[Statedef -3]

[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 = 1;手操= 0  常时AI = 1
var(59) = 1




;三气终结AI
[State 0,轻拳接三气]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno= 200&&MOVEHIT&&power>=3000&&LIFE <= 500&&roundstate = 2
value = 3060

[State 0,下轻拳接三气]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=400&&MOVEHIT&&power>=3000&&LIFE <= 500&&roundstate = 2
value = 3060

[State 0,重腿接三气]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=240&&MOVEHIT&&power>=3000&&LIFE <= 500&&roundstate = 2
value = 3060

[State 0,重拳接三气]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=210&&MOVEHIT&&power>=3000&&LIFE <= 500&&roundstate = 2
value = 3060


;残血连段
[State 0,收割 D接寸拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=240&&MOVEHIT&&power>=1000&&P2LIFE <= 199&&roundstate = 2
value = 1210

[State 0,寸拳接182]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1210&&MOVEHIT&&time>16&&P2LIFE <= 200&&roundstate = 2
value = 1220

[State 0,182接大182]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1220&&MOVEHIT&&time>16&&P2LIFE <= 200&&roundstate = 2
value = 3000

[State 0,轻拳接滑铲]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=200&&MOVEHIT&&P2LIFE <= 100&&roundstate = 2
value = 3010

[State 0,下轻拳接滑铲]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=400&&MOVEHIT&&P2LIFE <= 100&&roundstate = 2
value = 3010


[State 0,下轻拳接轻腿]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=400&&MOVEHIT&&LIFE <= 180&&roundstate = 2
value = 230

[State 0,轻拳接轻腿]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=200&&MOVEHIT&&LIFE <= 180&&roundstate = 2
value = 230

[State 0,轻脚接重拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=230&&MOVEHIT&&LIFE <= 180&&roundstate = 2
value = 210

[State 0,重拳接派生]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=210&&MOVEHIT&&LIFE <= 180&&roundstate = 2
value = 1200

[State 0,派生1接派生2]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1200&&MOVEHIT&&LIFE <= 180&&roundstate = 2
value = 1201

[State 0,派生2接派生脚]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1201&&MOVEHIT&&LIFE <= 180&&roundstate = 2
value = 1203

[State 0,派生脚接D]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1203&&MOVEHIT&&time>24&&LIFE <= 180&&roundstate = 2
value = 240

[State 0,D接派生1]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=240&&MOVEHIT&&LIFE <= 180&&P2LIFE >= 200&&roundstate = 2
value = 1200


;捡垃圾AI
[State 0, 检测倒地捡垃圾]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x =[-80,80]
trigger1 = ctrl&&P2stateno = 817&&statetype!= A&&roundstate = 2
value = 1248

;蓄气AI
[state -3,【蓄气-保险中断A】]
type = changestate
value = ifelse(Random <=666,Ifelse(random<=333,0,1020),909)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall  = stateno = 900
Trigger1 = P2BodyDist X = [-100,100]
trigger1 = p2movetype = A

[state -3,【蓄气-保险中断B】]
type = changestate
value = ifelse(Random <=666,Ifelse(random<=333,1020,0),1020)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1  = stateno = 900 && enemy,stateno = 5120 && enemy,animtime = 0
trigger1 = BackEdgeBodyDist >= 50
ctrl = 1

[state -3,【蓄气-保险中断C】]
type = changestate
value = IfElse(random >= 499,IfElse(random <= 499,650,105),IfElse(random <= 499,1020,660))
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1  = stateno = 900 && enemy,stateno = 5120 && enemy,animtime = 0
trigger1 = BackEdgeBodyDist < 51
ctrl = 1

[State -1, 蓄气（撤）]
type = NULL;ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,1020,1020),660)
triggerall = var(59) = 1 && roundstate  = 2 && P2stateno != 900
trigger1 = p2MoveType != H
trigger1 = stateno = 900

[state -3,【蓄气-中断】]
type = changestate
value = 0
triggerall = roundstate = 3 && var(59) = 1 && statetype !=A
triggerall = P2Life = 0
trigger1 = stateno = 900

[State -1, 和平蓄气]
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall = power < 3500
Triggerall = RoundState = 2
Triggerall = p2StateNo = 900
triggerall = ctrl
triggerall = statetype != A
trigger1 = power < powermax

