;-| AI |------------------------------------------------------







;------------------------------------------------------------------------------
;==============================================================================
;==============================================================================
;------------------------------------------------------------------------------

[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;--------------------------------------------------------
[Defaults]
command.time = 15

command.buffer.time = 1

;-| AI |------------------------------------------------------
[Command]
name = "CPU1"
command = U, D, F, U, D, F
time = 1

[Command]
name = "CPU2"
command = U, B, F, U, D, F
time = 1

[Command]
name = "CPU3"
command = U, D, D, U, D, F
time = 1

[Command]
name = "CPU4"
command = F, B, U, U, D, F, U, B, U, D, F
time = 1

[Command]
name = "CPU5"
command = U, F, U, B, U, D, F
time = 1

[Command]
name = "CPU6"
command = U, D, B, U, B, U, D, F
time = 1

[Command]
name = "CPU7"
command = F, F, B, U, B, U, D, F
time = 1

[Command]
name = "CPU8"
command = U, D, U, U, B, U, D, F
time = 1

[Command]
name = "CPU9"
command = F, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU10"
command = F, F, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU11"
command = U, U, F, U, B, U, D, F
time = 1

[Command]
name = "CPU12"
command = U, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU13"
command = U, B, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU14"
command = U, F, B, U, U, B, U, D, F
time = 1

[Command]
name = "CPU15"
command = U, B, F, U, U, B, U, D, F
time = 1

[Command]
name = "CPU16"
command = U, B, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU17"
command = U, D, B, F, U, B, U, D, F
time = 1

[Command]
name = "CPU18"
command = U, D, B, D, U, B, U, D, F
time = 1

[Command]
name = "CPU19"
command = U, D, F, U, U, B, U, D, F
time = 1

[Command]
name = "CPU20"
command = U, D, U, B, U, B, U, D, F
time = 1

[Command]
name = "CPU21"
command = U, D, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU22"
command = F, F, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU23"
command = U, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU24"
command = B, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU25"
command = D, D, D, D, U, B, U, D, F
time = 1

[Command]
name = "CPU26"
command = D, D, D, U, B, U, D, F
time = 1

[Command]
name = "CPU27"
command = F, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU28"
command = U, U, U, U, B, U, D, F
time = 1

[Command]
name = "CPU29"
command = U, U, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU30"
command = D, D, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU31"
command = U, D, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU32"
command = U, B, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU33"
command = U, D, D, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU34"
command = F, B, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU35"
command = U, F, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU36"
command = U, D, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU37"
command = F, F, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU38"
command = U, D, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU39"
command = F, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU40"
command = F, F, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU41"
command = U, U, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU42"
command = U, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU43"
command = U, B, F, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU44"
command = U, F, B, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU45"
command = U, B, F, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU46"
command = U, B, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU47"
command = U, D, B, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU48"
command = U, D, B, D, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU49"
command = U, D, F, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU50"
command = U, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU51"
command = U, D, F, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU52"
command = U, B, F, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU53"
command = U, D, D, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU54"
command = F, B, U, U, D, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU55"
command = U, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU56"
command = U, D, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU57"
command = F, F, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU58"
command = U, D, U, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU59"
command = F, B, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU60"
command = F, F, B, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1


;------------------------------------------------------------------------------
;-| MAX3 |--------------------------------------------------------------

[Command]
name = "MAX MUSHIKI"
command = ~D, DF, F, D, DB, B, c
time = 35
;[Command]
;name = "爆发"
;command = ~D, DF, F,c
;time = 35


[Command]
name = "MAX W 182"
command = ~D, DF, F, D, DF, F, z
time = 25

[Command]
name = "MAX 182 add2"
command = ~D, DF, F, D, DF, F, D, DF, F, D, DF, F, c
time = 35
;------------------------------------------------------------------------------
;-| MAX2 |--------------------------------------------------------------

[Command]
name = "False god Dust22"
command = ~D, B, D, B, c
time = 25

[Command]
name = "bh"
command = ~F, B, F, B, c
time = 25

[Command]
name = "Kiya"
command = ~D, DF, F, D, DF, F, c
time = 25

[Command]
name = "MAX KAMUKURA"
command = ~D, F, D, F, c
time = 35
;------------------------------------------------------------------------------
;-| MAX |-----------------------------------------------------------------

[Command]
name = "False god Dust 1"
command = ~D, DB, B, D, DB, B, x
time = 25

[Command]
name = "Blackhole"
command = ~D, DB, B, D, DB, B, y
time = 25

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

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

[Command]
name = "S 182"
command = ~D, DF, F, D, DF, F, x
time = 25

[Command]
name = "爆发"
command = ~D, DB, B,  z
time = 25

[Command]
name = "MUSHIKI 1"
command = ~D, DF, F, D, DF, F, a
time = 25

[Command]
name = "MUSHIKI 3"
command = ~D, DF, F, D, DF, F, b
time = 25


[Command]
name = "MUSHIKI 2"
command = ~D, DF, F, D, DF, F, b
time = 25

[Command]
name = "l poweradd"
command = ~D, DB, B, y
time = 25

;------------------------------------------------------------------------------
;-| Super  |-------------------------------------------------------------------

[Command]
name = "N-182"
command = ~D, DB, B, a
time = 25

[Command]
name = "H-182"
command = ~DB, B, b
time = 25

[Command]
name = "H-1833"
command = ~D, D, D,  c
time = 25

[Command]
name = "ARAGAMI ACT3"
command = ~D, DB, B, x
time = 25

[Command]
name = "ARAGAMI ACT3"
command = ~D, DB, B, y
time = 25

[Command]
name = "L S-I2"
command = ~D, DB, B, c
time = 25

[Command]
name = "red kick"
command = ~B, D, DB, a

[Command]
name = "red kick-H"
command = ~B, D, DB, b

[Command]
name = "air REDKICK"
command = ~D, DB, B, a

[Command]
name = "air REDKICK2"
command = ~D, DB, B, b

[Command]
name = "ONIYAKI"
command = ~F, D, x

[Command]
name = "H-ONIYAKI"
command = ~F, D, y

[Command]
name = "L S-I"
command = ~D, DB, B, y

[Command]
name = "H S-I"
command = ~D, DB, B, y

[Command]
name = "752"
command = ~D, D, b

[Command]
name = "75"
command = ~D, DF, F, a

[Command]
name = "H-75"
command = ~D, DF, F, b

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

[Command]
name = "ARAGAMI-H"
command = ~D, DF, F, y

[Command]
name = "2B"
command = b
time = 8

[Command]
name = "2A"
command = a
time = 8


[Command]
name = "2Y"
command = y
time = 8

[Command]
name = "2X"
command = x
time = 8

[Command]
name = "jump"    
command = D, $U
time = 12

;------------------------------------------------------------------------------
;-| Novm |---------------------------------------------------------
[Command]
name = "FF"     
command = F, F
time = 10

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

[Command]
name = "arenda"
command = a, a, a, a, a, a
time = 45

[Command]
name = "brenda"
command = b, b, b, b, b, b
time = 45

;------------------------------------------------------------------------------
;-|  |-----------------------------------------------------------------
[Command]
name = "recovery"   
command = x+a
time = 1

