------------

;崿
[State -1,marokare1]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
TriggerAll = (EnemyNear(var(21)),Time >= 30) || (Life < 333) || (StateNo = 700 && AnimElem = 3, > = 0) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),MoveType = A
TriggerAll = EnemyNear(var(21)),AnimTime <= -  16
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
triggerall = Power >= 2000
triggerall = Random <= 500
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;戝恄 庛
[State -1,oomiwa1]
type = ChangeState
value = 2000
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
TriggerAll = (EnemyNear(var(21)),Time >= 30) || (Life < 333) || (StateNo = 700 && AnimElem = 3, > = 0) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),MoveType = A
TriggerAll = EnemyNear(var(21)),AnimTime <= - 2
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
TriggerAll = !Enemy,NumProj
triggerall = P2BodyDist X = [0,49]
triggerall = Power >= 1000
triggerall = Random <= 800
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;戝恄丂嫮
[State -1,oomiwa2]
type = ChangeState
value = 2001
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
TriggerAll = (EnemyNear(var(21)),Time >= 30) || (Life < 333) || (StateNo = 700 && AnimElem = 3, > = 0) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),MoveType = A
TriggerAll = EnemyNear,AnimTime <= - 18
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),stateno >= 200
TriggerAll = !Enemy,Numproj
triggerall = P2BodyDist X = [50,83]
triggerall = Power >= 1000
triggerall = Random <= 800
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;尠嵵 庛丂俛俷俽俽
[State -1,kagami1]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
TriggerAll = (EnemyNear(var(21)),Time >= 30) || (Life < 333) || (StateNo = 700 && AnimElem = 3, > = 0) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),MoveType = A
TriggerAll = EnemyNear(var(21)),AnimTime <= - 12
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
triggerall = P2BodyDist X = [0,60]
triggerall = Random <= 900
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;恹 嫮
[State -1,tadasu1]
type = ChangeState
value = 1301
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
TriggerAll = (EnemyNear(var(21)),Time >= 30) || (Life < 333) || (StateNo = 700 && AnimElem = 3, > = 0) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType = A
TriggerAll = EnemyNear(var(21)),AnimTime <= - 13
triggerall = !EnemyNear(var(21)),HitDefAttr = SCA,AT
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
TriggerAll = !Enemy,Numproj
triggerall = P2BodyDist X = [0,65]
triggerall = Random <= 750
triggerall = Power >= 500
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;亂寗晅偒亃----------------------------------------------------------------------------------------------

;崿
[State -1,marokare2]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),AnimTime <= - 16
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = Power >= 2000
triggerall = Random <= 400 || Life < 333 && Random <= 800
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || (EnemyNear(var(21)),MoveType = A) || (PrevStateNo = 700)

;戝恄丂庛
[State -1,oomiwa3]
type = ChangeState
value = 2000
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(21)),AnimTime <= - 2
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = Power >= 1000
triggerall = P2BodyDist X = [0,49]
triggerall = Random <= 600 || Life < 333 && Random <= 900
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || (EnemyNear(var(21)),MoveType = A) || (PrevStateNo = 700)

;戝恄 嫮
[State -1,oomiwa4]
type = ChangeState
value = 2001
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(21)),AnimTime <= - 18
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = Power >= 1000
triggerall = P2BodyDist X = [50,83]
triggerall = Random <= 800
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || (EnemyNear(var(21)),MoveType = A) || (PrevStateNo = 700)

;尠嵵 庛丂俛俷俽俽
[State -1,kagami2]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(21)),AnimTime <= - 12
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = P2BodyDist X = [0,60]
triggerall = Random <= 800 || Life < 333 
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || (EnemyNear(var(21)),MoveType = A) || (PrevStateNo = 700)

;尠嵵 庛
[State -1,utsushiiwai1]
type = ChangeState
value = 1200
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(21)),AnimTime <= - 12
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = P2BodyDist X = [0,60]
triggerall = Random <= 250
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || !(EnemyNear(var(21)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(21)),MoveType = A || (PrevStateNo = 700)

;偟傖偑傒俛
[State -1,cb1]
type = ChangeState
value = 430
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(21)),AnimTime <= - 4
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = P2BodyDist X = [0,54]
triggerall = Random <= 800 
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || !(EnemyNear(var(21)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(21)),MoveType = A || (PrevStateNo = 700) 

;墦棫偪俢
[State -1,sd1]
type = ChangeState
value = 240
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(21)),AnimTime <= - 7
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = P2BodyDist X = [19,84]
triggerall = Random <= 800 
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || !(EnemyNear(var(21)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(21)),MoveType = A || (PrevStateNo = 700)

;嬤棫偪俢
[State -1,sd2]
type = ChangeState
value = 245
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(21)),AnimTime <= - 10
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = P2BodyDist X = [0,18]
triggerall = Random <= 800
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || !(EnemyNear(var(21)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(21)),MoveType = A || (PrevStateNo = 700)

;墦棫偪俛
[State -1,sb1]
type = ChangeState
value = 230
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5100,5270]
TriggerAll = EnemyNear(var(21)),AnimTime <= - 5
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo >= 200
Triggerall = (PrevStateNo = [130,159]) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = P2BodyDist X = [61,93]
triggerall = Random <= 600
trigger1 = (EnemyNear(var(21)),StateNo = [200,649]) || (EnemyNear(var(21)),MoveType = I) || !(EnemyNear(var(21)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(21)),MoveType = A || (PrevStateNo = 700)

;亂懳嬻亃---------------------------------------------------------------------------------------------- 