[State -1, 肘击硬直蓄气]
type = ChangeState
value = 900
triggerall = Enemy,life <= 670
triggerall = var(59) = 1
triggerall = power<=1000
Triggerall = RoundState = 2
Triggerall = StateNo = 910 && Animtime = 0
triggerall = statetype != A
trigger1 = power < powermax

[State -1, 雾炎击飞蓄气]
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall = power<=4999
Triggerall = RoundState = 2
Triggerall = P2StateNo = 1004
Triggerall = StateNo != 900
Triggerall = prevstateno != 900
triggerall = statetype != A
trigger1 = power < powermax

[state -3,【蓄气-中断】]
type = changestate
value = 660
triggerall = var(59) = 1 && statetype !=A
trigger2 = P2Life = 0&&roundstate != 2
triggerall = stateno = 900
triggerall = P2stateno = 5100
trigger1 = power < powermax

[State -1, 击飞硬直蓄气]
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall = power<=3300
Triggerall = RoundState = 2
Triggerall = StateNo = 1240&& Animtime = 0
triggerall = statetype != A
trigger1 = power < powermax

[State -1, 击飞硬直蓄气]
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall = power<=2000
Triggerall = RoundState = 2
Triggerall = StateNo = 1246&& Animtime = 0
triggerall = statetype != A
trigger1 = power < powermax

[State -1, 滑板回收蓄气]
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall = power<=3000
Triggerall = RoundState = 2
Triggerall = StateNo = 3021&& Animtime = 0
trigger1 = power < powermax


;嘲讽
[State 0, ChangeState]
type = ChangeState
triggerall = var(59) = 1 && roundstate = 2 &&statetype != A
trigger1 =  prevstateno = 3000&&stateno =52&&AnimElem = 3&& LIFE >= 500 
value = 195

[State 0, ChangeState]
type = ChangeState
triggerall = var(59) = 1 &&roundstate = 3 &&statetype != A
trigger1 = stateno= 0
value = 195
ctrl = 1


;站连段
[State 0,闪避攻击接连环腿]
type = ChangeState
triggerall = var(59)= 1
trigger1 = P2LIFE != 0
trigger1 = stateno=1061&&MOVEHIT&&time>16&&roundstate = 2
value = 1070

[State 0,检测版边返回站姿]
type = ChangeState
triggerall = var(59)= 1
trigger1 = FrontEdgeBodyDist <= 150
trigger1 = stateno=1070&&MOVEHIT&&ANIMTIME = 0
value = 0
ctrl = 1


;站连段
[State 0,连环腿接逆向大口晕连]
type = ChangeState
triggerall = var(59)= 1
trigger1 = P2LIFE != 0
trigger1 = stateno=1070&&MOVEHIT&&ANIMTIME = 0&&LIFE >= 691&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,700,195),22)

[State 0,连环腿接逆向大口晕连]
type = ChangeState
triggerall = var(59)= 1
trigger1 = P2LIFE != 0
trigger1 = stateno=1070&&MOVEHIT&&ANIMTIME = 0&&LIFE >= 690&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,700,700),22)

[State 0,连环腿接逆向大口晕连]
type = ChangeState
triggerall = var(59)= 1
trigger1 = P2LIFE != 0
trigger1 = stateno=52&&prevstateno =700&&roundstate = 2
value = 702

[State 0,连环腿接逆向大口晕连]
type = ChangeState
triggerall = var(59)= 1
trigger1 = P2LIFE != 0
trigger1 = stateno=201&&MOVEHIT&&ANIMTIME = 0&&power<=3999&&roundstate = 2
value = 3000

[State 0,连环腿接逆向大口晕连]
type = ChangeState
triggerall = var(59)= 1
trigger1 = P2LIFE != 0
trigger1 = stateno=201&&MOVEHIT&&ANIMTIME = 0&&power>=4000&&roundstate = 2
value = 3030






[State 0,禁止跳跃]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno= 40
value = 0
ctrl = 1


;站连段 站A分支
[State 0,801血以上，三气以下 轻拳接轻腿,肘击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=200&&MOVEHIT&&LIFE >= 801&&power<=2999&&roundstate = 2
value = ifelse(Random <= 500,230,819)


[State 0,801血以上持有三气 轻拳接轻腿,肘击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=200&&MOVEHIT&&LIFE >= 801&&power>=3000&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,819,819),230)