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

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

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

[Command]
name = "2C"
command = c
time = 1

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

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

;------------------------------------------------------------------------------
;-| Down ACT |---------------------------------------------------------

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

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

;------------------------------------------------------------------------------
;-| NO veme |---------------------------------------------------------------
[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

;------------------------------------------------------------------------------
;-| hold |-----------------------------------------------------
[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

[Command]
name = "holdxy"
command = /$x+y
time = 1

[Command]
name = "holdc"
command = /$c
time = 1

[Command]
name = "holdx"
command = /$x
time = 1

[Command]
name = "holdy"
command = /$y
time = 1

;------------------------------------------------------------------------------
;==============================================================================
; Statedef -1
;==============================================================================
;------------------------------------------------------------------------------
;==============================================================================
;------------------------------------------------------------------------------

[Statedef -1]
;AI

[State -1,BUFF]
type = ChangeState
value = 4235
triggerall = numhelper(80001)=0
Triggerall = var(59) = 1
Triggerall = var(15) = 0
Triggerall = life < 550
triggerall = power>=2000
;triggerall = roundno =2
trigger1 = ctrl

[State -1,BUFF]
type = ChangeState
value = 4235
triggerall = palno = [6,12]
triggerall = numhelper(80001)=0
Triggerall = var(59) = 1
Triggerall = var(15) = 0
Triggerall = life < 200
triggerall = power>=500
;triggerall = roundno =2
trigger1 = ctrl

[State -1]
type = poweradd
triggerall = palno = 12
trigger1 = life >= 0
trigger1 = gametime%5= 0
value = 1

;=====================================================================
; CPU Function
;=====================================================================
[State -3,]
type = ChangeState
value = 0
ctrl = 0
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear,statetype = A
triggerall = enemynear,movetype = H
triggerall = enemynear,statetype != L
triggerall = animtime = 0
triggerall = time > 0
trigger1 = stateno = 1161

[State -3,]
Type = ChangeState
Value = 0
Ctrl = 1
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno = 0
triggerall = ctrl = 0
triggerall = prevstateno = 1161
trigger1 = enemynear,ctrl
trigger2 = enemynear,movetype = A
trigger3 = enemynear,statetype = L

[State -1, 空中抓取]
type = ChangeState
value = 1166
triggerall = var(50)=0
triggerall = command = "recovery"
triggerall = statetype = A
;triggerall = p2statetype = A
;triggerall = p2stateno != [12461,12464]
trigger1 = ctrl
trigger2  = stateno = 600 && movehit
trigger3  = stateno = 630 && movehit
trigger4  = stateno = 640 && movehit
trigger5  = stateno = 610 && movehit
trigger6  = stateno = 652 && movehit
trigger7  = stateno = 320 && movehit

[State -1,clp]
type = ChangeState
value = 97
triggerall = var(59) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = command = "jump"
trigger1 = ctrl
;==============================================================================
[State -1, MAX W 182]
type = ChangeState
value = 4600
triggerall = var(59) = 0
triggerall = command = "MAX W 182"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger19 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger20 = stateno = 2200 && AnimElemtime(21) >= 0 && AnimElemtime(22) < 0 && movecontact
Trigger21 = stateno = 1720 && movecontact
;==============================================================================


[State -1, L ONI]
type = ChangeState
value = 3000
triggerall = var(59) = 0
triggerall = Command = "MAX KAMUKURA"
triggerall = Power >= 2000
triggerall = StateType = A
trigger1 = CTRL

;==============================================================================
;neomax 暗空间毁灭
[State -1, MAX MUSHIKI]
type = ChangeState
value = 3400
triggerall = var(59) = 0
triggerall = command = "MAX MUSHIKI"
triggerall = power >= 3000
triggerall = life <= 400
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger19 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger20 = stateno = 2200 && AnimElemtime(21) >= 0 && AnimElemtime(22) < 0 && movecontact
trigger21 = stateno = 3010 && movecontact

[State -1, MAX MUSHIKI]
type = null
value = 4300
triggerall = var(59) = 0
triggerall = command = "MAX MUSHIKI"
triggerall = power >= 3000
triggerall = life > 400
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger19 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger20 = stateno = 2200 && AnimElemtime(21) >= 0 && AnimElemtime(22) < 0 && movecontact
trigger21 = stateno = 3010 && movecontact
;==============================================================================
[State -1, Kiya]
type = ChangeState
value = 2908
triggerall = var(59) = 0
triggerall = command = "bh"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger19 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger20 = stateno = 2200 && AnimElemtime(21) >= 0 && AnimElemtime(22) < 0 && movecontact
trigger21 = stateno = 2010 && movecontact
;kiya
[State -1, Kiya]
type = ChangeState
value = 2900
triggerall = var(59) = 0
triggerall = command = "Kiya"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger19 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger20 = stateno = 2200 && AnimElemtime(21) >= 0 && AnimElemtime(22) < 0 && movecontact
trigger21 = stateno = 2010 && movecontact

;==============================================================================
;False god Dust 1
[State -1, False god Dust 1]
type = ChangeState
value = 3530
triggerall = command = "False god Dust22"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger19 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger20 = stateno = 2200 && AnimElemtime(21) >= 0 && AnimElemtime(22) < 0 && movecontact

;==============================================================================
;False god Dust 1
[State -1, False god Dust 1]
type = ChangeState
value = 2500
triggerall = command = "False god Dust 1"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger19 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger20 = stateno = 2200 && AnimElemtime(21) >= 0 && AnimElemtime(22) < 0 && movecontact
trigger21 = stateno = 1012 && movecontact


;------------------------------------------------------------------------------
;182
[State -1, 182]
type = ChangeState
value = 2100
triggerall = var(59) = 0
triggerall = command = "S 182"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 1640 && movecontact
trigger18 = stateno = 1705 && Movecontact

[State -1, 182]
type = NULL
value = ;2105
triggerall = var(59) = 0
；triggerall = command = "S 1822"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 1640 && movecontact
trigger18 = stateno = 1705 && Movecontact


;------------------------------------------------------------------------------
;MUSHIKI 1
[State -1, MUSHIKI 1]
type = ChangeState
value = 2444
triggerall = var(59) = 0
triggerall = command = "MUSHIKI 1"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 1012 && movecontact

[State -1, MUSHIKI 1]
type = ChangeState
value = 2434
triggerall = var(59) = 0
triggerall = command = "MUSHIKI 2"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
trigger17 = stateno = 1012 && movecontact
;未知领域
;[State -1, MUSHIKI 1]
;type = ChangeState
;value = 3200
;triggerall = command = "MUSHIKI 2"
;triggerall = power >= 2000
;trigger1 = statetype != A
;trigger1 = ctrl
;trigger2 = stateno = 205 && movecontact
;trigger3 = stateno = 215 && movecontact
;trigger4 = stateno = 235 && movecontact
;trigger5 = stateno = 245 && movecontact
;trigger6 = stateno = 400 && movecontact
;trigger7 = stateno = 410 && movecontact
;trigger8 = stateno = 430 && movecontact
;trigger9 = stateno = 440 && movecontact
;trigger10 = stateno = 300 && movecontact
;trigger11 = stateno = 315 && movecontact
;trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
;trigger12 = var(18) = 0
;trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
;trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
;trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
;trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact
[State -1, L RED]
type = ChangeState
value = 4235
triggerall = var(59) = 0
triggerall = power >= 3000
triggerall = command = "爆发"
triggerall = LIFE < lifemax*0.5
triggerall = enemy,stateno != 89999
triggerall = numhelper(80001)=0
triggerall = VAR(15) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact

;------------------------------------------------------------------------------
;red kick
[State -1, L RED]
type = ChangeState
value = 2222
triggerall = var(59) = 0
triggerall = power >= 1000
triggerall = command = "red kick"
triggerall = enemy,stateno != 89999
triggerall = numhelper(80001)<1
triggerall = numhelper(80000)<1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1551 && AnimElemtime(1) >= 0 && AnimElemtime(3) < 0 && movecontact
trigger15 = stateno = 1650 && AnimElemtime(6) >= 0 && movecontact
trigger16 = stateno = 1655 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0 && movecontact

;red kick-H
[State -1, S RED]
type = ChangeState
value = 3222
triggerall = power >= 2000
triggerall = var(59) = 0
triggerall = command = "red kick-H"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0


;------------------------------------------------------------------------------
;鬼燒
[State -1, L ]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = command = "ONIYAKI"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0

;H-ONIYAKI
[State -1, ]
type = ChangeState
value = 1150
triggerall = command = "H-ONIYAKI"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0

;------------------------------------------------------------------------------
;SI
[State -1, ]
type = ChangeState
value = 1000
triggerall = command = "L S-I"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0
trigger13 = stateno = 310 && movecontact


[State -1, L 75]
type = ChangeState
value = 1267
triggerall = command = "752"
triggerall = statetype != A
triggerall = enemy,stateno != 79999
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = command = "75"
triggerall = statetype != A
triggerall = p2stateno!= 21999
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 

;H-75
[State -1, S 75]
type = ChangeState
value = 1250
triggerall = command = "H-75"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0

;------------------------------------------------------------------------------
;N-182
[State -1, L HIKIGANE99]
type = ChangeState
value = 1550
triggerall = command = "N-182"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 315 && movecontact
trigger12 = stateno = 320 && AnimElemtime(2) >= 0 && AnimElemtime(4) < 0  && movecontact
trigger12 = var(18) = 0

;H-182
[State -1, H HIKIGANE99]
type = ChangeState
value = 1380
triggerall = command = "H-182"
triggerall = statetype != A
trigger1 = ctrl

[State -1, H HIKIGANE99]
type = ChangeState
value = 1840
triggerall = command = "H-1833"
triggerall = statetype != A
trigger1 = ctrl




;------------------------------------------------------------------------------
;ARAGAMI
[State -1, ]
type = ChangeState
value = 1600
triggerall = command = "ARAGAMI"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 310 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 320 && movecontact

;ARAGAMI
[State -1, ]
type = ChangeState
value = 1900
triggerall = command = "Blackhole"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 310 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 320 && movecontact

;ARAGAMI-H
[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = command = "ARAGAMI-H"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 310 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 320 && movecontact

;---------------------------------------------------------------------------
;recovery holdback
[State -1, T S]
type = ChangeState
value = 710
triggerall = command = "recovery" && command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]

;---------------------------------------------------------------------------
;recovery
[State -1, T S]
type = ChangeState
value = 700
triggerall = command = "recovery"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]
trigger3 = stateno = 100

;---------------------------------------------------------------------------
;UKEMI
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = command = "recovery"
triggerall = alive = 1
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9

;------------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) = 0
triggerall = command = "Throw"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]

;------------------------------------------------------------------------------
;Throw
[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) = 0
triggerall = command = "Throw"
triggerall = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
;P Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;------------------------------------------------------------------------------
;K Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;------------------------------------------------------------------------------
;NARAKU
[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105
trigger3 = stateno = 1105 && movecontact
trigger4 = stateno = 1155 && movecontact

;GOUHU
[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holdfwd"
triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 1551 && movecontact

;------------------------------------------------------------------------------
;run
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;==============================================================================
;N-act
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2stateno != 29999
trigger1 = ctrl
trigger2 = stateno = 240 && movecontact


;------------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 14
trigger1 = ctrl

;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl


;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact

;------------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 19531
triggerall = command = "start"
triggerall = var(20) = 0
trigger1 = statetype != A
trigger1 = ctrl

;------------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;------------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 320
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;------------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -3,接近]
type = ChangeState
value = 100
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
Trigger1 = stateno != 100
trigger1 = prevstateno != 100
trigger1 = p2movetype != H
trigger1 = ctrl
trigger1 = P2dist X != [-50,50]
trigger1 = ctrl

[State -3, ]
type = ChangeState
value = ifelse(Random <= 498,31840,315)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = life > 400
trigger1 = stateno = 320 && time >=28

[State -3, ]
type = ChangeState
value = ifelse(Random <= 498,235,44400)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = life > 400
trigger1 = P2dist X <= 70
trigger1 = stateno = 205 && movecontact

[State -1,【AI开关】]
type = Varset
triggerall = var(59) != 1
triggerall = RoundState != 3
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"
trigger61 =1;手操开关
var(59) = 1

[State -3,]
type = ChangeState
value = 700
Triggerall = palno = 6
triggerall = var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(floor(fvar(37))),Statetype != L
TriggerAll = enemynear(floor(fvar(37))),Statetype = A
TriggerAll = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99|| stateno = 52|| stateno = [120,150]
TriggerAll = P2BodyDist X=[-10,60+floor(4*(enemynear(floor(fvar(37))),vel X))]
TriggerAll = P2BodyDist Y=[-40-floor(4*(enemynear(floor(fvar(37))),vel Y)+(4*(4+1)/2)*fvar(30)),-1-floor(4*(enemynear(floor(fvar(37))),vel Y)+(4*(4+1)/2)*fvar(30))]
TriggerAll = enemynear(floor(fvar(37))),MoveType = A
triggerall = enemynear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<=var(59)*100

;CANSELS
[State -1,hk]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = movetype != H
triggerall = enemynear(floor(fvar(37))),statetype != L
triggerall = p2bodydist x = [-50,200]
TriggerAll = EnemyNear(floor(fvar(37))),Time >= 40-var(59)*5 || var(48) || var(59) > 9
TriggerAll = EnemyNear(floor(fvar(37))),Time >= 50-var(59)*5 || var(48) || var(59) > 9
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 99 || stateno = [120,150]
trigger1 = enemynear(floor(fvar(37))),movetype = A
trigger1 = enemynear(floor(fvar(37))),animtime <= -5
trigger1 = enemynear(floor(fvar(37))),stateno < 1000
trigger1 = enemynear(floor(fvar(37))),ctrl = 0
trigger2 = enemynear(floor(fvar(37))),statetype = A
trigger2 = P2bodydist y = [-50-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),10-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
trigger2 = enemynear(floor(fvar(37))),movetype != H
trigger3 = enemynear(floor(fvar(37))),movetype = A
trigger3 = enemynear(floor(fvar(37))),animtime >= -22
trigger3 = enemynear(floor(fvar(37))),stateno = [1000,3000]
trigger3 = enemynear(floor(fvar(37))),ctrl = 0
trigger4 = enemynear(floor(fvar(37))),movetype = A
trigger4 = enemynear(floor(fvar(37))),animtime <= -33
trigger4 = enemynear(floor(fvar(37))),stateno < 2000
trigger4 = enemynear(floor(fvar(37))),Numproj > 0