;崿
[State -1,marokare3]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateType = A
triggerall = EnemyNear(var(21)),Vel X >= 0
triggerall = P2BodyDist Y < -30
triggerall = Power >= 2000
trigger1 = (EnemyNear(var(21)),MoveType = A && Random <= 200) || (EnemyNear(var(21)),MoveType = I && Random <= 50) || (Life < 333 && Random <= 250)
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;尠嵵 嫮丂俛俷俽俽
[State -1,kagami01]
type = ChangeState
value = 1251
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateType = A
triggerall = EnemyNear(var(21)),Vel X >= 0
triggerall = P2BodyDist X = [-20,75]
triggerall = P2BodyDist Y < -100
trigger1 = (EnemyNear(var(21)),MoveType = A && Random <= 800) || (EnemyNear(var(21)),MoveType = I && Random <= 600) 
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;尠嵵 庛丂俛俷俽俽
[State -1,kagami3]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateType = A
triggerall = EnemyNear(var(21)),Vel X >= 0
triggerall = P2BodyDist X = [-20,65]
triggerall = P2BodyDist Y > -100 || Life < 333
trigger1 = (EnemyNear(var(21)),MoveType = A && Random <= 400) || (EnemyNear(var(21)),MoveType = I && Random <= 300) 
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;壩鑼崀 兝
[State -1,honosusori1]
type = ChangeState
value = 1399
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateType = A
triggerall = EnemyNear(var(21)),Vel X > 0
triggerall = EnemyNear(var(21)),Vel Y < 0
triggerall = P2BodyDist X = [130,240]
trigger1 = (EnemyNear(var(21)),MoveType = A && Random <= 150) || (EnemyNear(var(21)),MoveType = I && Random <= 750)
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;恹 庛
[State -1,tadasu2]
type = ChangeState
value = 1300
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateType = A
triggerall = EnemyNear(var(21)),Vel X > 0
triggerall = EnemyNear(var(21)),Vel Y > 0
triggerall = P2BodyDist X = [0,55]
triggerall = P2BodyDist Y > -90
TriggerAll = !Enemy,NumProj
triggerall = Power >= 500
trigger1 = (EnemyNear(var(21)),MoveType = A && Random <= 500) || (EnemyNear(var(21)),MoveType = I && Random <= 5)
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;偟傖偑傒俠
[State -1,cc1]
type = ChangeState
value = 410
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateType = A
triggerall = EnemyNear(var(21)),Vel X > 0
triggerall = EnemyNear(var(21)),Vel Y < 0
triggerall = P2BodyDist X = [0,65]
triggerall = P2BodyDist Y > -70
TriggerAll = !Enemy,NumProj
trigger1 = EnemyNear(var(21)),MoveType = A
trigger1 = Random <= 50
trigger2 = EnemyNear(var(21)),MoveType = I
trigger2 = Random <= 80

;亂懳旘傃摴嬶亃------------------------------------------------------------------------------------------

;崿
[State -1,marokare0]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),NumProj > 0
triggerall = Power >= 2000
triggerall = Random <= 150 || Life < 333 && Random <= 300
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;尠嵵 庛丂俛俷俽俽
[State -1,kagami0]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),NumProj > 0
triggerall = P2BodyDist X = [0,240]
triggerall = Random <= 800 || Life < 333 
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 0

;壩鑼崀 兝
[State -1,honosusori0]
type = ChangeState
value = 1399
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),NumProj > 0
triggerall = P2BodyDist X = [120,200]
triggerall = !InGuardDist
triggerall = Random <= 250 
triggerall = !EnemyNear(var(21)),Ctrl && EnemyNear(var(21)),StateNo = [1000,1999]
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger2 = StateNo = 200 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
trigger3 = StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0 
trigger4 = StateNo = 245 && AnimElem = 2,>= 0 && AnimElem = 15, < 0
trigger5 = StateNo = 410 && AnimElem = 8,>= 0 && AnimElem = 14, < 0 
trigger6 = StateNo = 440 && AnimElem = 6,>= 0 && AnimElem = 16, < 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
;棫偪僈乕僪
[State -3,guard]
type = ChangeState
value = 120
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateNo != [120,155]
triggerall = Ctrl || StateNo = 21 || StateNo = 22 
triggerall = InGuardDist
triggerall = StateType != A
trigger1 = Random < 850
trigger2 = P2BodyDist x > 90 || EnemyNear(var(21)),Time > 50
trigger2 = Random < 900
trigger3 = Life < 333

;僞僋僥傿僇儖僗僥僢僾
[State -1,ts1]
type = ChangeState
value = 700
triggerall = var(30) = 1
triggerall = var(26) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerAll = StateNo != 700
triggerAll = PrevStateNo != 700
triggerall = (Ctrl || StateNo = 21 || StateNo = 22  || (StateNo = [120,149]) && Power >= 1000)
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
triggerall = Power >= 500
trigger1 = EnemyNear(var(21)),MoveType = A
trigger1 = P2BodyDist X = [-5,80]
trigger1 = InGuardDist
trigger1 = EnemyNear(var(21)),AnimTime <= -24
trigger1 = Random <= 750
ignorehitpause = 0

;僈乕僪僉儍儞僙儖峌寕
[State -3,gccd]
type = ChangeState
value = 291
triggerall = var(30) = 1
triggerall = var(26) = 2
triggerall = RoundState = 2
triggerall = Power >= 1000
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [0,22]
triggerall = EnemyNear(var(21)),Ctrl = 0
triggerall = EnemyNear(var(21)),Vel Y >= 0
triggerall = EnemyNear(var(21)),AnimTime <= -4
triggerall = P2BodyDist X = [-10,35]
triggerall = P2BodyDist Y >= -40
trigger1 = (StateNo = 150 || StateNo = 151)
trigger1 = Random <= 850

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 
;EnemyNear,StateType = 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
;亂僟僂儞捛寕亃------------------------------------------------------------------------------------------

;崿
[State -1,marokare4]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
Triggerall = EnemyNear(var(21)),StateNo != 5120
triggerall = Power >= 2000
trigger1 = (StateNo = 801 && AnimTime = 0) || (StateNo = 2005 && AnimTime = 0)

;亂婲偒峌傔亃------------------------------------------------------------------------------------------