[State 0,800血以下持有三气 轻拳接轻腿,肘击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=200&&MOVEHIT&&LIFE <= 800&&power>=3000&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,819,230),230)

[State 0,800血以下，三气以下 轻拳接轻腿,肘击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=200&&MOVEHIT&&LIFE <= 800&&power<=2999&&roundstate = 2
value = 230

;站连段
[State 0,近轻腿接轻腿]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=231&&MOVEHIT&&roundstate = 2
value = 230


[State 0,轻脚接重拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=230&&MOVEHIT&&LIFE >= 181&&roundstate = 2
value = 210

[State 0,重拳接派生1,黑咬,肘击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=210&&MOVEHIT&&LIFE >= 181&&Animelem = 6&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1200,1200),IfElse(random <= 499,1100,211))

[State 0,肘击接怼飞]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=211&&MOVEHIT&&Animelem = 5&&roundstate = 2
value = 1110

[State 0,派生1接派生2]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1200&&MOVEHIT&&LIFE >= 181&&roundstate = 2
value = 1201

[State 0,派生2接派生脚,派生拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1201&&MOVEHIT&&time>14&&LIFE >= 181&&P2statetype!= A&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,1203,1203),1202)

[State 0,派生2接派生脚,派生拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1201&&MOVEHIT&&time>15&&LIFE >= 181&&P2statetype = A&&roundstate = 2
value = 1202

[State 0,派生脚接D,超重击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1203&&MOVEHIT&&Animelem = 10&&LIFE >= 181&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,250,240),IfElse(random <= 499,240,250))


[State 0,超重击接怼飞]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=250&&MOVEHIT&&Animelem = 6&&roundstate = 2
value = 211

[State 0,D接我TM揍,寸拳,砸地,七五改]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=240&&MOVEHIT &&power>=1500&&LIFE >= 181&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1100,1210),IfElse(random <= 499,1005,1001))

[State 0,D接,寸拳,派生1,冲刺]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=240&&MOVEHIT &&power<=1499&&LIFE >= 181&&P2LIFE >= 201&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1210,1100),IfElse(random <= 499,1001,1005))

[State 0,荒咬接 怼飞,创]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1100&&MOVEHIT&&time>18&&roundstate = 2
value = ifelse(Random <= 500,1110,1101)

[State 0,创接三连踹]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1101&&MOVEHIT&&time>25&&roundstate = 2
value = 1102

[State 0,三连踹接D]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1102&&MOVEHIT&&time>56&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,240,240),IfElse(random <= 499,240,210))

[State 0,怼飞接奈落落]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1110&&MOVEHIT&&time>17&&roundstate = 2
value = 1111

[State 0,奈落落弹地追击 七五改,冲刺]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=52&&P2stateno=1113&&power<=1999&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1120,1010),IfElse(random <= 499,1120,1001))

[State 0,奈落落弹地追击 七五改,冲刺]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=52&&P2stateno=1113&&power>=2000&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1120,1010),IfElse(random <= 499,1120,1010))

[State 0,寸拳接182]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1210&&MOVEHIT&&time>16&&roundstate = 2
value = 1220

[State 0,满气保底182接大182]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1220&&MOVEHIT&&time>16&&power>=4999&&roundstate = 2
value = ifelse(Random <= 500,3000,3030)

[State 0,182接大182]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1220&&MOVEHIT&&time>16&&power>=1000&&power<=2999&&roundstate = 2
value = ifelse(Random <= 500,3000,1230)

[State 0,182接大182]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1220&&MOVEHIT&&time>16&&power>=3000&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,3000,3030),IfElse(random <= 499,3030,1230))

[State 0,182接抓取]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1220&&MOVEHIT&&time>24&&power<=999&&roundstate = 2
value = 1230

[State 0,拳追击升龙,七五改]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1202&&ANIMTIME = 0&&MOVEHIT&&power<=2299&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,1010,1510),1120)

[State 0,拳追击升龙,七五改]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1202&&ANIMTIME = 0&&MOVEHIT&&power>=2300&&roundstate = 2
value = 3030

[State 0,升龙追大飞脚]
type = ChangeState
triggerall = var(59)= 1
trigger1 = FrontEdgeBodyDist >= 99
trigger1 = stateno=1010&&ANIMTIME = 23&&LIFE >= 680&&MOVEHIT&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1260,1260),IfElse(random <= 499,1024,1024))