[State -3,]
Type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = roundstate = 2
TriggerAll = StateType != A
triggerall = ctrl || stateno = 100
Triggerall = P2BodyDist X = [-5,50]
Triggerall = P2StateNo = 5120
trigger1 = EnemyNear(floor(fvar(37))),Animtime < -5

[State -3, ]
Type = ChangeState
Value = 700
triggerall = var(59) = 1
TriggerAll = Random <= var(59)*100
TriggerAll = StateType != A
TriggerAll = Abs(EnemyNear(floor(fvar(37))),Pos X - Pos X) < 170
Triggerall = StateNo = 5120 && AnimTime = [-3,0]
Trigger1 = !EnemyNear(floor(fvar(37))),Ctrl && EnemyNear(floor(fvar(37))),AnimTime <= -35
Trigger1 = InGuardDist || Enemy,NumProj || Enemy,NumHelper

[State AI]
type = ChangeState
value = ifelse(Random <=510,700,1267)
trigger1 = var(59) = 1
triggerall = random <= 400
;triggerall = p2stateno != [5050,5121]
triggerall = roundstate = 2
;triggerall = ctrl && statetype != A
;triggerall = p2bodydist x = [0,20]
triggerall = p2movetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 700
triggerall = var(59)=1
triggerall = roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype = A
trigger1 = random <= 999
triggerall = ctrl

[State AI]
type = ChangeState
value = 700
triggerall = var(59)=1
triggerall = roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != A
trigger1 = (stateno = 150 || stateno = 151) && power >= 1000
trigger1 = random <= 800
triggerall = ctrl

[State AI]
type = ChangeState
value = 1166
triggerall = var(59)=1
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) = [0,10]
trigger1 = enemynear,statetype = A && enemynear,movetype != A;嬻懳嬻
ignorehitpause = 0
trigger1 = ctrl

[State AI]
type = ChangeState
value = 430
triggerall = var(59)=1
triggerall = (p2bodydist x = [5,15]) && random <= 1000
triggerall = p2statetype = S && p2statetype != A && p2movetype != H
trigger1 = statetype != A && ctrl

[State AI]
type = ChangeState
value = 1255
triggerall = var(59)=1
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) > 30
trigger1 = enemynear,statetype = A && enemynear,movetype != A;嬻懳嬻
ignorehitpause = 0
trigger1 = ctrl

[State AI]
type = ChangeState
value = 330
triggerall = var(59)=1
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = StateNo = 99 && Var(8) = 2 && Vel Y > 0 && (p2bodydist X = [-9,30]) && random = [0,600];拞僕儍儞僾
trigger1 = enemynear,statetype != A
trigger2 = StateNo = 99 && Var(8) = 1 && Vel Y > 0 && (p2bodydist X = [-9,30]) && random <= 650;彫僕儍儞僾
trigger2 = enemynear,statetype != A
trigger3 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) = [10,30]
trigger3 = enemynear,statetype = A && enemynear,movetype != A;嬻懳嬻
ignorehitpause = 0

[State -1, ]
type = ChangeState
value = 1166
triggerall = var(59)=1
trigger1 = ctrl
triggerall  = stateno = 1105 && movehit &&time >= 12

[State -3, 飞道起手]
type = ChangeState
value = 1600
triggerall = var(59) = 1  && stateno != 100
triggerall = statetype != A
triggerall = roundstate = 2
Trigger1 = numhelper(14051) = 1
Trigger1 = P2dist X = [-20,20]
Trigger1 = ctrl || stateno = 0  || stateno = 18|| stateno = 19 || stateno = 100
triggerall  = stateno != 1600

[State AI]
type = ChangeState
value = 651
triggerall = var(59)=1
triggerall = p2statetype = A
triggerall = statetype = A
triggerall = random <= 999
trigger1 = stateno = 1155 && time >= 16
trigger1 = ctrl

[State -3, Back Step]
Type = ChangeState
Value = 105
TriggerAll = var(59) = 1
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [100,108])
Trigger1 = FrontEdgeBodyDist <= 40

[State -3, 定身接近]
type = ChangeState
value = 1840
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = enemy,stateno = 89999
Trigger1 = ctrl

[State -3,投技抵抗A]
type=ChangeState
value = 19531
triggerall = var(59) = 1
triggerall = roundstate = 2 && statetype != A && var(59) > 0 && statetype !=A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != H
triggerall = ctrl
triggerall = backedgebodydist>40
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT
triggerall  = stateno != 19531

[State -1,起身反应（P2空中）]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,700,1250),1380)
triggerall = var(59) = 1  && p2statetype = A
trigger1 = stateno = 5120 && time>=18
triggerall = P2bodydist X =  [-50,65]
triggerall  = stateno != 700
triggerall  = stateno != 1250
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10

[State -3, 弹墙接招(普通)]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,1100,1150),36)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = P2stateno = 2211
trigger1 = p2bodydist X <= 50
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 108|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10

[State -3, 影制残血随机A]
type = ChangeState
value = ifelse(Random <=496,3400,4600)
triggerall = var(59) = 1
triggerall = roundstate = 2 && P2Statetype != A
triggerall = statetype != A
Trigger1 = p2life>=50
Trigger1 = stateno = 1000 && movehit
Triggerall = life <= 400
Triggerall = power>= 2900

[State -3, 430+400]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 400 && movecontact && time > 5
trigger1 = ctrl

[State -3, 400+400]
type = ChangeState
value = 315
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = P2dist X <= 60
trigger1 = stateno = 200 && movecontact && time>=4

[State -3, S重拳+S重脚]
type = ChangeState
value = ifelse(random<=490,2105,2434)
triggerall = var(59) = 1
triggerall = power >= 1000
triggerall = power < 2000
triggerall = roundstate = 2
;triggerall  = stateno != 2500
Trigger1 = stateno = 1012 && movecontact && time>=14

[State -3, S重拳+S重脚]
type = ChangeState
value = ifelse(random<=500,2500,2444)
triggerall = var(59) = 1
triggerall = power >= 1000
triggerall = power < 2000
triggerall = roundstate = 2
;triggerall  = stateno != 2500
Trigger1 = stateno = 1012 && movecontact && time>=14

[State -3, S重拳+S重脚]
type = ChangeState
value = ifelse(random<=498,2908,3530)
triggerall = var(59) = 1
triggerall = power >= 2000
triggerall = roundstate = 2
;triggerall  = stateno != 2500
Trigger1 = stateno = 1012 && movecontact && time>=14

[State -3, S重拳+S重脚]
type = ChangeState
value = 2900
triggerall = var(59) = 1
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall  = stateno != 2500
Trigger1 = stateno = 1001 && movecontact&& time >=4
trigger1 = ctrl

[State -3, S重拳+S重脚]
type = ChangeState
value = 2900
triggerall = var(59) = 1
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall  = stateno != 2900
Trigger1 = stateno = 1001 && movecontact&& time >=4
trigger1 = ctrl