;僟僢僔儏
[State -1,dash1]
type = ChangeState
value = 111
triggerall = var(30) = 1
triggerall = var(26) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = StateNo != [99,111]
triggerall = PrevStateNo != [99,111]
triggerall = !InGuardDist
triggerall = EnemyNear(var(21)),StateType = L 
triggerall = Ctrl || StateNo = 21 || StateNo = 22 
triggerall = FrontEdgeBodyDist >= 30
triggerall = P2BodyDist X = [20,70]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = EnemyNear(var(21)),StateNo != 1420
triggerall = PrevStateNo != [1398,1450]
triggerall = Target,BackEdgeBodyDist > 30
trigger1 = EnemyNear(var(21)),StateNo = [5100,5110]

;尠嵵 庛丂俛俷俽俽
[State -1,kagami4]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType = L 
triggerall = !Enemy,NumProj
triggerall = P2BodyDist X = [0,60]
triggerall = EnemyNear(var(21)),StateType != A
triggerall = Random <= 800
trigger1 = EnemyNear(var(21)),AnimTime = [-18,-12]
Trigger1 = EnemyNear(var(21)),StateNo = 5120

;夝彍丂嫮
[State -1,kagami4]
type = ChangeState
value = 1001
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType = L 
triggerall = !Enemy,NumProj
triggerall = P2BodyDist X > 60
triggerall = EnemyNear(var(21)),StateType != A
triggerall = NumHelper(1000) = 0
triggerall = Random <= 800
trigger1 = EnemyNear(var(21)),AnimTime = [-24,-14]
Trigger1 = EnemyNear(var(21)),StateNo = 5120

;壩鑼崀
[State -1,honosusori7]
type = ChangeState
value = 1450
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType = L 
triggerall = !Enemy,NumProj
triggerall = P2BodyDist X > 100
triggerall = EnemyNear(var(21)),StateType != A
triggerall = Random <= 800
trigger1 = EnemyNear(var(21)),AnimTime = [-26,-19]
Trigger1 = EnemyNear(var(21)),StateNo = 5120

;嬤棫偪俢
[State -1,sd3]
type = ChangeState
value = 245
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType = L 
triggerall = !Enemy,NumProj
triggerall = P2BodyDist X = [0,18]
triggerall = EnemyNear(var(21)),StateType != A
triggerall = Random <= 800
trigger1 = EnemyNear(var(21)),AnimTime = - 25
Trigger1 = EnemyNear(var(21)),StateNo = 5120

;僶僢僋僗僥僢僾
[State -1,backstep2]
type = ChangeState
value = 105
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType = L 
triggerall = !Enemy,NumProj
triggerall = P2BodyDist X = [0,40]
Triggerall = BackEdgeBodyDist > 80
triggerall = EnemyNear(var(21)),StateType != A
triggerall = Random <= 900
trigger1 = EnemyNear(var(21)),AnimTime = - 1
Trigger1 = EnemyNear(var(21)),StateNo = 5120
trigger2 = var(26) = 2

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 EnemyNear,Movetype = H EnemyNear,stateno = [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
;崿
[State -1,marokare5]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),MoveType = H
triggerall = !InGuardDist
triggerall = EnemyNear(var(21)),StateType != L
triggerall = Power >= 3000
triggerall = EnemyNear(var(21)),StateNo != [805,806]
triggerall = EnemyNear(var(21)),StateNo != [2010,2013]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = EnemyNear(var(21)),StateNo != [120,159]
triggerall = PrevStateNo != 440
trigger1 = Random <= 150

;嬤棫偪俢
[State -1,sd4]
type = ChangeState
value = 245
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = (EnemyNear(var(21)),MoveType = H) || (EnemyNear(var(21)),StateNo = [120,159])
triggerall = !InGuardDist
triggerall = !Enemy,NumProj
triggerall = EnemyNear(var(21)),StateType != L
triggerall = P2BodyDist X = [0,18]
triggerall = P2BodyDist Y > -50
triggerall = EnemyNear(var(21)),StateNo != [805,806]
triggerall = EnemyNear(var(21)),StateNo != [2010,2013]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = EnemyNear(var(21)),StateNo != 1420
trigger1 = Random <= 800

;墦棫偪俢
[State -1,sd5]
type = ChangeState
value = 240
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = Random <= 800
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = (EnemyNear(var(21)),MoveType = H) || (EnemyNear(var(21)),StateNo = [120,159])
triggerall = !InGuardDist
triggerall = !Enemy,NumProj
triggerall = EnemyNear(var(21)),StateType != L
triggerall = P2BodyDist X = [19,72]
triggerall = P2BodyDist Y > -120
triggerall = EnemyNear(var(21)),StateNo != [805,806]
triggerall = EnemyNear(var(21)),StateNo != [2010,2013]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = EnemyNear(var(21)),StateNo != 1420
triggerall = NumHelper(2100) = 0
trigger1 = Random <= 800

;壩鑼崀
[State -1,honosusori2]
type = ChangeState
value = 1450
triggerall = PrevStateNo != 1450
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = (EnemyNear(var(21)),MoveType = H) || (EnemyNear(var(21)),StateNo = 1420) || (PrevStateNo = 2100 && EnemyNear(var(21)),StateType = A)
triggerall = P2BodyDist X > 150
triggerall = EnemyNear(var(21)),StateNo != [120,159]
triggerall = EnemyNear(var(21)),StateNo != [805,806]
triggerall = EnemyNear(var(21)),StateNo != [2010,2013]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = NumHelper(1050) = 0
triggerall = PrevStateNo != 440
trigger1 = Random <= 800

;尠嵵 嫮丂俛俷俽俽
[State -1,kagami5]
type = ChangeState
value = 1251
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = (EnemyNear(var(21)),MoveType = H) || (EnemyNear(var(21)),StateNo = 1420) || (PrevStateNo = 2100 && EnemyNear(var(21)),StateType = A)
triggerall = PrevStateNo != 1251
triggerall = P2BodyDist Y < -120
triggerall = EnemyNear(var(21)),StateNo != [805,806]
triggerall = EnemyNear(var(21)),StateNo != [2010,2013]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = P2BodyDist X = [0,40]
triggerall = PrevStateNo != 440
trigger1 = Random <= 800