[State 0,升龙追空投]
type = ChangeState
triggerall = var(59)= 1
trigger1 = FrontEdgeBodyDist <= 100
trigger1 = stateno=1010&&ANIMTIME = 25&&LIFE >= 680&&MOVEHIT&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1260,1260),IfElse(random <= 499,1260,1024))

[State 0,空投追 我TM踹]
type = ChangeState
triggerall = var(59)= 1&&Statetype !=A&&CTRL
trigger1 = P2stateno=1265 &&P2Movetype =H&&power<=3499&&roundstate = 2
value = 1000

[State 0,空投追 我TM踹]
type = ChangeState
triggerall = var(59)= 1&&Statetype !=A&&CTRL
trigger1 = P2stateno=1265 &&P2Movetype =H&&power>=3500&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,3030,3030),IfElse(random <= 499,3030,1000))

[State 0,升龙坠地]
type = ChangeState
triggerall = var(59)= 1&&Statetype !=A&&CTRL
trigger1 = P2stateno=8883 &&P2Movetype =H&&power<=4499&&LIFE <= 600&&roundstate = 2
value = 1400

[State 0,升龙坠地]
type = ChangeState
triggerall = var(59)= 1&&Statetype !=A&&CTRL
trigger1 = P2stateno=8883 &&P2Movetype =H&&power>=4500&&LIFE <= 600&&roundstate = 2
value = 3030


;对空
[State 0,对空AI,尝试:原地闪,升龙,前闪,空抓]
type = ChangeState
triggerall = var(59)= 1&&ctrl = 1
trigger1 = Statetype !=A&&P2Statetype =A &&P2Movetype !=H &&p2dist y=[-50,85]
trigger1 = p2dist x=[-50,65]
value = IfElse(random >= 499,IfElse(random <= 499,909,1010),IfElse(random <= 499,1800,1230))




;空连
[State 0,后落落接大飞脚]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1020&&MOVEHIT&&time>10&&roundstate = 2
value = 1021

[State 0,大飞脚接投技]
type = ChangeState
triggerall = var(59)= 1
trigger1 = BackEdgeBodyDist <= 38
trigger1 = stateno=1022&&Animtime=0&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,1023,1230),1230)

[State 0,大飞脚接投技]
type = ChangeState
triggerall = var(59)= 1
trigger1 = BackEdgeBodyDist <= 38
trigger1 = stateno=1022&&Animtime=0&&P2statetype!= A&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,1005,1230),1230)

[State 0,大飞脚接原脚]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1022&&Animtime=0
value = 1023


;瞬移起手连
[State 0,光速脚接原踢]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1043&&MOVEHIT&&AnimElem = 14&&power<=999&&roundstate = 2
value = ifelse(Random <= 500,1023,210)

[State 0,原脚接独乐屠]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1023&&MOVEHIT&&AnimElem = 6&&roundstate = 2
value = 1802

[State 0,原脚接独乐屠]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1023&&MOVEHIT&&AnimElem = 6&&roundstate = 2
value = 1802

[State 0,独乐屠追胧车]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1803&&P2Movetype =H&&Animtime=0&&roundstate = 2
value = 1510

[State 0,胧车追超必杀]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1511&&P2Movetype =H&&Animtime=0&&LIFE <= 600&&power>=4100&&roundstate = 2
value = 3010

[State 0,胧车追踩人]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1511&&P2Movetype =H&&Animtime=0&&power <= 2000&&roundstate = 2
value = ifelse(Random <= 500,1400,1248)


;瞬移起手连 一气
[State 0,光速脚接原踢，重拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1043&&MOVEHIT&&AnimElem = 14&&power>=1000&&power<=1999&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,1023,210),210)

;瞬移起手连 二气
[State 0,光速脚接二气连段]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1043&&MOVEHIT&&AnimElem = 14&&power>=2000&&power<=2999
value = 800

;瞬移起手连 三气
[State 0,光速脚接三气连段]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1043&&MOVEHIT&&AnimElem = 14&&power>=3000&&roundstate = 2
value = 806

[State 0,原脚接独乐屠]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=806&&MOVEHIT&&AnimElem = 6&&roundstate = 2
value = 807

[State 0,独乐屠追胧车]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=808&&P2Movetype =H&&Animtime=0&&roundstate = 2
value = 811