[State -3, S重拳+S重脚]
type = ChangeState
value = ifelse(Random <=500,2500,2900)
triggerall = var(59) = 1
triggerall = power >= 2000
Trigger1 = stateno = 1001 && movecontact && time >=14
trigger1 = ctrl

[State -3, S重拳+S重脚]
type = ChangeState
value = 1700
triggerall = var(59) = 1
triggerall = life <= 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1000 && movecontact && time >=12

[State -3, S重拳+S重脚]
type = ChangeState
value = 1001
triggerall = palno = [1,11]
triggerall = var(59) = 1
triggerall = life > 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1000 && movecontact && time >=13

[State -3, S重拳+S重脚]
type = ChangeState
value = 1700
triggerall = palno = 12
triggerall = var(59) = 1
triggerall = life > 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1000 && movecontact && time >=13

[State -3, S重拳+S重脚]
type = ChangeState
value = 1012
triggerall = var(59) = 1
triggerall = life > 400
triggerall = power < 1000
triggerall = roundstate = 2
Trigger1 = stateno = 1001 && movecontact && time >=22

[State -3, S重拳+S重脚]
type = ChangeState
value = 1002
triggerall = var(59) = 1
triggerall = life > 400
triggerall = power < 1000
triggerall = roundstate = 2
Trigger1 = stateno = 1012 && movecontact && time =26

[State -3, S重拳+S重脚]
type = ChangeState
value = 1250
triggerall = var(59) = 1
triggerall = roundstate = 2
Trigger1 = stateno = 1003 &&  time = 42


[State -3, S重拳+S重脚]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = life <= 400
triggerall = power < 3000
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1002 && movecontact && time >=13

[State -3, 残血连段接死星]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = life <= 400
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1002 && movecontact && time >=13


[State -3, ]
type = ChangeState
value = ifelse(Random <= 499,210,61200)
triggerall = var(59) = 1
triggerall = roundstate = 2
Triggerall = ctrl
;trigger1 = P2dist X >= 90
trigger1 = stateno = 315 && movecontact && time >=28

[State AI]
type = ChangeState
value = 1166
triggerall = var(59) = 1
triggerall = p2statetype = A
triggerall = statetype = A
triggerall = random <= 999
trigger1 = stateno = 1105
trigger1 = time = 20


[State AI]
type = ChangeState
value = 1166
triggerall = var(59) = 1
triggerall = p2statetype = A
triggerall = statetype = A
triggerall = random <= 999
trigger1 = stateno = 1105
trigger1 = time = 20


[State -3, S重拳+S重脚]
type = ChangeState
value = ifelse(Random <= 499,1000,1710)
triggerall = palno = 12
triggerall = var(59) = 1
triggerall = life > 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1705 && movecontact && time >=13


[State -3, S重拳+S重脚]
type = ChangeState
value = 1710
triggerall = palno = [1,11]
triggerall = var(59) = 1
triggerall = life > 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1705 && movecontact && time >=13

[State -3, S重拳+S重脚]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = life <= 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1705 && movecontact && time >=12

[State -3, S重拳+S重脚]
type = ChangeState
value = 1720
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1710 && movecontact && time >=13

[State -3, S重拳+S重脚]
type = ChangeState
value = 1256
triggerall = var(59) = 1
triggerall = roundstate = 2
Trigger1 = stateno = 1255 && movecontact && time >=16


[State -3, 接1气]
type = ChangeState
value = IfElse(random >= 500,IfElse(random <= 497,1250,1550),IfElse(random <= 499,1150,1100))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = power < 1000
triggerall = statetype != A
Trigger1 = stateno = 1720 && movecontact && time >= 34

[State -3, 接1气]
type = ChangeState
value = ifelse(Random <= 499,2100,2105)
triggerall = var(59) = 1
triggerall = power >= 1500
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1720 && movecontact


[State -3, 接1气]
type = ChangeState
value = ifelse(Random <= 499,2900,2100)
triggerall = var(59) = 1
triggerall = power > 1000
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1720 && movecontact

[State -3, 接1气]
type = ChangeState
value = 2100
triggerall = var(59) = 1
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 1720 && movecontact

[State -3,投技抵抗B]
type=ChangeState
value = 700
triggerall = roundstate = 2 && statetype != A && var(59) > 0 && statetype !=A
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT
triggerall  = stateno = 100
triggerall  = stateno != 700

[State -3,投技抵抗D]
type=ChangeState
value = 19531
triggerall = roundstate = 2 && statetype != A && var(59) > 0 && statetype !=A
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT
triggerall  = stateno = 39

[State -3, ]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = stateno = 210 && movehit && time>=22

[State -3, ]
type = ChangeState
value = ifelse(Random <= 499,1100,1150)
triggerall = power <=1000
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = stateno = 2110 && movehit&& time>=37

[State -3, ]
type = ChangeState
value = 2900
triggerall = power >= 2000
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = stateno = 2110 && movehit

[State -3,]
type = ChangeState
value = 430
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 1205 && time = 10

[State -3,]
type = ChangeState
value = 1550
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 61206 && time = 38

[State -3, ]
type = ChangeState
value = ifelse(Random <= 550,1552,1100)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 1551 && time = 55

[State -3, ]
type = ChangeState
value = ifelse(Random <= 550,200,235)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 200 && movehit && time = 7

[State -3, ]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 400 && movehit

[State -3, ]
type = ChangeState
value = ifelse(Random <= 514,430,400)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 430 && movehit

[State -3, ]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 400 && movehit


[State -3, ]
type = ChangeState
value = ifelse(Random <= 500,315,210)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 1206 && time = 40

;[State -3,     领域
;type = ChangeState
;value = 3200
;triggerall = var(59) = 1
;triggerall = power >= 2000
;triggerall = roundstate = 2
;triggerall = statetype != A
;Trigger1 = stateno = 2100 && movecontact && animtime = 0
;triggerall = p2bodydist x = [0,100]

[State -3,]
type=ChangeState
value = 700
triggerall = roundstate = 2 && statetype != A && var(59) > 0 && statetype !=A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != H
triggerall = ctrl
triggerall = backedgebodydist>40
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT
triggerall  = stateno != 700
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10


[State -3, ]
type = ChangeState
value = ifelse(Random <= 499,205,44400)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = life > 400
trigger1 = P2dist X <= 90
trigger1 = stateno = 200 && movecontact

[State AI]
type = ChangeState
value = ifelse(Random <=499,4600,2100)
TriggerAll = var(59) = 1
triggerall = p2statetype != A
triggerall = power > 2999
triggerall = movehit
triggerall = life > 400
triggerall = random <= 999
trigger1 = stateno = 1705&& Movecontact

[State AI]
type = ChangeState
value = ifelse(Random <=498,3400,4600)
TriggerAll = var(59) = 1
triggerall = p2statetype != A
triggerall = power > 2999
triggerall = movehit
triggerall = life <= 400
triggerall = random <= 999
trigger1 = stateno = 1705&& Movecontact

[State AI]
type = ChangeState
value = 1000
TriggerAll = var(59) = 1
triggerall = p2statetype != A
triggerall = power <= 2999
triggerall = movehit
triggerall = life <= 400
triggerall = random <= 999
trigger1 = stateno = 1705&& Movecontact