;尠嵵 庛丂俛俷俽俽
[State -1,kagami5]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = (EnemyNear(var(21)),MoveType = H) || (EnemyNear(var(21)),StateNo = [120,159]) || (EnemyNear(var(21)),StateNo = 1420) || (PrevStateNo = 2100 && EnemyNear(var(21)),StateType = A)
triggerall = PrevStateNo != 1151
triggerall = EnemyNear(var(21)),StateNo != [805,806]
triggerall = EnemyNear(var(21)),StateNo != [2010,2013]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = P2BodyDist X = [0,30]
triggerall = PrevStateNo != 440
trigger1 = Random <= 250

丟夝彍丂嫮
[State -1,harae1]
type = ChangeState
value = 1001
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = NumHelper(1000) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = (EnemyNear(var(21)),MoveType = H) || (EnemyNear(var(21)),StateNo = [120,159]) || (PrevStateNo = 2100 && EnemyNear(var(21)),StateType = A)
triggerall = EnemyNear(var(21)),StateNo != [805,806]
triggerall = EnemyNear(var(21)),StateNo != [2010,2013]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = Target,BackEdgeBodyDist != 0
triggerall = PrevStateNo != 440
triggerall = P2BodyDist X > 120
trigger1 = Random <= 750

;尠嵵丂庛
[State -1,utsushiiwai2]
type = ChangeState
value = 1200
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),MoveType = H
triggerall = P2BodyDist X < 25
triggerall = EnemyNear(var(21)),StateNo != [805,806]
triggerall = EnemyNear(var(21)),StateNo != [2010,2013]
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = PrevStateNo != 440
trigger1 = Random <= 400

;亂尠嵵 捛寕亃-----------------------------------------------------------------------------P2StateNo = 1205

;崿
[State -1,marokare6]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateNo = 1205
triggerall = P2BodyDist Y <= -80
triggerall = Power >= 2000
trigger1 = Random <= 500

;壩鑼崀 兝
[State -1,honosusori3]
type = ChangeState
value = 1399
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateNo = 1205
triggerall = NumHelper(1050) = 0
trigger1 = Random <= 900

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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
;崿
[State -1,marokare7]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = Power >= 2000
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = EnemyNear(var(21)),MoveType = H
trigger1 = StateNo = 1100 && MoveHit

;戝恄丂庛
[State -1,oomiwa5]
type = ChangeState
value = 2000
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = Power >= 1000
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = EnemyNear(var(21)),MoveType = H
trigger1 = StateNo = 235 && MoveHit

;惥栺
[State -1,ukei1]
type = ChangeState
value = 1100
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = EnemyNear(var(21)),MoveType = H
triggerall = Power >= 500
trigger1 = P2BodyDist X < 60
trigger1 = StateNo = 240 && MoveHit
trigger1 = Power >= 2500
trigger2 = StateNo = 245 && MoveHit
trigger2 = Power >= 2500
trigger3 = StateNo = 240 && MoveHit
trigger3 = Random <= 300
trigger3 = EnemyNear(var(21)),StateType = A 
trigger3 = P2BodyDist X < 50

;尠嵵 嫮丂俛俷俽俽
[State -1,kagami13]
type = ChangeState
value = 1251
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType = A
triggerall = RoundState = 2
triggerall = (Target,BackEdgeBodyDist < 20) || (P2BodyDist X = [0,35])
triggerall = Random <= 800
trigger1 = StateNo = 410 && MoveHit

丟夝彍丂嫮
[State -1,harae2]
type = ChangeState
value = 1001
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = NumHelper(1000) = 0
triggerall = RoundState = 2
triggerall = Random <= 850
trigger1 = StateNo = 240 && MoveHit
trigger2 = StateNo = 410 && MoveHit

;尠嵵 庛丂俛俷俽俽
[State -1,kagami6]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
triggerall = RoundState = 2
triggerall = P2BodyDist X = [0,25]
trigger1 = Random <= 800
trigger1 = StateNo = 245 && MoveHit
trigger2 = Random <= 100
trigger2 = StateNo = 410 && MoveHit

;尠嵵 庛
[State -1,utsushiiwai3]
type = ChangeState
value = 1200
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = MoveHit
triggerall = RoundState = 2
triggerall = EnemyNear(var(21)),StateType != L
triggerall = P2BodyDist X < 30
triggerall = Random <= 500
trigger1 = StateNo = 240 && MoveHit
trigger2 = StateNo = 245 && MoveHit
trigger3 = StateNo = 410 && MoveHit

;尠嵵 庛丂俛俷俽俽
[State -1,kagami7]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = P2BodyDist X = [0,60]
triggerall = Random <= 750
trigger1 = StateNo = 240 && MoveContact
trigger2 = StateNo = 245 && MoveContact
trigger3 = StateNo = 410 && MoveContact
trigger4 = StateNo = 440 && MoveContact
trigger5 = StateNo = 430 && MoveContact
trigger6 = StateNo = 235 && MoveContact

;夝彍丂嫮
[State -1,harae5]
type = ChangeState
value = 1001
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = P2BodyDist X > 60
triggerall = Random <= 750
trigger1 = StateNo = 240 && MoveContact
trigger2 = StateNo = 245 && MoveContact
trigger3 = StateNo = 410 && MoveContact
trigger4 = StateNo = 440 && MoveGuarded

;嬤棫偪俛
[State -1,sb3]
type = ChangeState
value = 235
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
triggerall = RoundState = 2
triggerall = P2BodyDist X = [0,10]
triggerall = Random <= 900
trigger1 = (StateNo = 430 && MoveHit && AnimTime = 0)