[State 0,胧车追升龙]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=811&&P2Movetype =H&&AnimElem = 18&&roundstate = 2
value = 813

[State 0,升龙追奈落落]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=813&&P2Movetype =H&&AnimElem = 9&&roundstate = 2
value = 814



[State 0,前落落接JC,JD]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1030&&MOVEHIT&&time>7
value = ifelse(Random <= 500,610,640)

[State 0,冲刺接空抓,七五改,杀吗一拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1001&&MOVEHIT&&Animelem = 7&&power<=3099
value = ifelse(Random <=666,Ifelse(random<=333,1230,1120),1002)

[State 0,冲刺接空抓,七五改,杀吗一拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1001&&MOVEHIT&&Animelem = 7&&power >= 3100
value = ifelse(Random <=666,Ifelse(random<=333,1120,1120),1002)


;追地
[State 0,砸人接滑板]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1006&&ANIMTIME = 0&&power>=3400
value = ifelse(Random <=666,Ifelse(random<=333,3010,1245),1248)

[State 0,砸人接捡垃圾]
type = ChangeState
triggerall = var(59)= 1
trigger1 = FrontEdgeBodyDist >= 119
trigger1 = stateno=1006&&AnimTime = 0&&power<=3399&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1245,1245),IfElse(random <= 499,1245,1248))

[State 0,砸人接捡垃圾]
type = ChangeState
triggerall = var(59)= 1
trigger1 = FrontEdgeBodyDist <= 120
trigger1 = stateno=1006&&AnimTime = 0&&roundstate = 2
value = 1248

[State 0,捡垃圾接1.5气]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1249&&AnimTime = 0&&power>=2500&&roundstate = 2
value = ifelse(Random <= 500,3030,195)

[State 0,捡垃圾接1.5气]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1249&&AnimTime = 0&&power>=4000&&roundstate = 2
value = 3030



;蹲连段
[State 0,轻拳接轻腿]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=400&&MOVEHIT&&LIFE >= 181
value = 430

[State 0,轻脚接重拳,八十八]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=430&&MOVEHIT&&LIFE >= 181
value = ifelse(Random <= 500,410,310)

[State 0,八十八接七五改]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=310&&MOVEHIT&&time>23&&LIFE >= 181
value = ifelse(Random <=666,Ifelse(random<=333,1120,1120),1102)

[State 0,七五改追击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1120&&MOVEHIT&&LIFE >= 181
value = 1121

[State 0,七五改接红踢]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1121&&MOVEHIT &&TIME>=7&&roundstate = 2
value = 1800

[State 0,红踢接升龙拳,升龙,冲刺]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1801&&TIME>=15
trigger1 =enemy,Movetype=H&&power >= 2000&&LIFE >= 691&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,3000,1010),1001)

[State 0,红踢接升龙拳,升龙,冲刺]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1801&&TIME>=15
trigger1 =enemy,Movetype=H&&power >= 2000&&LIFE <= 690&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,3030,1010),3000)

[State 0,红踢接胧车]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=1801&&TIME>=15
trigger1 =enemy,Movetype=H&&power <= 1999&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1510,1010),IfElse(random <= 499,1010,1000))

[State 0,胧车接捡垃圾]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x!=[-60,60]
trigger1 = P2stateno=1522&&ctrl&&roundstate = 2
trigger1 = power <= 1999
value = 22

[State 0,七五改接升龙]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=53&&roundstate = 2
value = 1010

[State 0,下重拳接荒咬,提人,派生,寸拳]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=410&&MOVEHIT&&power<=2099&&LIFE >= 181&&roundstate = 2
value = IfElse(random >= 499,IfElse(random <= 499,1100,1230),IfElse(random <= 499,1200,1210))

[State 0,有气下重拳接荒咬,砸砸砸,派生1]
type = ChangeState
triggerall = var(59)= 1
trigger1 = stateno=410&&MOVEHIT&&power>=2100&&LIFE >= 181&&roundstate = 2
value = ifelse(Random <=666,Ifelse(random<=333,1100,1005),1200)


[State 1200, 3]
type = ChangeState
triggerall = var(59)= 1
trigger1 = power>=3301
trigger1 = AnimTIME = 0
trigger1 = P2stateno = 8885
value = 3040