[State AI]
type = ChangeState
value = 1710
TriggerAll = var(59) = 1
triggerall = p2statetype != A
triggerall = movehit
triggerall = life > 400
triggerall = random <= 999
trigger1 = stateno = 1700&& Movecontact

[State -3,起跳感应]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,700,1250),IfElse(random <= 499,1380,1550))
triggerall = var(59)= 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10
triggerall = P2bodydist X =  [-10,65]
triggerall = P2bodydist y >= -72
trigger1 = P2Statetype = A
trigger1 = p2MoveType != H
triggerall  = stateno != 700
triggerall  = stateno != 1550

[State -1, 回避飞道]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = statetype !=A
triggerall = roundstate = 2 && ctrl
triggerall = facing != enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall  = stateno != 700

[State -1, 回避飞道]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = statetype !=A
triggerall = roundstate = 2 && ctrl
triggerall = facing != enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall  = stateno != 700

[State -3, 飞道接近]
type = ChangeState
value = 100
triggerall = var(59) = 1  && stateno != 100
triggerall = statetype != A && facing != enemy,facing
triggerall = roundstate = 2
Trigger1 = numhelper(1003) = 1
Trigger1 = P2dist X != [-60,60]
Trigger1 = ctrl


[State -3, 轻脚+轻脚]
type = ChangeState
value = 315
triggerall = var(59) = 1
triggerall = roundstate = 2
;trigger1 = P2dist X = [-50,50]
trigger1 = stateno = 230 && movecontact
trigger2 = stateno = 235 && movecontact

[State -3,投]
type = ChangeState
value = 800
triggerall = var(59) = 1 && roundstate  = 2
triggerall = p2statetype = S ||  p2statetype = C
triggerall = Statetype != A
triggerall = p2movetype != H
triggerall = ctrl
trigger1 = P2dist X = [0,40]
trigger1 = random < 400

[State -3,起跳感应]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,700,1200),IfElse(random <= 499,1100,1150))
triggerall = var(59)= 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10
triggerall = P2bodydist X =  [-10,65]
triggerall = P2bodydist y >= -72
trigger1 = P2Statetype = A
trigger1 = p2MoveType != H
triggerall  = stateno != 700
triggerall  = stateno != 1200


[state -3,KO撤远]
type = changestate
value = 105
triggerall = roundstate = 3 && statetype !=A && var(59) = 1
triggerall = P2Life = 0
Trigger1 = P2BodyDist X =[0,30]
triggerall = backedgebodydist!=[0,80]
Trigger1 = ctrl


[State -3, 轻拳+轻脚]
type = ChangeState
value = 230
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = P2dist X <= 70
trigger1 = stateno = 200 && movecontact

[State AI]
type = ChangeState
value = 3000
triggerall = power >= 2000
triggerall = var(59) = 1
triggerall = statetype = A
triggerall = random <= 999
trigger1 = stateno =1842
trigger1 = time = 34


[State AI]
type = ChangeState
value = 3000
triggerall = power > 1999
triggerall = var(59) = 1
triggerall = p2statetype = A
triggerall = statetype = A
triggerall = random <= 999
trigger1 = stateno =1105
trigger1 = time = 14

[State AI]
type = ChangeState
value = ifelse(Random <= 500,3000,1166)
triggerall = power > 1999
triggerall = var(59) = 1
triggerall = statetype = A
triggerall = random <= 999
trigger1 = stateno =1155
trigger1 = time = 14

[state -3,KO停跑]
type = changestate
value = 700
triggerall = P2Life = 0
Triggerall = P2BodyDist X =[-20,50]
triggerall  = stateno = 100
trigger1 = ctrl


[State -3, 轻拳+轻脚]
type = ChangeState
value = ifelse(Random <= 499,44400,230)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = P2dist X <= 70
trigger1 = stateno = 205 && movecontact

[State -3,对方起身闪]
type = ChangeState
value = ifelse(Random <= 500,105,39)
triggerall = Var(59) = 1
triggerall = RoundState = 2
trigger1 = ctrl && statetype != A
trigger1 = p2stateno = [5120,5121]
trigger1 = P2dist X = [0,55]
trigger1 = random < 200


[state -3, 落地受身]
type = changestate
value = 710
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100;[5100,5110]
triggerall = pos y =0
;triggerall = life>=1
Triggerall = Random <= 150
trigger1= life != 0

[State AI]
type = ChangeState
value = ifelse(Random <= 498,2222,3222)
triggerall = var(59) = 1
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = facing !=enemy,facing
triggerall = p2statetype = A
trigger1 = random <= 999
triggerall = ctrl


[State -3, 420+1000]
type = ChangeState
value = ifelse(Random <= 540,210,1600)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = P2dist X > 61
trigger1 = stateno = 315 && movecontact && time>=5


[State -1,起跳感应(A)]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,1100,1250),1380)
triggerall = var(59)= 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = facing !=enemy,facing
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10
triggerall = P2bodydist X =  [-50,55]
triggerall = P2bodydist y >= -72
trigger1 = P2Statetype = A
trigger1 = p2MoveType != H

[State -3, 跳A（正）]
type = ChangeState
value = ifelse(Random <= 500,330,1166)
triggerall = Var(59) = 1   && facing !=enemy,facing
triggerall =  p2statetype != A
triggerall =  p2statetype != L
trigger1 = P2dist X = [-90,90]
triggerall = stateno = 54 && time = 23
trigger1 = ctrl



[State -3, 1720+随机]
type = ChangeState
value = ifelse(Random <= 500,1550,3222)
triggerall = power >=2000
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = stateno = 1720 && movehit && P2stateno = [1463 ,1464]


[State -1,起跳感应(A)]
type = ChangeState
value = 2444
triggerall = var(59)= 1
triggerall = power>= 1000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = facing !=enemy,facing
triggerall = P2bodydist X =  [-50,55]
triggerall = P2bodydist y >= -72
triggerall  = stateno != 2444
trigger1 = P2Statetype = A
trigger1 = p2MoveType != H
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10

[state -3,KO前进]
type = changestate
value = 700
triggerall = roundstate = 3 && statetype !=A && var(59) = 1
triggerall = backedgebodydist<=20
Trigger1 = ctrl
triggerall  = stateno != 700


[State -3, 1720 2110+随机]
type = ChangeState
value = ifelse(Random <= 550,1550,1250)
triggerall = var(59) = 1
triggerall = roundstate = 2
Trigger1 = ctrl
trigger1 = stateno = 1720 && movehit
trigger2 = stateno = 2110 && P2stateno = 1464


[state -3,KO接近]
type = changestate
value = 700
triggerall = var(59) = 1 && statetype !=A
triggerall = p2life = 0
Trigger1 = P2BodyDist X =[150,350]
Trigger1 = ctrl
triggerall  = stateno != 100
triggerall  = stateno != 700

[State -3, 1720+跳]
type = ChangeState
value = 39
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 1720 && P2stateno = 1464


[State -1, 回避]
type = changestate
value = 700
triggerall = var(59) = 1
triggerall = roundstate = 2 && statetype !=A
triggerall = facing !=enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall  = stateno != 700
Triggerall = ctrl