;墦棫偪俛
[State -1,sb4]
type = ChangeState
value = 230
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
triggerall = RoundState = 2
triggerall = P2BodyDist X <= 18
triggerall = Random <= 900
trigger1 = (StateNo = 430 && MoveHit && AnimTime = 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
;傇偭傁
;EnemyNear,Ctrl EnemyNear,MoveType=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
;崿
[State -1,marokare8]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = var(26) = 2
triggerall = EnemyNear(var(21)),StateType != L
triggerall = P2Life > 0
triggerall = RoundState = 2
triggerall = Power >= 3000
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 240 && AnimElem = 5,>= 0 ) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = EnemyNear(var(21)),StateNo != 1420
triggerall = EnemyNear(var(21)),MoveType != H
trigger1 = Random <= 5
trigger1 = EnemyNear(var(21)),NumProj > 0
trigger2 = Random <= 5
trigger2 = EnemyNear(var(21)),MoveType = A
trigger3 = P2BodyDist X < 100
trigger3 = Random <= 5
trigger4 = Random <= 20
trigger4 = var(31) > 0

;戝恄 庛
[State -1,oomiwa7]
type = ChangeState
value = 2000
triggerall = var(30) = 1
triggerall = EnemyNear(var(21)),StateType != L
triggerall = P2Life > 0
triggerall = RoundState = 2
triggerall = Power >= 3000
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 240 && AnimElem = 5,>= 0 ) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = EnemyNear(var(21)),StateNo != 1420
triggerall = EnemyNear(var(21)),StateType != A
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = P2BodyDist X = [0,49]
trigger1 = Random <= 5
trigger1 = EnemyNear(var(21)),NumProj > 0
trigger2 = Random <= 15
trigger2 = EnemyNear(var(21)),MoveType = A
trigger3 = Random <= 10
trigger3 = EnemyNear(var(21)),MoveType = I

;戝恄 嫮
[State -1,oomiwa8]
type = ChangeState
value = 2001
triggerall = var(30) = 1
triggerall = EnemyNear(var(21)),StateType != L
triggerall = P2Life > 0
triggerall = RoundState = 2
triggerall = Power >= 3000
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 240 && AnimElem = 5,>= 0 ) || (StateNo = 700 && AnimElem = 3, > = 0) 
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = EnemyNear(var(21)),StateNo != 1420
triggerall = EnemyNear(var(21)),StateType != A
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = P2BodyDist X = [50,83]
trigger1 = Random <= 10
trigger1 = EnemyNear(var(21)),NumProj > 0
trigger2 = Random <= 30
trigger2 = EnemyNear(var(21)),MoveType = A
trigger3 = Random <= 20
trigger3 = EnemyNear(var(21)),MoveType = I

;尠嵵 庛丂俛俷俽俽
[State -1,kagami9]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = EnemyNear(var(21)),StateType != L
triggerall = P2Life > 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = (StateNo = 240 && AnimElem = 5,>= 0 ) 
triggerall = EnemyNear(var(21)),StateNo != 1205
triggerall = EnemyNear(var(21)),StateNo != 1420
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = P2BodyDist X = [0,65]
trigger1 = Random <= 20
trigger1 = EnemyNear(var(21)),NumProj > 0
trigger2 = Random <= 60
trigger2 = EnemyNear(var(21)),MoveType = A
trigger3 = Random <= 40
trigger3 = EnemyNear(var(21)),MoveType = I
trigger4 = Random <= 75
trigger4 = EnemyNear(var(21)),Vel X > 0

;尠嵵 庛丂俛俷俽俽
[State -1,kagami10]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = StateType != A
TriggerAll = (BackEdgeBodyDist = 0) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(21)),StateType != L
TriggerAll = EnemyNear(var(21)),MoveType != H
TriggerAll = EnemyNear(var(21)),MoveType = A || EnemyNear(var(21)),NumProj > 0
triggerall = P2BodyDist X = [0,60]
triggerall = Random <= 100
trigger1 = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 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
;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
;僟僢僔儏
[State -1,dash2]
type = ChangeState
value = 111
triggerall = var(30) = 1
triggerall = var(26) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = StateNo != [99,111]
triggerall = PrevStateNo != [99,111]
triggerall = !InGuardDist
triggerall = Ctrl 
triggerall = FrontEdgeBodyDist >= 30
triggerall = EnemyNear(var(21)),StateType != A
triggerall = PrevStateNo != [1398,1450]
trigger1 = P2BodyDist X = [20,100]
trigger1 = NumHelper(1000) 
trigger1 = EnemyNear(var(21)),MoveType = H
trigger1 = Random <= 800
trigger2 = NumHelper(2100)
trigger2 = Helper(2100),MoveGuarded
trigger2 = Random <= 820
trigger3 = EnemyNear(var(21)),StateNo = [120,159]
trigger3 = Random <= 500
trigger4 = Random <= 250
trigger4 = NumHelper(1000) 

;僶僢僋僗僥僢僾
[State -1,backstep3]
type = ChangeState
value = 105
triggerall = var(30) = 1
triggerall = var(26) = 2
triggerall = RoundState = 2
triggerall = StateType != A
Triggerall = BackEdgeBodyDist > 40
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = !Enemy,NumProj
triggerall = Ctrl || StateNo = 22 
trigger1 = P2BodyDist X = [0,100]
trigger1 = Random <= 160

丟慜恑
[State -3,walk]
Type = ChangeState
Value = 21
Ctrl = 0
Triggerall = var(30)
triggerall = !var(31) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != A
triggerall = EnemyNear(var(21)),StateType != L
Triggerall = !EnemyNear,NumProj > 0
Triggerall = !InGuardDist
Triggerall = P2MoveType != A || P2BodyDist X > 150
Triggerall = Ctrl 
Trigger1 = Random%10 = 1