;行动
[State 0, 对方在50像素内无状态]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x=[-50,50]
trigger1 = ctrl&&P2statetype!= L&&statetype!= A&&P2movetype!=H&&P2stateno != 1522&&power<=2499&&P2statetype!= A
value = IfElse(random >= 499,IfElse(random <= 499,999,200),IfElse(random <= 499,994,1005))

[State 0, 对方在85像素内无状态]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x=[-85,85]
trigger1 = ctrl&&P2statetype!= L&&statetype!= A&&P2movetype!=H&&P2stateno != 1522&&power<=2999
value = IfElse(random >= 499,IfElse(random <= 499,996,1001),IfElse(random <= 499,995,997))

[State 0, 持有三气对方在50像素内无状态]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x=[-50,50]
trigger1 = ctrl&&P2statetype!= L&&statetype!= A&&P2movetype!=H&&P2stateno != 1522&&power>=2500
value = IfElse(random >= 499,IfElse(random <= 499,999,818),IfElse(random <= 499,909,1005))

[State 0, 持有三气对方在85像素内无状态]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x=[-85,85]
trigger1 = ctrl&&P2statetype!= L&&statetype!= A&&P2movetype!=H&&P2stateno != 1522&&power>=3000
value = IfElse(random >= 499,IfElse(random <= 499,997,996),IfElse(random <= 499,998,1040))

[State 0, 对方在100像素外攻击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x!=[-100,100]
trigger1 = ctrl&&P2statetype!= L&&statetype!= A&&P2movetype!=H&&P2stateno != 1522&&P2movetype=A
value = IfElse(random >= 499,IfElse(random <= 499,1040,650),IfElse(random <= 499,650,650))

[State 0, 受击追打]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x=[-50,50]
trigger1 = ctrl&&P2statetype!= L&&statetype!= A&&P2statetype!= A&&P2movetype =H&&P2stateno != 1522
value = ifelse(Random <= 500,200,400)

[State 0, 检测对方在版边攻击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x!=[-270,270]
trigger1 = ctrl&&statetype!= A&&P2statetype!= A&&roundstate = 2&&P2stateno != 1522&&P2movetype!=H
value = ifelse(Random <= 500,1040,650)

[State 0, 不在范围内开始追击]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x!=[-50,50]
trigger1 = p2dist x =[-269,269]
trigger1 = ctrl&&statetype!= A&&roundstate = 2&&P2stateno != 1522
value = IfElse(random >= 499,IfElse(random <= 499,101,22),IfElse(random <= 499,21,1030))

[State 0, 压起身]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x =[-50,50]
trigger1 = ctrl&&P2stateno = 5120&&statetype!= A&&P2stateno != 1522
value = IfElse(random >= 499,IfElse(random <= 499,660,1020),IfElse(random <= 499,105,998))

[State 0, 压起身]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x!=[-50,50]
trigger1 = ctrl&&P2stateno = 5120&&statetype!= A&&P2stateno != 1522
value = IfElse(random >= 499,IfElse(random <= 499,101,22),IfElse(random <= 499,21,22))

[State 0, 在跑步时检测对方攻击]
type = ChangeState
triggerall = var(59)= 1&&statetype!= A
trigger1 = stateno=101&&P2movetype=a
trigger2 = ctrl&&P2movetype=a
value = IfElse(random >= 499,IfElse(random <= 499,650,1020),IfElse(random <= 499,1020,909))
ignorehitpause = 1

[State 0, 在走路时检测对方攻击]
type = ChangeState
triggerall = var(59)= 1&&statetype!= A
trigger1 = stateno=22&&P2movetype=a
trigger2 = ctrl&&P2movetype=a
value = IfElse(random >= 499,IfElse(random <= 499,650,1020),IfElse(random <= 499,1020,650))
ignorehitpause = 1

[State 0, 检测倒地捡垃圾]
type = ChangeState
triggerall = var(59)= 1
trigger1 = p2dist x =[-60,60]
trigger1 = ctrl&&P2stateno = 1522&&statetype!= A&&power<=1999&&roundstate = 2
value = 1245

[State 0, 检测倒地捡垃圾]
type = ChangeState
triggerall = var(59)= 1
trigger1 = FrontEdgeBodyDist <= 120
trigger1 = p2dist x =[-60,60]
trigger1 = ctrl&&P2stateno = 1522&&statetype!= A&&power>=2000&&roundstate = 2
value = 1248