[State -3, 硬直接近]
type = ChangeState
value = ifelse(Random <= 500,100,100)
triggerall = var(59) = 1  && stateno != 100
triggerall = statetype != A
triggerall = roundstate = 2
Trigger1 = P2stateno = 89999
Trigger1 = P2dist X != [-20,20]
Trigger1 = ctrl

[State -3, 硬直接近]
type = ChangeState
value = 1840
triggerall = var(59) = 1
triggerall = power >= 2000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = enemy,stateno = 2212
Triggerall = ctrl
Trigger1 = ctrl

[State -3, 硬直接近]
type = ChangeState
value = 1840
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = enemy,stateno = 89999
Trigger1 = ctrl


[State -3,]
type = ChangeState
value =ifelse(Random <=600,Ifelse(random<=400,430,1841),1844)
triggerall = var(59) = 1
triggerall = life >= 400
triggerall = roundstate = 2
Trigger1 = stateno = 1843 && time = 30
Trigger1 = ctrl
[State -3, S重拳+S重脚]
type = ChangeState
value = ifelse(Random <= 499,430,400)
triggerall = var(59) = 1
triggerall = life >= 400
triggerall = roundstate = 2
Trigger1 = stateno = 1843 && time = 30
Trigger1 = ctrl
[State -3, S重拳+S重脚]
type = ChangeState
value = ifelse(Random <= 499,430,400)
triggerall = var(59) = 1
triggerall = life < 400
triggerall = roundstate = 2
Trigger1 = stateno = 1843 && time = 29
Trigger1 = ctrl

[State AI]
type = ChangeState
value = 1166
triggerall = power <= 1999
triggerall = var(59) = 1
triggerall = p2statetype = A
triggerall = statetype = A
triggerall = random <= 999
trigger1 = stateno =1842
trigger1 = time = 32


[State -3, 陷阱定身起手（远）]
type = ChangeState
value = ifelse(Random <= 550,200,210)
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = roundstate = 2
Trigger1 =   P2stateno = 89999
Trigger1 = P2dist X = [-40,40]
Trigger1 =  stateno = 200 && movehit
Trigger1 =  stateno = 210 && movehit



[State -1,跳撃P2S（无飞道）]
type= changestate
value = 330
triggerall = var(59) = 1 && Roundstate = 2
triggerall = stateno = 39 && time >=20 || stateno = 53 && time >= 20
triggerall = Enemynear,Statetype != A && !numhelper(1003) && !numhelper(1004)
triggerall = p2bodydist X = [-40,40]
triggerall = pos y >= -65
triggerall = pos y <= -25
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10

[State -1, 【跑回避远程】]
type = changestate
value = ifelse(Random <= 500,710,1200)
triggerall = var(59) = 1
triggerall = palno = 6
triggerall = roundstate = 2 && statetype !=A
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = facing !=enemy,facing
trigger1 = P2dist X = [-70,70]
triggerall  = stateno != 1200
triggerall  = stateno != 710

[State -1, 【跑回避远程】]
type = changestate
value = ifelse(Random <= 500,710,1267)
triggerall = var(59) = 1
triggerall = roundstate = 2 && statetype !=A
triggerall = CTRL
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = facing !=enemy,facing
trigger1 = P2dist X = [-70,70]
triggerall  = stateno != 1267
triggerall  = stateno != 710


[State -1, 【跑回避远程AB】]
type = changestate
value = ifelse(Random <= 500,710,700)
triggerall = var(59) = 1
triggerall = roundstate = 2 && statetype !=A
trigger1 = P2dist X = [-70,70]
trigger1 = facing !=enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
triggerall  = stateno = 100
triggerall  = stateno != 700
Trigger1 = ctrl
[State AI]
type = ChangeState
value = 2222
triggerall = var(59) = 1
triggerall = numhelper(80001)<1
triggerall = numhelper(80000)<1
triggerall = power >= 1000
triggerall = p2stateno != 89999
triggerall = random <= 220
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [70,230]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1900
triggerall = var(59) = 1
triggerall = p2stateno != 89999
triggerall = random <= 220
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [70,230]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State -3, ]
type = ChangeState
value = ifelse(Random <=300,Ifelse(random<=400,2222,310),1552)
triggerall = var(59) = 1
triggerall = numhelper(80001)<1
triggerall = numhelper(80000)<1
triggerall = statetype != A
triggerall = roundstate = 2
Trigger1 = stateno = 1551 && movehit && time = 54
Triggerall = power>=1000

[State -3, ]
type = ChangeState
value = ifelse(Random <= 520,210,61200)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = life > 400
trigger1 = P2dist X <= 70
trigger1 = stateno = 315 && movecontact && time >=30

[State -3, ]
type = ChangeState
value = 44400
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = life > 400
triggerall = STATENO != 44400
trigger1 = P2dist X <= 70
trigger1 = stateno = 205 && movecontact

[State -3, ]
type = ChangeState
value = ifelse(Random <= 499,44400,44402)
triggerall = var(59) = 1
triggerall = roundstate = 2
;triggerall = STATENO != [44400,44402]
trigger1 = stateno = 44401 && time >=3

[State -3, ]
type = ChangeState
value = 320
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = life > 400
trigger1 = P2dist X <= 90
trigger1 = stateno = 44403 && time >=3

[State -3, ]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = life <= 400
trigger1 = P2dist X <= 70
trigger1 = stateno = 315 && movecontact && time >=30

[State -1,起身]
type = ChangeState
value = ifelse(Random <= 500,700,1380)
triggerall = var(59) = 1 && p2statetype != A
trigger1 = stateno = 5120 && time>=21
triggerall = P2bodydist X =  [-50,65]
triggerall  = stateno != 700
Trigger1 = ctrl

[state -1,【跑-跳】]
type = ChangeState
value =  ifelse(Random <=666,Ifelse(random<=333,39,0),1380)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= stateno = 100
triggerall = p2statetype != A && p2statetype != L
triggerall = p2movetype != H
trigger1 = P2dist X = [100,150]


[State -3,随即组（相杀）]
type = ChangeState
value = IfElse(random <= 499,1200,200)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
trigger1 = p2MoveType = A
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10
trigger1 = P2dist X = [-70,70]


[State -3, 400+400]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = P2dist X <= 60
trigger1 = stateno = 400 && movecontact && time>=5

[State -3,起手]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,1380,210),700)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
trigger1 = p2MoveType = H
trigger1 = ctrl
trigger1 = P2dist X = [-70,70]
triggerall  = stateno != 700



[State -3, 影制（H）在版边]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,200,210),1200)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = Frontedgebodydist <= 50
Trigger1 = var(11) = 0
trigger1 = ctrl

[State -3, S重拳+S重脚]
type = ChangeState
value = ifelse(Random <=550,1700,2444)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = POWER >= 1500
trigger1 = ctrl
Trigger1 = stateno = 215 && movehit && time >=22
trigger1 = p2stateno = 29999
triggerall  = stateno != 2444

[State -3, S重拳+S重脚]
type = ChangeState
value = 215
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 240 && movehit && time >=20

[State -3, 重拳接连段]
type = ChangeState
value = ifelse(Random <=510,3400,4600)
triggerall = var(59) = 1
triggerall = power >2999
triggerall = life < 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 215 && movehit && time >=21