丟屻戅
[State -3,back]
Type = ChangeState
Value = 22
Ctrl = 0
Triggerall = var(30)
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = BackEdgeBodyDist > 10
Triggerall = !EnemyNear,NumProj > 0
triggerall = EnemyNear(var(21)),StateType != L
Triggerall = !InGuardDist
Triggerall = P2MoveType != A || P2BodyDist X > 200
Triggerall = Ctrl 
triggerall = (P2StateNo != [120,153]) || (P2MoveType != H)
Trigger1 = Random%20 = 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
;抧忋棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear,Movetype = 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
;搳偘
[State -1,Throw]
type = ChangeState
value = 800
triggerall = var(30) = 1
triggerall = random <= 300
triggerall = EnemyNear(var(21)),StateType != A
triggerall = EnemyNear(var(21)),StateNo != [120,153]
Triggerall = EnemyNear(var(21)),PrevStateNo != 5120
triggerall = EnemyNear(var(21)),StateNo != [5000,5270]
Triggerall = P2MoveType = I && P2StateType != L
triggerall = EnemyNear(var(21)),StateType != A
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
trigger1 = EnemyNear(var(21)),MoveType != H
trigger1 = P2BodyDist X < 15

;壩鑼崀 兛
[State -1,honosusori4]
type = ChangeState
value = 1398
;triggerall = PrevStateNo != 1398
triggerall = var(30) = 1
triggerall = var(26) = 2
triggerall = !var(31)
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1050) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = P2BodyDist X > 60
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5000,5270]
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = var(27) = [0,33]

;壩鑼崀 兝
[State -1,honosusori5]
type = ChangeState
value = 1399
;triggerall = PrevStateNo != 1399
triggerall = var(30) = 1
triggerall = var(26) = 2
triggerall = !var(31)
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1050) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = P2BodyDist X = [100,200]
triggerall = EnemyNear(var(21)),StateNo != [120,153]
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5000,5270]
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = var(27) = [34,66]

;壩鑼崀
[State -1,honosusori6]
type = ChangeState
value = 1450
;triggerall = PrevStateNo != 1450
triggerall = var(30) = 1
triggerall = var(26) = 2
triggerall = !var(31)
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1050) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = P2BodyDist X > 100
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5000,5270]
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = var(27) = [67,95]

;尠嵵 庛丂俛俷俽俽
[State -1,kagami8]
type = ChangeState
value = 1151
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = !InGuardDist
trigger1 = P2BodyDist X = [0,60]
trigger1 = Random <= 15
trigger2 = !InGuardDist
trigger2 = P2BodyDist X = [61,80]
trigger2 = Random <= 5
trigger3 = life < 333
trigger3 = P2BodyDist X = [0,60]
trigger3 = Random <= 150

丟夝彍丂嫮
[State -1,harae3]
type = ChangeState
value = 1001
triggerall = var(30) = 1
triggerall = var(26) = 1
triggerall = !var(31)
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1000) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = P2BodyDist X = [120,180]
trigger1 = EnemyNear(var(21)),MoveType != A
trigger1 = Random <= 120
trigger2 = P2BodyDist X > 180
trigger2 = Random <= 200

丟夝彍丂庛
[State -1, harae2]
type = ChangeState
value = 1000
triggerall = var(30) = 1
triggerall = var(26) = 1
triggerall = !var(31)
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1000) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = !EnemyNear(var(21)),NumProj 
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = P2BodyDist X = [70,110]
trigger1 = Random <= 80
trigger2 = P2BodyDist X > 180
trigger2 = Random <= 220

;墦棫偪俢
[State -1,sd7]
type = ChangeState
value = 240
triggerall = var(30) = 1
triggerall = var(26) = 1
triggerall = StateType != A
triggerall = !InGuardDist
triggerall = !EnemyNear(var(21)),NumProj 
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateType != A
trigger1 = P2BodyDist X = [40,80]
trigger1 = Random <= 250
trigger2 = PrevStateNo != 240
trigger2 = P2BodyDist X = [81,124]
trigger2 = Random <= 25

;嬤棫偪俢
[State -1,sd6]
type = ChangeState
value = 245
triggerall = var(30) = 1
triggerall = P2BodyDist X = [0,18]
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = !InGuardDist
triggerall = !EnemyNear(var(21)),NumProj 
triggerall = EnemyNear(var(21)),MoveType != H 
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
trigger1 = Random <= 350

;偟傖偑傒俢
[State -1,cd1]
type = ChangeState
value = 440
triggerall = var(30) = 1
triggerall = P2BodyDist X = [75,100]
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = !EnemyNear(var(21)),NumProj 
triggerall = EnemyNear(var(21)),MoveType != H 
triggerall = !InGuardDist
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
trigger1 = random <= 190

;偟傖偑傒俠
[State -1,cc1]
type = ChangeState
value = 410
triggerall = var(30) = 1
triggerall = P2BodyDist X = [25,75]
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = !EnemyNear(var(21)),NumProj 
triggerall = !InGuardDist
triggerall = EnemyNear(var(21)),MoveType != H 
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear(var(21)),StateType != L
triggerall = EnemyNear(var(21)),StateType != A
trigger1 = random <= 240

;墦棫偪俛
[State -1,sb1]
type = ChangeState
value = 230
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = P2BodyDist X = [50,90]
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = !InGuardDist
triggerall = !EnemyNear(var(21)),NumProj 
triggerall = EnemyNear(var(21)),StateType != L
triggerall = StateType != A
triggerall = EnemyNear(var(21)),MoveType != H
trigger1 = Random <= 85

;墦棫偪俙
[State -1,sa1]
type = ChangeState
value = 200
triggerall = var(30) = 1
triggerall = RoundState = 2
triggerall = P2BodyDist X = [33,49]
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = !InGuardDist
triggerall = !EnemyNear(var(21)),NumProj 
triggerall = EnemyNear(var(21)),StateType != L
triggerall = StateType != A
triggerall = EnemyNear(var(21)),MoveType != H
trigger1 = Random <= 75

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僞僢僌愱梡峴摦
;var(31) 2=1;2 3=2;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
;挧敪
[State -1,taunt2]
type = ChangeState
value = 195
triggerall = var(30) = 1
triggerall = var(31) > 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 
triggerall = EnemyNear(var(21)),StateType != L
triggerall = (EnemyNear(0),MoveType = H) && (EnemyNear(1),MoveType = H)
triggerall = P2BodyDist Y <= -80
triggerall = Target,BackEdgeBodydist = 0
triggerall = Life > P2Life
triggerall = PrevStateNo != 195
trigger1 = Random <= 300

;崿
[State -1,marokare9]
type = ChangeState
value = 2100
triggerall = var(30) = 1
triggerall = var(31) > 0
triggerall = P2Life > 0
triggerall = RoundState = 2
triggerall = Power >= 2000
triggerall = StateType != A
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || StateNo = 111 || (StateNo = 700 && AnimElem = 3, > = 0)
triggerall = EnemyNear,MoveType = H
trigger1 = P3Name = "OROCHI"
trigger1 = Partner,AuthorName = "GONZO-"
trigger1 = Partner,StateNo = 2001 || Partner,StateNo = 2301 || Partner,StateNo = 2611
trigger2 = P3Name = "ZERO"
trigger2 = Partner,AuthorName = "GONZO-"
trigger2 = Partner,StateNo = 3021 || Partner,StateNo = 3051
trigger3 = P3Name = "Original Zero"
trigger3 = Partner,AuthorName = "Rin & Bat"
trigger3 = Partner,StateNo = 3021 || Partner,StateNo = 3051
trigger4 = P3Name = "IGNIZ"
trigger4 = Partner,AuthorName = "GONZO-"
trigger4 = Partner,StateNo = 2101
trigger5 = P3Name = "MUKAI"
trigger5 = Partner,AuthorName = "GONZO-"
trigger5 = Partner,StateNo = 1200
trigger6 = P3Name = "Magaki"
trigger6 = Partner,AuthorName = "jin"
trigger6 = Partner,StateNo = 3000

;壩鑼崀 兛
[State -1,honosusori7]
type = ChangeState
value = 1398
triggerall = PrevStateNo != 1398
triggerall = var(30) = 1
triggerall = var(31) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1050) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = P2BodyDist X > 60
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5000,5270]
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = var(27) = [0,15]

;壩鑼崀 兝
[State -1,honosusori8]
type = ChangeState
value = 1399
triggerall = PrevStateNo != 1399
triggerall = var(30) = 1
triggerall = var(31) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1050) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = P2BodyDist X = [100,200]
triggerall = EnemyNear(var(21)),StateNo != [120,153]
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5000,5270]
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = var(27) = [16,36]

;壩鑼崀
[State -1,honosusori9]
type = ChangeState
value = 1450
triggerall = PrevStateNo != 1450
triggerall = var(30) = 1
triggerall = var(26) = 2
triggerall = var(31) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1050) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = P2BodyDist X > 100
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = EnemyNear(var(21)),StateNo != [5000,5270]
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = var(27) = [37,75]

丟夝彍丂嫮
[State -1,harae4]
type = ChangeState
value = 1001
triggerall = var(30) = 1
triggerall = var(31) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1000) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = P2BodyDist X = [120,180]
trigger1 = var(27) = [76,89]

丟夝彍丂庛
[State -1, harae5]
type = ChangeState
value = 1000
triggerall = var(30) = 1
triggerall = var(31) > 0
triggerall = StateType != A
triggerall = EnemyNear(var(21)),StateType != L
triggerall = !InGuardDist
triggerall = NumHelper(1000) = 0
triggerall = RoundState = 2
triggerall = Ctrl || StateNo = 21 || StateNo = 22 || (StateNo = 240 && AnimElem = 5,>= 0 && AnimElem = 8, < 0)
triggerall = !EnemyNear(var(21)),NumProj 
triggerall = !(EnemyNear(var(21)),StateType = A && EnemyNear(var(21)),Vel X > 0)
trigger1 = P2BodyDist X = [70,180]
trigger1 = var(27) = [90,99]

;僟僢僔儏
[State -1,dash3]
type = ChangeState
value = 111
triggerall = var(30) = 1
triggerall = var(31) > 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = StateNo != [99,111]
triggerall = PrevStateNo != [99,111]
triggerall = !InGuardDist
triggerall = Ctrl 
triggerall = FrontEdgeBodyDist >= 30
triggerall = EnemyNear(var(21)),StateType != A
triggerall = PrevStateNo != [1398,1450]
trigger1 = P2BodyDist X = [40,200]
trigger1 = Partner,BackEdgeBodydist < 20

;僶僢僋僗僥僢僾
[State -1,backstep4]
type = ChangeState
value = 105
triggerall = var(30) = 1
triggerall = var(31) = 2
triggerall = RoundState = 2
triggerall = StateType != A
Triggerall = BackEdgeBodyDist > 40
triggerall = EnemyNear(var(21)),StateType != L
triggerall = (Facing != EnemyNear(0),Facing) && (Facing != EnemyNear(1),Facing)
triggerall = !InGuardDist
triggerall = EnemyNear(var(21)),MoveType != H
triggerall = !Enemy,NumProj
triggerall = Ctrl || StateNo = 22 
trigger1 = Random <= 360

;===========================================================================
;AI摦嶌
;---------------------------------------------------------------------------

;===========================================================================
;婎杮僐儅儞僪
;---------------------------------------------------------------------------
;崿
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2100
triggerall = command = "崿"
triggerall = power >= 2000
triggerall = !var(30)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1100 && movecontact