[State -3, 重拳接连段]
type = ChangeState
value = ifelse(Random <=499,1700,1000)
triggerall = var(59) = 1
triggerall = power <= 2999
triggerall = life < 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 215 && movehit && time >=21

[State -3, 重拳接连段]
type = ChangeState
value = ifelse(Random <=499,1700,1000)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 310 && movecontact

[State -3, 重拳接连段]
type = ChangeState
value = ifelse(Random <=499,1700,1000)
triggerall = var(59) = 1
triggerall = life >= 400
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 215 && movehit && time >=21



[state -1,跑步后续跳]
type = ChangeState
value = 39
triggerall = life>=300
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= stateno = 100
triggerall= P2Movetype != H
trigger1 = p2statetype != A && p2statetype != L
trigger1 = P2BodyDist X = [-100,100]
triggerall = ctrl

[state -3,停跑]
type = changestate
value = 1200
triggerall = var(59) = 1
triggerall = p2statetype = L
Trigger1 = P2BodyDist X =[-50,50]
trigger1  = stateno = 100
triggerall  = stateno != 1200
triggerall = ctrl


[state -3,停跑]
type = changestate
value = ifelse(Random <= 501,1200,700)
triggerall = var(59) = 1
triggerall = p2statetype = L
trigger1  = stateno = 100
triggerall  = ctrl
triggerall  = stateno != 700
triggerall  = stateno != 19531



[State -3, 重拳接重脚]
type = ChangeState
value = 240
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
Trigger1 = stateno = 210 && movehit && time >=20

[State -3, 420+440]
type = ChangeState
value = ifelse(Random <= 500,210,1200)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = P2dist X > 61
trigger1 = stateno = 400 && movecontact && time>=5
triggerall = ctrl

[State -3,对面不在版边防御]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,200,400),IfElse(random <= 499,1200,1200))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
trigger1 = Frontedgebodydist >= 60
triggerall = ctrl
trigger1 = P2dist X = [-50,50]
trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 151
triggerall  = stateno != 1200



[State -3,对面版边防御]
type = ChangeState
value = 200
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
trigger1 = Frontedgebodydist <= 60
trigger1 = ctrl
trigger1 = P2dist X = [-50,50]
trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 151
trigger1 = ctrl

[State -1,空中接招(抓)]
type = ChangeState
value = 330
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = ctrl
triggerall = P2stateno = 1464
triggerall = P2bodydist X = [-50,50]
trigger1 = stateno = 39

[State -3, 20停止]
type = ChangeState
value = 3000
triggerall = var(59) = 1
triggerall = power >= 2000
triggerall = roundstate = 2
trigger1 = stateno = 650 && !time
triggerall  = stateno != 1255
Triggerall = ctrl

[State -1,嘲讽 ]
type = ChangeState
value = 19531
Triggerall = Var(59) = 1
Triggerall = Roundstate = 2
Triggerall = Statetype != A
triggerall = ctrl
Trigger1 = enemy,stateno = 89999 && P2BodyDist Y < -100

[State -3, 20停止]
type = ChangeState
value = IfElse(random >= 499,1255,1166)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 600 && !time
triggerall  = stateno != 1255
Triggerall = ctrl

[State -3, 20停止]
type = ChangeState
value = IfElse(random >= 499,1255,1166)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 650 && !time
triggerall  = stateno != 1255
Triggerall = ctrl




[State -3, 20停止]
type = ChangeState
value = IfElse(random >= 499,1255,1166)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 610 && !time
triggerall  = stateno != 1255
Triggerall = ctrl

[State -3, 100停止]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = roundstate = 2
Trigger1 = P2BodyDist X =[-10,10]
trigger1 = stateno = 100

[State -3, 20停止]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 20 && !time
triggerall  = stateno != 700
Triggerall = ctrl


[State -3,全屏判定检测？？？]
type = ChangeState
value = 710
triggerall = var(59) = 1
triggerall = p2movetype = A
triggerall = p2bodydist x >= 100
trigger1 = stateno = 710 && time >= 18
trigger2 = stateno = 700 && time >= 18
Trigger1 = ctrl


[State -1, AI]
type = ChangeState
Value = 131
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = p2movetype = A && MoveType = I && InGuardDist
Triggerall = ctrl
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = StateType = C && p2statetype = C && abs(enemynear,Pos X - Pos X)<= 70
trigger2 = enemynear,statetype = C && enemynear,movetype = A && (Prevstateno = 5120 || Prevstateno = 5200)
trigger2 = p2bodydist X < 50 && random = [350,999]
trigger2 = EnemyNear,HitDefAttr != SC,AT


[State -3,立防A]
type = ChangeState
value = 130
triggerall =  life>=100
triggerall = var(59) && statetype !=A
triggerall = p2statetype != C
triggerall = ctrl
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -1]
type = ChangeState
value = 1267
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = (stateno = 150 || stateno = 151) && power >= 500
trigger1 = random <= 100
triggerall  = stateno != 1267
triggerall = ctrl


[State -1,起身反应（P2站立）]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,800,1200),1200)
triggerall = var(59) = 1 && p2statetype != A
trigger1 = stateno = 5120 && time>=18
triggerall = P2bodydist X =  [-50,65]
triggerall  = stateno != 1200
Trigger1 = ctrl


[State -1,起身反应（P2空中）]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,700,1380),1380)
triggerall = var(59) = 1  && p2statetype = A
trigger1 = stateno = 5120 && time>=18
triggerall = P2bodydist X =  [-50,65]
Trigger1 = ctrl

[State -1,P2聚气当身检测]
type = ChangeState
value = Ifelse(random<=499,1600,1900)
triggerall = var(59) = 1
triggerall = p2movetype = I
trigger1 = stateno = 5120 && time>=18
triggerall = P2bodydist X =  [-50,300]
triggerall  = stateno != 1600

[State AI]
type  = ChangeState
value = 130
triggerall = var(59) = 1
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = A
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,15]
trigger2   = P2BodyDist X = [-40,39]
trigger2   = var(21) = [0,32]
trigger3   = P2BodyDist X = [-40,39]
trigger3   = enemy,hitdefattr = A, NA,SA,HA
trigger3   = Random < 540
trigger4   = P2BodyDist X = [0,300]
trigger4   = enemynear,NumProj = 1
trigger4   = Random < 700
trigger5   = P2BodyDist X = [0,300]
trigger5   = enemynear,ishelper = 1
trigger5   = Random < 750

[State -3,立防B]
type = ChangeState
value =  ifelse(Random <= 500,700,710)
triggerall =  life<=100
triggerall = var(59) && statetype !=A
triggerall = p2statetype != C
triggerall = ctrl
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,蹲防A]
type = ChangeState
value = 131
triggerall =  life>=100
triggerall = var(59) && statetype !=A
triggerall = p2statetype = C
triggerall = ctrl && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,蹲防B]
type = ChangeState
value =  ifelse(Random <= 500,131,710)
triggerall = life<=100
triggerALL = PALNO = 6
triggerall = var(59) && statetype !=A
triggerall = p2statetype = C
triggerall = ctrl && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,蹲防B]
type = ChangeState
value =  ifelse(Random <= 500,131,710)
triggerall = life<=100
triggerALL = ctrl
triggerall = var(59) && statetype !=A
triggerall = p2statetype = C
triggerall = ctrl && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A