;---------------------------------------------------------------------------
;嫮戝恄
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2001
triggerall = command = "嫮戝恄"
triggerall = power >= 1000
triggerall = !var(30)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;庛戝恄
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2000
triggerall = command = "庛戝恄"
triggerall = power >= 1000
triggerall = !var(30)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;===========================================================================
;壩鑼崀乮儃僗巇條乯
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1450
triggerall = (command = "壩鑼崀0")||(command = "壩鑼崀1")||(command = "壩鑼崀2")||(command = "壩鑼崀3")||(command = "壩鑼崀4")
triggerall = numhelper(1050) = 0
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;尠嵵 嫮乮儃僗巇條乯
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1251
triggerall = command = "嫮尠嵵乮俛俷俽俽乯"
triggerall = numhelper(1050) = 0
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;尠嵵 庛乮儃僗巇條乯
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1151
triggerall = command = "庛尠嵵乮俛俷俽俽乯"
triggerall = numhelper(1050) = 0
triggerall = enemy,stateno != 1205
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;嫮屼戝
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1501
triggerall = command = "嫮屼戝"
triggerall = statetype = A
triggerall = !var(30)
trigger1 = ctrl
;---------------------------------------------------------------------------
;庛屼戝
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1500
triggerall = command = "庛屼戝"
triggerall = statetype = A
triggerall = !var(30)
trigger1 = ctrl
;---------------------------------------------------------------------------
;嫮恹
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1301
triggerall = command = "嫮恹"
triggerall = statetype != A
triggerall = power >= 500
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;庛恹
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1300
triggerall = command = "庛恹"
triggerall = statetype != A
triggerall = power >= 500
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;嫮尠嵵
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1201
triggerall = command = "嫮尠嵵"
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;庛尠嵵
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1200
triggerall = command = "庛尠嵵"
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;惥栺
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1100
triggerall = command = "惥栺"
triggerall = statetype != A
triggerall = power >= 500
triggerall = !var(30)
trigger1 = stateno = 240
trigger2 = stateno = 245
trigger3 = (stateno = 1000) && (animelem >= 8)
trigger4 = (stateno = 1001) && (animelem >= 8)

;---------------------------------------------------------------------------
;嫮夝彍
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1001
triggerall = command = "嫮夝彍"
triggerall = numhelper(1000) = 0
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;庛夝彍
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = command = "庛夝彍"
triggerall = numhelper(1000) = 0
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;栧媞恖
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "搳偘"
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;傆偭旘偽偟峌寕
[State -1, Stand Light Punch]
type = ChangeState
value = 290
triggerall = command = "傆偭旘偽偟"
triggerall = statetype = S
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;嬻拞傆偭旘偽偟峌寕
[State -1, Stand Light Punch]
type = ChangeState
value = 690
triggerall = command = "傆偭旘偽偟"
triggerall = !var(30)
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;僈乕僪僉儍儞僙儖傆偭旘偽偟峌寕
[State -1, 290]
type = ChangeState
value = 291
triggerall = command = "傆偭旘偽偟"
triggerall = power >= 1000
triggerall = !var(30)
trigger1 = stateno = 150
trigger2 = stateno = 151



;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;嬞媫夞旔屻
[State -1, Taunt]
type = null;ChangeState
value = 701
triggerall = command = "嬞媫夞旔屻"
triggerall = !var(30)
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;僈乕僪僉儍儞僙儖嬞媫夞旔屻
[State -1, 701]
type = null;ChangeState
value = 701
triggerall = command = "嬞媫夞旔屻"
triggerall = power >= 1000
triggerall = !var(30)
trigger1 = stateno = 150
trigger2 = stateno = 151
;---------------------------------------------------------------------------
;僈乕僪僉儍儞僙儖僼儘儞僩僗僥僢僾
[State -1, 700]
type = ChangeState
value = 100
triggerall = command = "FF"
triggerall = power >= 500
triggerall = !var(30)
trigger1 = stateno = 150
trigger2 = stateno = 151
;---------------------------------------------------------------------------
;僞僋僥傿僇儖僗僥僢僾
[State -1, Taunt]
type = ChangeState
value = 700
triggerall = command = "嬞媫夞旔慜"
triggerall = power >= 500
triggerall = !var(30)
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;僈乕僪僉儍儞僙儖僞僋僥傿僇儖僗僥僢僾
[State -1, 700]
type = ChangeState
value = 700
triggerall = command = "嬞媫夞旔慜"
triggerall = power >= 1000
triggerall = !var(30)
trigger1 = stateno = 150
trigger2 = stateno = 151
;---------------------------------------------------------------------------
;AC僞僋僥傿僇儖僗僥僢僾
[State -1, 700]
type = ChangeState
value = 700
triggerall = command = "嬞媫夞旔慜"
triggerall = power >= 1000
triggerall = !var(30)
trigger1 = stateno = [200,249]
;---------------------------------------------------------------------------
;僟僂儞夞旔
[State -1, Taunt]
type = ChangeState
value = 702
triggerall = command = "嬞媫夞旔慜"
triggerall = !var(30)
;triggerall = CanRecover
trigger1 = stateno = 5050
trigger1 = pos y >=-40
;---------------------------------------------------------------------------
;僟僢僔儏
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(30)
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;屻戅僟僢僔儏
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(30)
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;墦嫍棧棫偪庛僷儞僠
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;嬤嫍棧棫偪庛僷儞僠
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;墦嫍棧棫偪嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;嬤嫍棧棫偪嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;墦嫍棧棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;嬤嫍棧棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;墦嫍棧棫偪嫮僉僢僋1
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;嬤嫍棧棫偪嫮僉僢僋
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;挧敪
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = statetype != A
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;偟傖偑傒庛僷儞僠
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;偟傖偑傒嫮僷儞僠
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;偟傖偑傒庛僉僢僋
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0


;---------------------------------------------------------------------------
;偟傖偑傒嫮僉僢僋
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = !var(30)
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;嬻拞庛僷儞僠
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = !var(30)
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;嬻拞嫮僷儞僠
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = !var(30)
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;嬻拞庛僉僢僋
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = !var(30)
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;嬻拞嫮僉僢僋
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
triggerall = !var(30)
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl