; カンフーマンの入力コマンド定義ファイルです。
; コマンドの入力キーを設定するパートと、技を実行するための条件を設定するパートに分かれています。
;------------------------------------------------------------------------------
;==============================================================================
; 入力キーの設定パート
;==============================================================================
;------------------------------------------------------------------------------
;■設定はこの形が決まり事です。詳細は以下参照。
;
;[Command]
;name = "***"
;command = ###
;time = &&&
;
;■コマンドの名前：「name = "***"」という風に入れます。***に文字を入れてください。
; 　　　　　　　　アルファベットは大文字と小文字でも区別されます。日本語も可能です。
;
;■指定方法：「command = ###」という風に入れます。
;　　　　　　###に下記のキーを組み合わせ入力するコマンドを設定してください。
;
;　　方向キー：　B, DB, D, DF, F, UF, U, UB　（全て大文字で）
;　　　　　　　　B=Back（後）・D=Down（下）・F=Forward（前）・U=Up（上）になっています。
;
;　　ボタン　：　a, b, c, x, y, z, s 　　　　（全て小文字で）
; 
;　※特殊文字
;
;　　スラッシュ（ / ）：ボタンを押しっぱなしにする場合はこれを入れます。
;　　　　　　　　例：command = /F　　　（前キーを押したままにする）
;　　　　　　　　　　command = /B,y　　（後キーを押したままＹボタンを入力）
;
;　　チルダ　　（ ~ ）：ボタンが離される事を認識させる場合はこれを入れます。
;　　　　　　　　例：command = ~c　　　（Ｃボタンを離す）
;　　　　　　　　　　command = ~DB,DF,x（斜め後下を離して斜め前下=>Ｘボタンの順番に入力）
;
;　　　　　　　　※数値を追加する事で、ボタンを離すまでの時間、いわゆる『溜め』を設定出来ます。
;　　　　　　　　例：command = ~20z　　（Ｚボタンを押したままにし、２０フレーム後に離す）
;　　　　　　　　　　command = ~40B,F,b（後キーを押したままにし、４０フレーム後に離して前キー=>Ｂボタンの順番に入力）
;
;　　ドル　　　（ $ ）：複数の方向キー要素を入力出来るようにする場合はこれを入れます。
;　　　　　　　　例：command = $U　　　（上・斜め前上・斜め後上のどれからで始めても良い）
;　　　　　　　　　　command = $DF 　　（下・斜め前下・前のどれからで始めても良い）
;
;　　プラス　　（ + ）：ボタンを同時押しする場合はこれを入れます。
;　　　　　　　　例：command = a+b 　　（ＡボタンとＢボタンを同時押しします）
;　　　　　　　　　　command = x+y+z 　（ＸボタンとＹボタンとＺボタンを同時押しします）
;　　　　　　　　　　command = F+c 　　（前キーとＣボタンを同時押しします）
;
;　※これらの特殊文字は、組み合わせて使用する事も可能です。
;　　　　　　　　例：command = ~30$D,a+b
;　　　　　　　　　　　　　（下要素を３０フレーム溜めて離した後にＡボタンとＢボタンを同時押しします）
;
;■入力コマンド受付時間：「time = &&&」という風に入れます。オプションなので省略可能。
;　　　　　　　　　　　　&&&にコマンドを入力出来る時間を入れてください。時間はフレーム数です（１フレーム＝1/60秒）。
;　　　　　　　　例：time = 24　（入力受付時間を２４フレーム（0.4秒）に設定）
;
; 後は実際に登録されているものを参照してください。
;==============================================================================

;-| ボタン配置 |-----------------------------------------------------
;各ボタンの配置を簡単に変更できます。
;このキャラクターのボタン配置を変えたいときなどに使います。
;x = x を x = a に変えれば、xがaに変わります。

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

;-| 標準化 |-------------------------------------------------------
[Defaults]
; timeを記述しなかった場合、以下の値が参照されます。最小値は1です。
command.time = 15

; buffer.timeの値です。1〜30まで設定できます。
; 普通は1です。
command.buffer.time = 1

;------------------------------------------------------------------------------
;-| AI起動用 |-----------------------------------------------------------------
[Command]
name = "AI1"
command = F, B, B, F, F, B, B, F, F, B, B, F, F, B
time = 1

[Command]
name = "AI2"
command = U, D, D, U, U, D, D, U, U, D, D, U, U, D
time = 1

[Command]
name = "AI3"
command = D, U, U, D, D, U, U, D, D, U, U, D, D, U
time = 1

[Command]
name = "AI4"
command = B, F, F, B, B, F, F, B, B, F, F, B, B, F
time = 1

[Command]
name = "AI5"
command = a, x, x, a, a, x, x, a, a, x, x, a, a, x
time = 1

[Command]
name = "AI6"
command = b, y, y, b, b, y, y, b, b, y, y, b, b, y
time = 1

[Command]
name = "AI7"
command = c, z, z, c, c, z, z, c, c, z, z, c, c, z
time = 1

[Command]
name = "AI8"
command = x, a, a, x, x, a, a, x, x, a, a, x, x, a
time = 1

[Command]
name = "AI9"
command = y, b, b, y, y, b, b, y, y, b, b, y, y, b
time = 1

[Command]
name = "AI10"
command = z, c, c, z, z, c, c, z, z, c, c, z, z, c
time = 1

[Command]
name = "AI11"
command = F, B, F, B, F, B, F, B, F, B, F, B, F, B
time = 1

[Command]
name = "AI12"
command = U, D, U, D, U, D, U, D, U, D, U, D, U, D
time = 1

[Command]
name = "AI13"
command = D, U, D, U, D, U, D, U, D, U, D, U, D, U
time = 1

[Command]
name = "AI14"
command = B, F, B, F, B, F, B, F, B, F, B, F, B, F
time = 1

[Command]
name = "AI15"
command = a, x, a, x, a, x, a, x, a, x, a, x, a, x
time = 1

[Command]
name = "AI16"
command = b, y, b, y, b, y, b, y, b, y, b, y, b, y
time = 1

[Command]
name = "AI17"
command = c, z, c, z, c, z, c, z, c, z, c, z, c, z
time = 1

[Command]
name = "AI18"
command = x, a, x, a, x, a, x, a, x, a, x, a, x, a
time = 1

[Command]
name = "AI19"
command = y, b, y, b, y, b, y, b, y, b, y, b, y, b
time = 1

[Command]
name = "AI20"
command = z, c, z, c, z, c, z, c, z, c, z, c, z, c
time = 1

[Command]
name = "AI21"
command = F, B, F, B, F, B, F, B, F, B
time = 1

[Command]
name = "AI22"
command = U, D, U, D, U, D, U, D, U, D
time = 1

[Command]
name = "AI23"
command = D, U, D, U, D, U, D, U, D, U
time = 1

[Command]
name = "AI24"
command = B, F, B, F, B, F, B, F, B, F
time = 1

[Command]
name = "AI25"
command = D, U, B, F, D, U, B, F, D
time = 1


;------------------------------------------------------------------------------

[Command]
name = "???"
command = ~F,   $D,   F, x+y
time = 30


;-| MAX2超必殺技 |--------------------------------------------------------------

[Command]
name = "デッドリーレイブ・ネオ"
command = ~D,   F,  D, F,c
time = 30

;------------------------------------------------------------------------------
;-| MAX超必殺技 |--------------------------------------------------------------

[Command]
name = "MAXシャインナックル"
command = ~D,   F, D,   F, a+b
time = 25

[Command]
name = "MAXレイジングストーム"
command = ~D,   F, D,   F, z
time = 25

;------------------------------------------------------------------------------
;-| 超必殺技 |-----------------------------------------------------------------

[Command]
name = "シャインナックル"
command = ~D,  F, D,  F, a
time = 25

[Command]
name = "シャインナックル"
command = ~D,  F, D,  F, b
time = 25


[Command]
name = "レイジングストーム"
command = ~D,  F, D,  F, x
time = 25

[Command]
name = "レイジングストーム"
command = ~D,  F, D,  F, y
time = 25

;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------

[Command]
name = "真空投げ"
command = ~D,   B, UB, U, UF, F, y
time = 40

[Command]
name = "真空投げ"
command = ~F,   D,   B, UB, U, y
time = 40

[Command]
name = "真空投げ"
command = ~U, UF, F,   D,   B, y
time = 40

[Command]
name = "真空投げ"
command = ~B, UB, U, UF, F,   D, y
time = 40

[Command]
name = "真空投げ"
command = ~D,   F, UF, U, UB, B, y
time = 40

[Command]
name = "真空投げ"
command = ~B,   D,   F, UF, U, y
time = 40

[Command]
name = "真空投げ"
command = ~U, UB, B,   D,   F, y
time = 40

[Command]
name = "A真空投げ"
command = ~B, $D, F, x
time = 40

[Command]
name = "B真空投げ"
command = ~B, $D, F, y
time = 40

[Command]
name = "EX真空投げ"
command = ~B, $D, F, x+y
time = 40


[Command]
name = "弱ライジングタックル"
command = ~F, D,   x

[Command]
name = "強ライジングタックル"
command = ~F, D,   y

[Command]
name = "レイジランTYPE「ダンク」"
command = ~D,   B, a

[Command]
name = "レイジランTYPE「シフト」"
command = ~D,   B, b

[Command]
name = "レイジランTYPE&EX"
command = ~D,   B, a+b


[Command]
name = "弱ハードエッジ"
command = ~D,   B, x

[Command]
name = "強ハードエッジ"
command = ~D,   B, y

[Command]
name = "EXハードエッジ"
command = ~D,   B, x+y

[Command]
name = "上段クラックカウンター"
command = ~D,   F, a

[Command]
name = "下段クラックカウンター"
command = ~D,   F, b

[Command]
name = "EX段クラックカウンター"
command = ~D,   F, a+b

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

[Command]
name = "ダブル烈風拳"
command = ~D,   F, y

[Command]
name = "EXダブル烈風拳"
command = ~D,   F, x+y

[Command]
name = "弱ライジングタックル"
command = ~20$D, $U, x
time = 30

[Command]
name = "強ライジングタックル"
command = ~10$D, $U, y
time = 30

[Command]
name = "EXライジングタックル"
command = ~10$D, $U, x+y
time = 30

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

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = F, F
time = 10

[Command]
name = "BB"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = x+a
time = 1

[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = a+x
time = 1

[Command]
name = "ふっとばし"
command = y+b
time = 1

[Command]
name = "ふっとばし"
command = y+b
time = 1

[Command]
name = "ふっとばしs"
command =~D, F, c


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

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

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[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

[command]
name = "fwd"
command = F
time = 1

[command]
name = "back"
command = B
time = 1

[command]
name = "up"
command = U
time = 1

[command]
name = "down"
command = D
time = 1

;------------------------------------------------------------------------------
;-| 方向キー押しっぱなし |-----------------------------------------------------
[Command]
name = "holdfwd"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$F
time = 1

[Command]
name = "holdback"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$B
time = 1

[Command]
name = "holdup"    ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$U
time = 1

[Command]
name = "holddown"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$D
time = 1

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

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

;------------------------------------------------------------------------------
;==============================================================================
; 技を実行するための条件の設定（ステートエントリーパート）
;==============================================================================
;------------------------------------------------------------------------------
; ここから下は「どのコマンドでどの番号のステートをどういう条件で出せるか」を設定する場所です。
;（ステートに関してはCNSファイルを参照）
; 
;■設定は基本的にこの形になります。
;
; [State -1, Label]                  ;「Label」の部分はただのラベルです。何でも良いです。それ以外は変更不可。
; type = ChangeState                 ;「別のステートに変更する」という意味のステートコントローラ
; value = new_state_number           ;出したい技のステート番号を入れます
; Trigger1 = command = command_name  ;入力キー設定パートで登録したコマンドの名前をどれか入れます
; . . .  (any additional Triggers)   ;Trigger（条件を指定するトリガー）を追加出来ます
;
;■Triggerに使える基本的な条件（通常は「トリガー」と呼ばれています）
;
;   - StateType    - キャラクターがどの状態の時にそのステートを出せるかどうかを決められます。
;                    S=立った状態・C=座った状態・A=空中にいる状態・L=横に倒れた状態、の４つが決まり事です。
;                    CNSのStatedefの下にある「Type = *」の項目が状態の意味なので、これをこのトリガーで判断します。
;
;   - Ctrl         - コントロールが可能か不可能かどちらかの時にそのステートを出せるかどうかを決められます。
;                    0=コントロール不可能状態・1=コントロール可能状態、ですが通常は Ctrl = 1 ( = 1 省略可能)が基本。
;
;   - StateNo      - 別の番号のステートから出せる事が可能になります。
;                    これを応用してスーパーキャンセルも可能です。
;
;   - MoveContact  - 物理攻撃が相手に当たった時（攻撃がヒットした時、もしくはガードされた時）に、
;                    そのステートを出せるかどうかを決められます。２種類４パターンあります。
;                    MoveContact or MoveContact = 1  （攻撃が当たった時）
;                    !MoveContact or MoveContact = 0 （攻撃が当たってない時）
;                    これを応用してスーパーキャンセルも可能です。
;
;　※上の４つ以外にもありますが、他のトリガーはM.U.G.E.N本体docsフォルダの中の
;　　CNSドキュメンテーションを参照してください。
;
;■ステートエントリーの順序
;
; ChangeStateの登録の順番は重要です。上に来れば来るほどコマンド入力の優先度が高くなります。
;
; 引用になりますが、例えば「波動拳コマンドのChangeState（↓＼→＋パンチ）」を
;「昇龍拳コマンドのChangeState（→↓＼＋パンチ）」よりも上に登録した場合、
; ゲーム中では昇龍拳を出そうとしても波動拳が誤って暴発しやすくなってしまいます。
; 防止するためには、「波動拳のChangeState」を「昇龍拳のChangeState」よりも下に登録しなくてはなりません。
;「レバーを前に入れて出す特殊技」と「投げ技」の関係なども同様です。
;
; 順番をよく考えて登録しましょう。
;
;■AI(CPU)はどう動くのか
;MUGENの標準CPUは相手に近づき適当に攻撃を繰り出すだけなので、AIスイッチによる制御が必要なこともあります。
;
;■[Statedef -1]とは？
;
; この部分はCNSプログラミングの拡張部分の、常時監視ステートになります。
; どのいかなる状態でも設定した記述が常に有効になるステートです（CNSの[Statedef -2]と似たような部分）。
;
; 必要な記述と行なので、絶対に消さないでください。
;
;==============================================================================
;------------------------------------------------------------------------------

[Statedef -1];←この行は絶対に消さないでください。必須の項目です。

;硬直?制----------------------------------------------------------

[State -3,varadd]
Type = VarAdd
Trigger1 = StateNo = 610 && MoveContact = 1
Trigger2 = StateNo = 640 && MoveContact = 1
persistent = 0
V = 29
value = 5

[State -3,varset]
Type = VarSet
TriggerAll = var(29)
Trigger1 = (enemynear(var(58)),StateNo = [200,4999]) || enemynear,statetype = L  || stateno = 751 || stateno = 100
persistent = 0
var(29) = 0

;目押----------------------------------------------------------------------------

[State -1,varadd]
Type = VarAdd
Trigger1 = StateNo = 200 && MoveContact = 1
Trigger2 = StateNo = 430 && MoveContact = 1
Trigger3 = StateNo = 400 && MoveContact = 1
Trigger4 = StateNo = 215 && MoveContact = 1
Trigger5 = StateNo = 410 && MoveContact = 1
Trigger6 = StateNo = 205 && MoveContact = 1
Trigger7 = StateNo = 1100 && ANIMTIME = 0 || STATENO = 1205 && ANIMTIME = 0 
Trigger7 = VAR(50) = 8
persistent = 0
V = 30
value = 5

[State -1,varset]
Type = VarSet
TriggerAll = var(30)
Trigger1 = enemynear,MoveType != H || stateno = 1355 || stateno = 1000 || stateno = 1050 || StateNo < 200
persistent = 0
var(30) = 0

;-------------------------------------------------------------------------------------------------

[State ,出招被打??]
type = ChangeState;ChangeState
Value = ifelse((power >= 1000 && var(32) = 0 || var(32) > 0) && random <= 500,2000,ifelse(var(16) > 0,ifelse(random <= 500,1370,1470),ifelse(random <= 500,1350,ifelse(enemynear(var(58)),STATETYPE = C,1450,1400))))
TriggerAll = var(59) = 1 && p2bodydist x <= 100
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
TriggerAll = enemynear(var(58)),MOVEtype = A 
TriggerAll = enemynear(var(58)),PREVSTATENO != [150,159]
TriggerAll = statetype != A 
TriggerAll = roundstate = 2
TriggerAll = (stateno = [30,39]) && time <= 4 || Movetype != H && helper(35002),fvar(9) = 4
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (6 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,6])
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (6 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,6])
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (6 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,6])
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (6 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,6])
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (6 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,6])
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (6 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,6])
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (6 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,6])
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (6 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,6])
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (6 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,6])
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (6 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,6])
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (6 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,6])
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (6 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,6])
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (6 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,6])
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (6 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,6])
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (6 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,6])
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (6 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,6])
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (6 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,6])
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (6 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,6])
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (6 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,6])
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (6 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,6])
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (6 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,6])
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (6 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,6])
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (6 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,6])
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (6 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,6])
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (6 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,6])
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (6 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,6])
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (6 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,6])
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (6 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,6]) 

[State ,出招被打??]
type = ChangeState;ChangeState
Value = ifelse((power >= 1000 && var(32) = 0 || var(32) > 0) && random <= 500,2000,ifelse(var(16) > 0,ifelse(random <= 500,1370,1470),ifelse(random <= 500,1350,ifelse(enemynear(var(58)),STATETYPE = C,1450,1400))))
TriggerAll = var(59) = 1 && p2bodydist x <= 100
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
TriggerAll = enemynear(var(58)),MOVEtype = A 
TriggerAll = enemynear(var(58)),PREVSTATENO != [150,159]
TriggerAll = statetype != A 
TriggerAll = roundstate = 2
TriggerAll = Movetype != H && helper(35002),fvar(9) = 5
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (7 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,7])
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (7 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,7])
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (7 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,7])
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (7 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,7])
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (7 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,7])
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (7 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,7])
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (7 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,7])
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (7 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,7])
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (7 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,7])
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (7 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,7])
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (7 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,7])
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (7 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,7])
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (7 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,7])
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (7 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,7])
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (7 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,7])
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (7 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,7])
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (7 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,7])
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (7 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,7])
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (7 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,7])
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (7 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,7])
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (7 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,7])
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (7 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,7])
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (7 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,7])
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (7 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,7])
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (7 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,7])
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (7 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,7])
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (7 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,7])
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (7 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,7])
 
[State ,出招被打??]
type = ChangeState;ChangeState
Value = 120
TriggerAll = var(59) > 1
TriggerAll = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
TriggerAll = enemynear(var(58)),MOVEtype = A 
TriggerAll = enemynear(var(58)),PREVSTATENO != [150,159]
TriggerAll = statetype != A 
TriggerAll = roundstate = 2
TriggerAll = (stateno = [30,39]) && time <= 4 || Movetype != H && helper(35002),fvar(9) = 4
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (6 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,6])
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (6 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,6])
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (6 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,6])
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (6 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,6])
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (6 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,6])
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (6 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,6])
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (6 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,6])
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (6 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,6])
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (6 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,6])
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (6 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,6])
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (6 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,6])
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (6 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,6])
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (6 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,6])
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (6 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,6])
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (6 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,6])
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (6 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,6])
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (6 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,6])
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (6 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,6])
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (6 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,6])
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (6 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,6])
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (6 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,6])
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (6 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,6])
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (6 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,6])
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (6 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,6])
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (6 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,6])
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (6 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,6])
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (6 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,6])
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (6 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,6]) 

[State ,出招被打??]
type = ChangeState;ChangeState
Value = 120
TriggerAll = var(59) > 1
TriggerAll = inguarddist || helper(31000+id),inguarddist && enemynear(var(58)),Statetype = A
TriggerAll = enemynear(var(58)),MOVEtype = A 
TriggerAll = enemynear(var(58)),PREVSTATENO != [150,159]
TriggerAll = statetype != A 
TriggerAll = roundstate = 2
TriggerAll = Movetype != H && helper(35002),fvar(9) = 5
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time <= (7 - Helper(999), var(2)) || (enemynear(var(58)), StateNo = Helper(999), var(1)) && (Helper(999), var(2) - enemynear(var(58)), Time = [0,7])
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time <= (7 - Helper(999), var(4)) || (enemynear(var(58)), StateNo = Helper(999), var(3)) && (Helper(999), var(4) - enemynear(var(58)), Time = [0,7])
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time <= (7 - Helper(999), var(6)) || (enemynear(var(58)), StateNo = Helper(999), var(5)) && (Helper(999), var(6) - enemynear(var(58)), Time = [0,7])
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time <= (7 - Helper(999), var(8)) || (enemynear(var(58)), StateNo = Helper(999), var(7)) && (Helper(999), var(8) - enemynear(var(58)), Time = [0,7])
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time <= (7 - Helper(999), var(10)) || (enemynear(var(58)), StateNo = Helper(999), var(9)) && (Helper(999), var(10) - enemynear(var(58)), Time = [0,7])
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time <= (7 - Helper(999), var(12)) || (enemynear(var(58)), StateNo = Helper(999), var(11)) && (Helper(999), var(12) - enemynear(var(58)), Time = [0,7])
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time <= (7 - Helper(999), var(14)) || (enemynear(var(58)), StateNo = Helper(999), var(13)) && (Helper(999), var(14) - enemynear(var(58)), Time = [0,7])
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time <= (7 - Helper(999), var(16)) || (enemynear(var(58)), StateNo = Helper(999), var(15)) && (Helper(999), var(16) - enemynear(var(58)), Time = [0,7])
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time <= (7 - Helper(999), var(18)) || (enemynear(var(58)), StateNo = Helper(999), var(17)) && (Helper(999), var(18) - enemynear(var(58)), Time = [0,7])
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time <= (7 - Helper(999), var(20)) || (enemynear(var(58)), StateNo = Helper(999), var(19)) && (Helper(999), var(20) - enemynear(var(58)), Time = [0,7])
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time <= (7 - Helper(999), var(22)) || (enemynear(var(58)), StateNo = Helper(999), var(21)) && (Helper(999), var(22) - enemynear(var(58)), Time = [0,7])
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time <= (7 - Helper(999), var(24)) || (enemynear(var(58)), StateNo = Helper(999), var(23)) && (Helper(999), var(24) - enemynear(var(58)), Time = [0,7])
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time <= (7 - Helper(999), var(26)) || (enemynear(var(58)), StateNo = Helper(999), var(25)) && (Helper(999), var(26) - enemynear(var(58)), Time = [0,7])
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time <= (7 - Helper(999), var(28)) || (enemynear(var(58)), StateNo = Helper(999), var(27)) && (Helper(999), var(28) - enemynear(var(58)), Time = [0,7])
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time <= (7 - Helper(999), var(30)) || (enemynear(var(58)), StateNo = Helper(999), var(29)) && (Helper(999), var(30) - enemynear(var(58)), Time = [0,7])
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time <= (7 - Helper(999), var(32)) || (enemynear(var(58)), StateNo = Helper(999), var(31)) && (Helper(999), var(32) - enemynear(var(58)), Time = [0,7])
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time <= (7 - Helper(999), var(34)) || (enemynear(var(58)), StateNo = Helper(999), var(33)) && (Helper(999), var(34) - enemynear(var(58)), Time = [0,7])
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time <= (7 - Helper(999), var(36)) || (enemynear(var(58)), StateNo = Helper(999), var(35)) && (Helper(999), var(36) - enemynear(var(58)), Time = [0,7])
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time <= (7 - Helper(999), var(38)) || (enemynear(var(58)), StateNo = Helper(999), var(37)) && (Helper(999), var(38) - enemynear(var(58)), Time = [0,7])
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time <= (7 - Helper(999), var(40)) || (enemynear(var(58)), StateNo = Helper(999), var(39)) && (Helper(999), var(40) - enemynear(var(58)), Time = [0,7])
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time <= (7 - Helper(999), var(42)) || (enemynear(var(58)), StateNo = Helper(999), var(41)) && (Helper(999), var(42) - enemynear(var(58)), Time = [0,7])
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time <= (7 - Helper(999), var(44)) || (enemynear(var(58)), StateNo = Helper(999), var(43)) && (Helper(999), var(44) - enemynear(var(58)), Time = [0,7])
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time <= (7 - Helper(999), var(46)) || (enemynear(var(58)), StateNo = Helper(999), var(45)) && (Helper(999), var(46) - enemynear(var(58)), Time = [0,7])
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time <= (7 - Helper(999), var(48)) || (enemynear(var(58)), StateNo = Helper(999), var(47)) && (Helper(999), var(48) - enemynear(var(58)), Time = [0,7])
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time <= (7 - Helper(999), var(50)) || (enemynear(var(58)), StateNo = Helper(999), var(49)) && (Helper(999), var(50) - enemynear(var(58)), Time = [0,7])
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time <= (7 - Helper(999), var(52)) || (enemynear(var(58)), StateNo = Helper(999), var(51)) && (Helper(999), var(52) - enemynear(var(58)), Time = [0,7])
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time <= (7 - Helper(999), var(54)) || (enemynear(var(58)), StateNo = Helper(999), var(53)) && (Helper(999), var(54) - enemynear(var(58)), Time = [0,7])
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time <= (7 - Helper(999), var(56)) || (enemynear(var(58)), StateNo = Helper(999), var(55)) && (Helper(999), var(56) - enemynear(var(58)), Time = [0,7])
 
;==============================================================================

[State -3]
type = Turn
TriggerAll = p2dist x < 0 
Trigger1 = stateno = [150,154]
Trigger1 = !time && var(59)
Trigger2 = stateno >= 1000
Trigger2 = MoveReversed

;起き攻め
;-------------------------------------------------------------------------------

[State -3, 起き攻め選択]
type = VarSet
TriggerAll = var(44) = 0
TriggerAll = roundstate = 2
TriggerAll = enemynear(var(58)),statetype = L && enemynear(var(58)),movetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = statetype != L && movetype != H
Trigger1 = enemynear(var(58)),stateno != 5120
Trigger1 = (abs(helper(35002),Fvar(16) - helper(35002),Fvar(19)) > 38 || abs(helper(35002),Fvar(17) - helper(35002),Fvar(19)) > 38)
Trigger2 = enemynear(var(58)),stateno = 5120
Trigger2 = enemynear(var(58)),animtime < -38
var(44) = IFELSE(RANDOM <= 666,IFELSE(RANDOM <= 500,2,3),4)

[State -3, 起き攻め選択]
type = VarSet
TriggerAll = var(44) = 0
TriggerAll = roundstate = 2
TriggerAll = enemynear(var(58)),statetype = L && enemynear(var(58)),movetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = statetype != L && movetype != H
Trigger1 = enemynear(var(58)),stateno != 5120
Trigger1 = (abs(helper(35002),Fvar(16) - helper(35002),Fvar(19)) > 24 || abs(helper(35002),Fvar(17) - helper(35002),Fvar(19)) > 24)
Trigger2 = enemynear(var(58)),stateno = 5120
Trigger2 = enemynear(var(58)),animtime < -24
var(44) = IFELSE(RANDOM <= 500,2,4)

[State -3, 起き攻め選択]
type = VarSet
TriggerAll = var(44) = 0 || var(44) = 2 || var(44) = 3
TriggerAll = roundstate = 2
TriggerAll = enemynear(var(58)),statetype = L && enemynear(var(58)),movetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = statetype != L && movetype != H
Trigger1 = enemynear(var(58)),stateno != 5120
Trigger1 = helper(35002),Fvar(16) = 0 || helper(35002),Fvar(17) = 0
Trigger1 = helper(35002),Fvar(16) != 0 && !(enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170) || helper(35002),Fvar(17) != 0 && (enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger2 = enemynear(var(58)),stateno != 5120
Trigger2 = helper(35002),Fvar(16) != 0 && (enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger2 = abs(helper(35002),Fvar(16) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) <= 24
Trigger3 = enemynear(var(58)),stateno != 5120
Trigger3 = helper(35002),Fvar(17) != 0 && !(enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger3 = abs(helper(35002),Fvar(17) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) <= 24
Trigger4 = enemynear(var(58)),stateno = 5120
Trigger4 = enemynear(var(58)),animtime >= -24
var(44) = ifelse(random <= 500 && p2bodydist x <= 100,4,1)

[State -3, 起き攻め選択]
type = VarSet
TriggerAll = var(44) = 0
TriggerAll = roundstate = 2
TriggerAll = enemynear(var(58)),statetype = L && enemynear(var(58)),movetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = statetype != L && movetype != H
Trigger1 = enemynear(var(58)),stateno != 5120
Trigger1 = !(abs(helper(35002),Fvar(16) - helper(35002),Fvar(19)) > 24 || abs(helper(35002),Fvar(17) - helper(35002),Fvar(19)) > 24)
Trigger2 = enemynear(var(58)),stateno = 5120
Trigger2 = enemynear(var(58)),animtime > -24
var(44) = ifelse(random <= 500 && p2bodydist x <= 100,4,1)

[State -3, リセット]
type = varset
TriggerAll = var(44) != 0
Trigger1 = roundstate != 2 || movetype = H || movetype = A && stateno > 200 || statetype = L
Trigger2 = enemynear(var(58)),stateno < 200 && enemynear(var(58)),statetype != L && enemynear(var(58)),movetype = H
var(44) = 0

[State -3];上のリセット
type = varset
TriggerAll = var(44) = [1,4]
Trigger1 = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = 0
Trigger2 = enemynear(var(58)),stateno < 200
Trigger3 = enemynear(var(58)),ctrl
Trigger4 = enemynear(var(58)),statetype != L
var(44) = 10

;---------------------------------------------------------------------

[State -3, VarSet]
Type = VarSet
Trigger1 = var(49) != 0
V = 49
Value = 0
IgnoreHitPause = 1

[State -3, ヒット硬直時間]
Type = VarSet
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),StateNo = [120,160)
Trigger2 = EnemyNear(var(58)),StateNo = [5000,5100)
Trigger3 = EnemyNear(var(58)),StateNo = 5700
V = 49
Value = EnemyNear(var(58)),GetHitVar(hittime) + 1 ;?里也是一?的道理
IgnoreHitPause = 1

;各-----------------------------------------------------------------------------------------------------

[State -1, ヒット確認]
type = VarSet
TriggerAll = var(20) = 0
TriggerAll = var(32) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = p2STATENO = 1520 && !(stateno >= 2000) && enemynear(var(58)),time = [0,1]
var(50) = ifelse(enemynear(var(58)),life<=lifemax/3 && power >= 1000,2,1+ (random % 2))

[State -1, ヒット確認]
type = VarSet
TriggerAll = var(32) = 0
TriggerAll = var(20) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = stateno = 650 && movehit
var(50) = 8

[State -1, ヒット確認]
type = VarSet;VarSet
TriggerAll = var(20) > 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = STATENO = 1050 && TIME = 28
Trigger1 = power < 1000
var(50) = 3

[State -1, ヒット確認]
type = VarSet
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = enemynear(var(58)),LIFE>=LIFEMAX/5
Trigger1 = STATENO = 3040 && MOVEHIT
var(50) = 5

[State -1, ヒット確認]
type = VarSet
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = partner,numhelper(1901) > 0 || partner,numhelper(1910) > 0
Trigger1 = enemynear(var(58)),stateno >= 5000 
Trigger2 = partner,numhelper(2600) > 0
Trigger2 = enemynear(var(58)),stateno >= 5000 
var(50) = 14

;==============================================================================

[State -1, DR]
type = ChangeState
value = 4500
TriggerAll = command = "???"
TriggerAll = var(16) = 0
TriggerAll = power >= 1000 && var(32) > 0 ||  power >= 2000 && var(32) = 0
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl || stateno = 20 || stateno = 100
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 315 && movecontact
Trigger10 = stateno = 330 && movecontact
Trigger11 = stateno = 1150 && AnimElemtime(8) >= 0 && AnimElemtime(12) < 0 && movecontact

;デッドリーレイブ・ネオ
[State -1, DR]
type = ChangeState
value = 3000
TriggerAll = command = "デッドリーレイブ・ネオ"
TriggerAll = power >= 2000 || power >=  1000 && var(32) > 0
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 315 && movecontact
Trigger10 = stateno = 330 && movecontact
Trigger11 = stateno = 1150 && AnimElemtime(8) >= 0 && AnimElemtime(12) < 0 && movecontact && fvar(35) >= 100
Trigger12 = stateno = 2100 && AnimElemtime(8) >= 0 && AnimElemtime(11) <= 1 && movecontact && fvar(35) >= 100
Trigger13 = stateno = 1000 && var(32) > 0
Trigger14 = stateno = 1050 && var(32) > 0
Trigger15 = stateno = 1070 && var(32) > 0
Trigger16 = stateno = 1100 && AnimElemtime(8) >= 0 && AnimElemtime(12) < 0 && movecontact && fvar(35) >= 100
Trigger17 = stateno = 1150 && var(32) > 0 && movecontact
Trigger18 = stateno = 1160 && var(32) > 0 && movecontact
Trigger19 = stateno = 1170 && var(32) > 0 && movecontact
Trigger20 = stateno = 1180 && var(32) > 0 && movecontact
Trigger21 = stateno = 1555 && var(32) > 0 
Trigger21 = stateno = 1410 && movecontact && fvar(35) >= 100
Trigger22 = stateno = 1460 && movecontact && fvar(35) >= 100
Trigger23 = stateno = 1410 && movecontact && var(32) > 0
Trigger24 = stateno = 1460 && movecontact && var(32) > 0
Trigger25 = stateno = 1100 && movecontact && var(32) > 0

;==============================================================================
;MAXシャインナックル
[State -1, MAX SN]
type = ChangeState
value = 2600
TriggerAll = command = "MAXシャインナックル"
TriggerAll = power >= 3000 || power >= 2000 && var(32) > 0
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 315 && movecontact
Trigger10 = stateno = 330 && movecontact

;------------------------------------------------------------------------------
;MAXレイジングストーム
[State -1, MAX RS]
type = ChangeState
value = 2500
TriggerAll = command = "MAXレイジングストーム"
TriggerAll = power >= 3000 || power >= 2000 && var(32) > 0
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 315 && movecontact
Trigger10 = stateno = 330 && movecontact

;------------------------------------------------------------------------------
;シャインナックル
[State -1, SN]
type = ChangeState
value = 2100
TriggerAll = command = "シャインナックル"
TriggerAll = power >= 1000 || var(32) > 0 
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 315 && movecontact
Trigger10 = stateno = 330 && movecontact
Trigger11 = stateno = 1150 && AnimElemtime(8) >= 0 && AnimElemtime(12) < 0 && movecontact && fvar(35) >= 100
Trigger12 = stateno = 1000 && var(32) > 0
Trigger13 = stateno = 1050 && var(32) > 0
Trigger14 = stateno = 1070 && var(32) > 0
Trigger15 = stateno = 1100 && AnimElemtime(8) >= 0 && AnimElemtime(12) < 0 && movecontact && fvar(35) >= 100
Trigger16 = stateno = 1150 && var(32) > 0 && movecontact
Trigger17 = stateno = 1160 && var(32) > 0 && movecontact
Trigger18 = stateno = 1170 && var(32) > 0 && movecontact
Trigger19 = stateno = 1180 && var(32) > 0 && movecontact
Trigger20 = stateno = 1555 && var(32) > 0 
Trigger21 = stateno = 1410 && movecontact && fvar(35) >= 100
Trigger22 = stateno = 1460 && movecontact && fvar(35) >= 100
Trigger23 = stateno = 1410 && movecontact && var(32) > 0
Trigger24 = stateno = 1460 && movecontact && var(32) > 0
Trigger25 = stateno = 1100 && movecontact && var(32) > 0

;------------------------------------------------------------------------------
;レイジングストーム
[State -1, RS]
type = ChangeState
value = 2000
TriggerAll = command = "レイジングストーム"
TriggerAll = power >= 1000 || var(32) > 0 
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 315 && movecontact
Trigger10 = stateno = 330 && movecontact
Trigger11 = stateno = 1150 && AnimElemtime(8) >= 0 && AnimElemtime(12) < 0 && movecontact && fvar(35) >= 100
Trigger12 = stateno = 1000 && var(32) > 0
Trigger13 = stateno = 1050 && var(32) > 0
Trigger14 = stateno = 1070 && var(32) > 0
Trigger15 = stateno = 1100 && AnimElemtime(8) >= 0 && AnimElemtime(12) < 0 && movecontact && fvar(35) >= 100
Trigger16 = stateno = 1150 && var(32) > 0 && movecontact
Trigger17 = stateno = 1160 && var(32) > 0 && movecontact
Trigger18 = stateno = 1170 && var(32) > 0 && movecontact
Trigger19 = stateno = 1180 && var(32) > 0 && movecontact
Trigger20 = stateno = 1555 && var(32) > 0 
Trigger21 = stateno = 1410 && movecontact && fvar(35) >= 100
Trigger22 = stateno = 1460 && movecontact && fvar(35) >= 100
Trigger23 = stateno = 1410 && movecontact && var(32) > 0
Trigger24 = stateno = 1460 && movecontact && var(32) > 0
Trigger25 = stateno = 1100 && movecontact && var(32) > 0

;------------------------------------------------------------------------------
;真空投げ
[State -1, SN]
type = ChangeState
value = 1500
TriggerAll = command = "A真空投げ" &&  command != "y"
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 1355 && AnimElemtime(8) >= 0

[State -1, SN]
type = ChangeState
value = 1500
TriggerAll = command = "B真空投げ" &&  command != "x"
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 1355 && AnimElemtime(8) >= 0

;EX真空投げ
[State -1, SN]
type = ChangeState
value = 1580
TriggerAll = command = "EX真空投げ"
TriggerAll = var(59) = 0
TriggerAll = power >= 750 || var(32) > 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movehit
Trigger3 = stateno = 215 && movehit
Trigger4 = stateno = 245 && movehit
Trigger5 = stateno = 400 && movehit
Trigger6 = stateno = 410 && movehit
Trigger7 = stateno = 430 && movehit
Trigger8 = stateno = 440 && movehit
Trigger9 = stateno = 300 && movehit
Trigger10 = stateno = 315 && movehit
Trigger11 = stateno = 330 && movehit
Trigger12 = stateno = 1355 && AnimElemtime(8) >= 0
Trigger13 = stateno = 1100 && var(32) > 0 && movecontact
Trigger14 = stateno = 1150 && var(32) > 0 && movecontact
Trigger15 = stateno = 1160 && var(32) > 0 && movecontact
Trigger16 = stateno = 1170 && var(32) > 0 && movecontact
Trigger17 = stateno = 1180 && var(32) > 0 && movecontact

;------------------------------------------------------------------------------
;レイジランTYPE「ダンク」
[State -1, RR D]
type = ChangeState
value = 1300
TriggerAll = command = "レイジランTYPE「ダンク」" &&  command != "b"
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1000 && var(32) > 0
Trigger13 = stateno = 1050 && var(32) > 0
Trigger14 = stateno = 1070 && var(32) > 0
Trigger15 = stateno = 1100 && var(32) > 0 && movecontact
Trigger16 = stateno = 1150 && var(32) > 0 && movecontact
Trigger17 = stateno = 1160 && var(32) > 0 && movecontact
Trigger18 = stateno = 1170 && var(32) > 0 && movecontact
Trigger19 = stateno = 1180 && var(32) > 0 && movecontact
Trigger20 = stateno = 1555 && var(32) > 0 

;レイジランTYPE「シフト」
[State -1, RR S]
type = ChangeState
value = 1350 
TriggerAll = command = "レイジランTYPE「シフト」"  &&  command != "a"
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1000 && var(32) > 0
Trigger13 = stateno = 1050 && var(32) > 0
Trigger14 = stateno = 1070 && var(32) > 0
Trigger15 = stateno = 1100 && var(32) > 0 && movecontact
Trigger16 = stateno = 1150 && var(32) > 0 && movecontact
Trigger17 = stateno = 1160 && var(32) > 0 && movecontact
Trigger18 = stateno = 1170 && var(32) > 0 && movecontact
Trigger19 = stateno = 1180 && var(32) > 0 && movecontact
Trigger20 = stateno = 1555 && var(32) > 0 
Trigger21 = var(20)

;レイジランTYPE「シフト」
[State -1, RR EX]
type = ChangeState
value = 1370
TriggerAll = command = "レイジランTYPE&EX"
TriggerAll = var(59) = 0
TriggerAll = power >= 750 || var(32) > 0
Trigger1 = statetype != A
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1000 && var(32) > 0
Trigger13 = stateno = 1050 && var(32) > 0
Trigger14 = stateno = 1070 && var(32) > 0
Trigger15 = stateno = 1100 && var(32) > 0 && movecontact
Trigger16 = stateno = 1150 && var(32) > 0 && movecontact
Trigger17 = stateno = 1160 && var(32) > 0 && movecontact
Trigger18 = stateno = 1170 && var(32) > 0 && movecontact
Trigger19 = stateno = 1180 && var(32) > 0 && movecontact
Trigger20 = stateno = 1555 && var(32) > 0 
Trigger21 = var(20)

;------------------------------------------------------------------------------
;上段クラックカウンター
[State -1, HCC]
type = ChangeState
value = ifelse(var(16) > 0,4100,1400)
TriggerAll = command = "上段クラックカウンター"
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl || stateno = 20 || stateno = 100
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact

;下段クラックカウンター
[State -1, LCC]
type = ChangeState
value = ifelse(var(16) > 0,4100,1450)
TriggerAll = command = "下段クラックカウンター"
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl || stateno = 20 || stateno = 100
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact

;EX段クラックカウンター
[State -1, EXCC]
type = ChangeState
value = 1470
TriggerAll = command = "EX段クラックカウンター"
TriggerAll = power >= 750 || var(32) > 0 
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1000 && var(32) > 0
Trigger13 = stateno = 1050 && var(32) > 0
Trigger14 = stateno = 1070 && var(32) > 0
Trigger15 = stateno = 1100 && var(32) > 0 && movecontact
Trigger16 = stateno = 1150 && var(32) > 0 && movecontact
Trigger17 = stateno = 1160 && var(32) > 0 && movecontact
Trigger18 = stateno = 1170 && var(32) > 0 && movecontact
Trigger19 = stateno = 1180 && var(32) > 0 && movecontact
Trigger20 = stateno = 1555 && var(32) > 0 

;------------------------------------------------------------------------------
;弱ハードエッジ
[State -1, L HE]
type = ChangeState
value = 1100
TriggerAll = command = "弱ハードエッジ"  &&  command != "y"
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1000 && var(32) > 0
Trigger13 = stateno = 1050 && var(32) > 0
Trigger14 = stateno = 1070 && var(32) > 0
Trigger15 = stateno = 1555 && var(32) > 0 

;強ハードエッジ
[State -1, S HE]
type = ChangeState
value = 1150
TriggerAll = command = "強ハードエッジ"  &&  command != "x"
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1000 && var(32) > 0
Trigger13 = stateno = 1050 && var(32) > 0
Trigger14 = stateno = 1070 && var(32) > 0
Trigger15 = stateno = 1555 && var(32) > 0 

;EXハードエッジ
[State -1, EX HE]
type = ChangeState
value = 1170
TriggerAll = command = "EXハードエッジ"
TriggerAll = power >= 750 || var(32) > 0 
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger7 = stateno = 1000 && var(32) > 0
Trigger8 = stateno = 1050 && var(32) > 0
Trigger9 = stateno = 1070 && var(32) > 0
Trigger10 = stateno = 1100 && var(32) > 0 && movecontact
Trigger11 = stateno = 1150 && var(32) > 0 && movecontact
Trigger12 = stateno = 1160 && var(32) > 0 && movecontact
Trigger13 = stateno = 1555 && var(32) > 0 

;------------------------------------------------------------------------------
;烈風拳
[State -1, RK]
type = ChangeState
value = 1000
TriggerAll = command = "烈風拳" &&  command != "y"
TriggerAll = statetype != A
TriggerAll = numprojID(1000) = 0
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1100 && var(32) > 0 && movecontact
Trigger13 = stateno = 1150 && var(32) > 0 && movecontact
Trigger14 = stateno = 1160 && var(32) > 0 && movecontact
Trigger15 = stateno = 1170 && var(32) > 0 && movecontact
Trigger16 = stateno = 1180 && var(32) > 0 && movecontact
Trigger17 = var(20)


;ダブル烈風拳
[State -1, DRK]
type = ChangeState
value = 1050
TriggerAll = command = "ダブル烈風拳" &&  command != "x"
TriggerAll = statetype != A
TriggerAll = numprojID(1000) = 0
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1100 && var(32) > 0 && movecontact
Trigger13 = stateno = 1150 && var(32) > 0 && movecontact
Trigger14 = stateno = 1160 && var(32) > 0 && movecontact
Trigger15 = stateno = 1170 && var(32) > 0 && movecontact
Trigger16 = stateno = 1180 && var(32) > 0 && movecontact
Trigger17 = var(20)

;ダブル烈風拳
[State -1, DRK]
type = ChangeState
value = 1070
TriggerAll = command = "EXダブル烈風拳" 
TriggerAll = statetype != A
TriggerAll = power >= 750 || var(32) > 0 
TriggerAll = numprojID(1000) = 0
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact
Trigger8 = stateno = 440 && movecontact
Trigger9 = stateno = 300 && movecontact
Trigger10 = stateno = 315 && movecontact
Trigger11 = stateno = 330 && movecontact
Trigger12 = stateno = 1100 && var(32) > 0 && movecontact
Trigger13 = stateno = 1150 && var(32) > 0 && movecontact
Trigger14 = stateno = 1160 && var(32) > 0 && movecontact
Trigger15 = stateno = 1170 && var(32) > 0 && movecontact
Trigger16 = stateno = 1180 && var(32) > 0 && movecontact
Trigger17 = var(20)

;------------------------------------------------------------------------------
;弱ライジングタックル
[State -1, RK]
type = ChangeState
value = 1200
TriggerAll = command = "弱ライジングタックル" &&  command != "y"
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 40
Trigger3 = stateno = 400 && movecontact
Trigger4 = stateno = 410 && movecontact
Trigger5 = stateno = 430 && movecontact
Trigger6 = stateno = 440 && movecontact
Trigger7 = stateno = 1000 && var(32) > 0
Trigger8 = stateno = 1050 && var(32) > 0
Trigger9 = stateno = 1070 && var(32) > 0
Trigger10 = stateno = 1100 && var(32) > 0 && movecontact
Trigger11 = stateno = 1150 && var(32) > 0 && movecontact
Trigger12 = stateno = 1160 && var(32) > 0 && movecontact
Trigger13 = stateno = 1170 && var(32) > 0 && movecontact
Trigger14 = stateno = 1180 && var(32) > 0 && movecontact
Trigger15 = stateno = 1555 && var(32) > 0 

;強ライジングタックル
[State -1, DRK]
type = ChangeState
value = 1250
TriggerAll = command = "強ライジングタックル" &&  command != "x"
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 40
Trigger3 = stateno = 400 && movecontact
Trigger4 = stateno = 410 && movecontact
Trigger5 = stateno = 430 && movecontact
Trigger6 = stateno = 440 && movecontact
Trigger7 = stateno = 1000 && var(32) > 0
Trigger8 = stateno = 1050 && var(32) > 0
Trigger9 = stateno = 1070 && var(32) > 0
Trigger10 = stateno = 1100 && var(32) > 0 && movecontact
Trigger11 = stateno = 1150 && var(32) > 0 && movecontact
Trigger12 = stateno = 1160 && var(32) > 0 && movecontact
Trigger13 = stateno = 1170 && var(32) > 0 && movecontact
Trigger14 = stateno = 1180 && var(32) > 0 && movecontact
Trigger15 = stateno = 1555 && var(32) > 0 

;EXライジングタックル
[State -1, EXRK]
type = ChangeState
value = 1270
TriggerAll = command = "EXライジングタックル"
TriggerAll = power >= 750 || var(32) > 0 
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 40
Trigger3 = stateno = 400 && movecontact
Trigger4 = stateno = 410 && movecontact
Trigger5 = stateno = 430 && movecontact
Trigger6 = stateno = 440 && movecontact
Trigger7 = stateno = 1000 && var(32) > 0
Trigger8 = stateno = 1050 && var(32) > 0
Trigger9 = stateno = 1070 && var(32) > 0
Trigger10 = stateno = 1100 && var(32) > 0 && movecontact
Trigger11 = stateno = 1150 && var(32) > 0 && movecontact
Trigger12 = stateno = 1160 && var(32) > 0 && movecontact
Trigger13 = stateno = 1170 && var(32) > 0 && movecontact
Trigger14 = stateno = 1180 && var(32) > 0 && movecontact
Trigger15 = stateno = 1555 && var(32) > 0 
 

;---------------------------------------------------------------------------
;後緊急回避
[State -1, T S]
type = ChangeState
value = 710
TriggerAll = command = "recovery" && command = "holdback"
TriggerAll = var(59) = 0
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = power >= 1000
Trigger2 = stateno = [150,151]

;---------------------------------------------------------------------------
;前緊急回避
[State -1, T S]
type = ChangeState
value = 700
TriggerAll = command = "recovery"
TriggerAll = var(59) = 0
Trigger1 = statetype = S
Trigger1 = ctrl
Trigger2 = power >= 1000
Trigger2 = stateno = [150,151]
Trigger3 = stateno = 100

;---------------------------------------------------------------------------
;MAX発動
[State -1, MAX発動]
type = ChangeState
value = 750
TriggerAll = var(59) = 0 
TriggerAll = command = "MAX発動"
TriggerAll = power >= 1000 && var(32) = 0
TriggerAll = statetype != A
Trigger1 = ctrl || (stateno = [100,101]) || stateno = 115

;---------------------------------------------------------------------------
;クイックMAX
[State -1, クイックMAX]
type = ChangeState
value = 751
TriggerAll = var(59) = 0 
TriggerAll = command = "MAX発動"
TriggerAll = power >= 1000 && (fvar(35) >= 100 || var(32) > 0) && var(32) = 0
TriggerAll = statetype != A
Trigger1 = stateno = [200,499]
Trigger1 = movecontact

;---------------------------------------------------------------------------
;受身
[State -1, UKEMI]
type = ChangeState
value = 52000
TriggerAll = command = "recovery"
TriggerAll = alive = 1
TriggerAll = var(59) = 0
Trigger1 = stateno = 5050
Trigger1 = pos y > -30
Trigger1 = vel y > 0 && vel y < 9

;------------------------------------------------------------------------------
;ふっとばし
[State -1, Throw]
type = ChangeState
value = 300
TriggerAll = command = "ふっとばし"
TriggerAll = statetype = S
TriggerAll = stateno != 100
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = power >= 1000
Trigger2 = stateno = [150,151]

;------------------------------------------------------------------------------
;空中ふっとばし
[State -1, CD]
type = ChangeState
value = 650
TriggerAll = command = "ふっとばし"
TriggerAll = statetype = A
TriggerAll = var(59) = 0
Trigger1 = ctrl


[State -1, CD]
type = ChangeState
value = 1550
TriggerAll = command = "ふっとばしs"
TriggerAll = statetype != A
TriggerAll = var(59) = 0
Trigger1 = ctrl
;------------------------------------------------------------------------------
;P投げ
[State -1, Throw]
type = ChangeState
value = 800
TriggerAll = command = "y"
TriggerAll = command = "holdfwd" || command = "holdback"
TriggerAll = statetype = S
TriggerAll = stateno != 100
TriggerAll = var(59) = 0
Trigger1 = p2bodydist X < 15
Trigger1 = p2statetype != A && p2movetype != H
Trigger1 = ctrl

;------------------------------------------------------------------------------
;K投げ
[State -1, Throw]
type = ChangeState
value = 800
TriggerAll = command = "b"
TriggerAll = command = "holdfwd" || command = "holdback"
TriggerAll = statetype = S
TriggerAll = stateno != 100
TriggerAll = var(59) = 0
Trigger1 = p2bodydist X < 15
Trigger1 = p2statetype != A && p2movetype != H
Trigger1 = ctrl

;------------------------------------------------------------------------------
;上段避け攻撃
[State -1, JSK]
type = ChangeState
value = 310
TriggerAll = command = "x"
TriggerAll = command = "holdfwd"
TriggerAll = statetype != A
TriggerAll = command != "holddown"
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 205 && movecontact
Trigger3 = stateno = 215 && movecontact
Trigger4 = stateno = 245 && movecontact
Trigger5 = stateno = 400 && movecontact
Trigger6 = stateno = 410 && movecontact
Trigger7 = stateno = 430 && movecontact

;下段避け攻撃
[State -1, GSK]
type = ChangeState
value = 320
TriggerAll = command = "a"
TriggerAll = command = "holdfwd"
TriggerAll = statetype = S
TriggerAll = var(59) = 0
Trigger1 = ctrl

;コンビネーション
[State -1, C]
type = ChangeState
value = 330
TriggerAll = command = "b"
TriggerAll = command = "holdfwd"
TriggerAll = statetype = S
TriggerAll = var(59) = 0
Trigger1 = stateno = 245 && AnimElemtime(8) < 0 && movecontact

;------------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
TriggerAll = var(59) = 0
Trigger1 = command = "FF"
Trigger1 = statetype = S
Trigger1 = ctrl

;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
TriggerAll = var(59) = 0
Trigger1 = command = "BB"
Trigger1 = statetype = S
Trigger1 = ctrl

;==============================================================================
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
TriggerAll = command = "x"
TriggerAll = command != "holddown"
TriggerAll = statetype = S
TriggerAll = p2bodydist X < 20
TriggerAll = var(59) = 0
Trigger1 = ctrl

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = command = "x"
TriggerAll = command != "holddown"
TriggerAll = statetype = S
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 200 && AnimElem = 2,> 0 
Trigger3 = stateno = 205 && AnimElem = 2,> 0 
Trigger4 = stateno = 235 && AnimElem = 2,> 0 



;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = command = "y"
TriggerAll = command != "holddown"
TriggerAll = statetype = S
TriggerAll = p2bodydist X < 22
TriggerAll = var(59) = 0
Trigger1 = ctrl

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
TriggerAll = command = "y"
TriggerAll = command != "holddown"
TriggerAll = statetype = S
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = var(20)


;------------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
TriggerAll = command = "a"
TriggerAll = command != "holddown"
TriggerAll = statetype = S
TriggerAll = p2bodydist X < 12
TriggerAll = var(59) = 0
Trigger1 = ctrl
Trigger2 = stateno = 235 && AnimElem = 2,> 0 

;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
TriggerAll = command = "a"
TriggerAll = command != "holddown"
TriggerAll = statetype = S
TriggerAll = var(59) = 0
Trigger1 = ctrl

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
TriggerAll = command = "b"
TriggerAll = command != "holddown"
TriggerAll = statetype = S
TriggerAll = p2bodydist X < 25
TriggerAll = var(59) = 0
Trigger1 = ctrl

;遠距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
TriggerAll = command = "b"
TriggerAll = command != "holddown"
TriggerAll = statetype = S
TriggerAll = var(59) = 0
Trigger1 = ctrl

;------------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
TriggerAll = command = "start"
TriggerAll = var(20) = 0
TriggerAll = var(59) = 0
Trigger1 = statetype != A
Trigger1 = ctrl

;------------------------------------------------------------------------------

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = command = "x"
TriggerAll = command = "holddown"
TriggerAll = var(59) = 0
Trigger1 = statetype = C
Trigger1 = ctrl
Trigger2 = stateno = 430 && time >= 4 && movecontact

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = command = "y"
TriggerAll = command = "holddown"
TriggerAll = var(59) = 0
Trigger1 = statetype = C
Trigger1 = ctrl

;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = command = "a"
TriggerAll = command = "holddown"
TriggerAll = var(59) = 0
Trigger1 = statetype = C
Trigger1 = ctrl

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = command = "b"
TriggerAll = command = "holddown"
TriggerAll = var(59) = 0
Trigger1 = statetype = C
Trigger1 = ctrl

;------------------------------------------------------------------------------
;ジャンプ弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = command = "x"
TriggerAll = stateno != 105  ;バックステップ中は禁止
TriggerAll = var(59) = 0
Trigger1 = statetype = A
Trigger1 = ctrl

;ジャンプ強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = command = "y"
TriggerAll = stateno != 105
TriggerAll = var(59) = 0
TriggerAll = statetype = A
Trigger1 = ctrl||stateno = 640&&movehit

;------------------------------------------------------------------------------
;ジャンプ弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = command = "a"
TriggerAll = stateno != 105
TriggerAll = var(59) = 0
Trigger1 = statetype = A
Trigger1 = ctrl

;ジャンプ強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = command = "b"
TriggerAll = stateno != 105
TriggerAll = var(59) = 0
Trigger1 = statetype = A
Trigger1 = ctrl

[State -1, Custom Combo]
type = changestate
value = 760
TriggerAll=var(59)<=0
;TriggerAll=!var(8)
Trigger1 = stateno !=780
Trigger1=  command = "c" && command = "z"
Trigger1= roundstate=2 && power>=3000 && !var(20)
Trigger1 = stateno = [200,500]
Trigger2 = stateno !=780
Trigger2 = stateno = 645||stateno = 640||stateno = 690
Trigger2=  command = "c" && command = "z"
Trigger2= roundstate=2 && power>=3000 && !var(20)
Trigger3= CTRL
Trigger3 = stateno !=780
Trigger3=  command = "c" && command = "z"
Trigger3= roundstate=2 && power>=3000 && !var(20)

;---------------------------------------------------------------------------

;-------------------------------------------------------------------------------
;--------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; AI By Shirayuki
;---------------------------------------------------------------------------
; 各種ヘルパー
;---------------------------------------------------------------------------
[State -3, AI起動ヘルパー]
type = Helper
TriggerAll = var(59) = 0
TriggerAll = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
Trigger1 =!NumHelper(30000)
Trigger1 =!IsHelper
Trigger1 = roundstate <= 2 && alive
Trigger1 =!ctrl && stateno=0
helpertype = normal
name = "AI"
stateno = 30000
ID = 30000
pos = 0,0
keyctrl = 1
pausemovetime = 9999999
supermovetime = 9999999
persistent = 0

[State -3, ガードチェックヘルパー]
Type = Helper
TriggerAll = var(59)
TriggerAll = RoundState = 2
Trigger1 =!NumHelper(31000+id)
Trigger1 =!IsHelper
HelperType = Normal
Name = "Guard"
PosType = left
StateNo = 31000
ID = 31000+id
PauseMoveTime = 0
pos=0,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -3, 飛び道具確認ヘルパー]
Type = Helper
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
Trigger1 =!NumHelper(32000)
Trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU"
StateNo = 32000
ID = 32000
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -3, 飛び道具確認ヘルパー]
Type = Helper
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
Trigger1 =!NumHelper(32500)
Trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU ITI A"
StateNo = 32500
ID = 32500
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -3, 飛び道具確認ヘルパー]
Type = Helper
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
Trigger1 =!NumHelper(32501)
Trigger1 =!ishelper
HelperType = Normal
Name = "TOBIDOUGU ITI B"
StateNo = 32500
ID = 32501
Pos = 9999,9999
KeyCtrl = 0
persistent = 0
pausemovetime=2147483647
supermovetime=2147483647

[State -3, helper型?道?算]
Type = Helper
TriggerAll = !ishelper
Trigger1 = !NumHelper(24000 + id)
Name = "TRAP HELPER"
PosType = p1
StateNo = 24000
ID = 24000 + id
pos = 100, 0
KeyCtrl = 0
Ownpal = 0
Persistent = 0
IgnoreHitPause = 1
PauseMoveTime = 9999999
SuperMoveTime = 9999999

[State -3]
type = Helper
Trigger1 = !numhelper(999)
helpertype = normal
name = "AIhelper"
ID = 999
stateno = 999
pos = 9999,9999
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0

[State -3, 画面端検出ヘルパー]
Type = Helper
TriggerAll = FrontEdgeBodyDist > 0 && BackEdgeBodyDist > 0
Trigger1 =!NumHelper(20000+ID)
Trigger1 =!IsHelper
HelperType = Normal
Name = "Edge of Stage Right"
PosType = P1
StateNo = 20000
ID = 20000+ID
PauseMoveTime = 0
Persistent = 0
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -3, 画面端検出ヘルパー]
Type = Helper
TriggerAll = FrontEdgeBodyDist > 0 && BackEdgeBodyDist > 0
Trigger1 =!NumHelper(20001+ID)
Trigger1 =!IsHelper
HelperType = Normal
Name = "Edge of Stage Left"
PosType = P1
StateNo = 20001
ID = 20001+ID
PauseMoveTime = 0
Persistent = 0
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -3, 当身検出ヘルパー]
Type = Helper
TriggerAll = RoundState = 2
TriggerAll = !((stateno = [358000,358006]) || alive = 0 || partner,sysfvar(3) = -2 || sysfvar(3) > 0)
Trigger1 =!NumHelper(33700+id)
Trigger1 =!IsHelper
HelperType = Normal
Name = "MoveReversedLV2"
PosType = p1
StateNo = 33700
ID = 33700+id
pos=0,0
pausemovetime=2147483647
supermovetime=2147483647
persistent = 1
IgnoreHitPause = 1
KeyCtrl = 0
Ownpal = 1

[State -3, AIhelper]
Type = HelPer
Trigger1 = !IsHelPer
Trigger1 = !NumHelPer(35002)
HelPerType = Normal
Name = "AI_Learning2"
StateNo = 35002
ID = 35002
OwnPal = 1
IgnoreHitPause = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 関係無いステートに行かないように
;---------------------------------------------------------------------------
[State -3, 関係無いステートに行かないように]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(20000+Root,ID)
Trigger1 = StateNo != 20000
Value = 20000

[State -3, 関係無いステートに行かないように]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(20001+Root,ID)
Trigger1 = StateNo != 20001
Value = 20001

; ステージ前後方端までの距離
;-----------------------------------------------------------------------------
[State -3, ステージ前方端までの距離]
Type = VarSet
Trigger1 =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 1
var(41) = floor(Abs(ifelse(Facing = 1,Helper(20000+ID),RootDist X,Helper(20001+ID),RootDist X)))
IgnoreHitPause = 1

[State -3, ステージ前方端までの距離]
Type = VarSet
Trigger1 =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 2
var(41) = floor(Abs(ifelse(Facing = 1,Helper(20001+ID),RootDist X,Helper(20000+ID),RootDist X)))
IgnoreHitPause = 1

[State -3, ステージ後方端までの距離]
Type = VarSet
Trigger1 =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 1
var(42) = floor(Abs(ifelse(Facing = 1,Helper(20001+ID),RootDist X,Helper(20000+ID),RootDist X)))
IgnoreHitPause = 1

[State -3, ステージ後方端までの距離]
Type = VarSet
Trigger1 =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 2
var(42) = floor(Abs(ifelse(Facing = 1,Helper(20000+ID),RootDist X,Helper(20001+ID),RootDist X)))
IgnoreHitPause = 1

;---------------------------------------------------------------------------
[State -3, 関係無いステートに行かないように]
type = ChangeState
Trigger1 = ishelper(30000)
Trigger1 = stateno != 30000
value = 30000

[State -3, 関係無いステートに行かないように]
type = ChangeState
Trigger1 = ishelper
Trigger1 = ishelper(31000+root,id)
Trigger1 = stateno != 31000
value = 31000

[State -3]
type = ChangeState
Trigger1 = ishelper(999)
Trigger1 = stateno!=999
value = 999

[State -3, 関係無いステートに行かないように]
type = SelfState
Trigger1 = ishelper(32000)
Trigger1 = stateno != 32000
value = 32000

[State -3, 関係無いステートに行かないように]
type = SelfState
Trigger1 = ishelper(32500) || ishelper(32501)
Trigger1 = stateno != 32500
value = 32500

;AIswich---------------------------------------------------------------------------
; AI swich -> ON
[State -1, AI]
type = VarSet;VarSet
TriggerAll = !ishelper || isHelper(30000)
TriggerAll = RoundState = [1,2]
Trigger1  = Command = "AI1"
Trigger2  = Command = "AI2"
Trigger3  = Command = "AI3"
Trigger4  = Command = "AI4"
Trigger5  = Command = "AI5"
Trigger6  = Command = "AI6"
Trigger7  = Command = "AI7"
Trigger8  = Command = "AI8"
Trigger9  = Command = "AI9"
Trigger10 = Command = "AI10"
Trigger11 = Command = "AI11"
Trigger12 = Command = "AI12"
Trigger13 = Command = "AI13"
Trigger14 = Command = "AI14"
Trigger15 = Command = "AI15"
Trigger16 = Command = "AI16"
Trigger17 = Command = "AI17"
Trigger18 = Command = "AI18"
Trigger19 = Command = "AI19"
Trigger20 = Command = "AI20"
Trigger21 = Command = "AI21"
Trigger22 = Command = "AI22"
Trigger23 = Command = "AI23"
Trigger24 = Command = "AI24"
Trigger25 = Command = "AI25"
Trigger26 = NumHelper(30000)
Trigger26 = Helper(30000),var(59)
Trigger26 = Helper(30000),time > 5
Trigger27 = 1;helper(35002),fvar(16) && movehit || stateno = 50
var(59) = ifelse((palno = [1,2]),1,ifelse((palno = [3,4]),2,3));<-----------------------------?里可以改AI等?1-3

[State -1, 打背]
type = null;ChangeState
value = 2100	
Trigger1 = stateno = 100

[State -1, 打背]
type = null;ChangeState
value = ifelse(enemynear(var(58)),stateno = 1110,120,120)
Trigger1 = ctrl && enemynear(var(58)),movetype = A && enemynear(var(58)),time = [0,5]

;-------------------------------------------------------------------

[State -3, GameTime]
type = VarSet
Trigger1 = 1
v = 55
value = GameTime
ignorehitpause = 1

;-----------------------------------------------------------------------------
;タッグ用生死判別
;-----------------------------------------------------------------------------

[State -3, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = Enemynear,Life > 0
var(58) = 0
IgnoreHitPause = 1

[State -3, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = Enemynear,Life = 0
var(58) = 1
IgnoreHitPause = 1

;-----------------------------------------------------------------------------

[State -3,varset]
Type = varset
Trigger1 = NumEnemy = 1
fvar(37) = 0

[State -3,varset]
Type = varset
Trigger1 = NumEnemy = 2
Trigger1 = EnemyNear(0),Alive
Trigger1 = EnemyNear(1),Alive
fvar(37) = IfElse(((Abs(Pos X - EnemyNear(0),Pos X)) < (Abs(Pos X - EnemyNear(1),Pos X))),0,1)
ignorehitpause = 1

[State -3,varset]
Type = varset
Trigger1 = NumEnemy = 2
Trigger1 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
fvar(37) = IfElse(EnemyNear(0),Alive,0,1)
ignorehitpause = 1

;神?布?双打?段━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -1,神?]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = var(50) = 14
TriggerAll = teammode = simul 
TriggerAll = (partner,numhelper(1901) > 0 || partner,numhelper(1910) > 0) && partner,name = "Chizuru Kagura"
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
Trigger1 = stateno = 52
Trigger1 = var(57):= ifelse(var(29) = 5,1350,ifelse(partner,time > 180 || var(49) <= 15,99,ifelse(helper(24000 + id),var(55) > 100 || var(29) = 10,39,34)))
Trigger2 = stateno = 1355 && animtime = 0
Trigger2 = VAR(57):= 39
Trigger3 = Statetype = A && Stateno < 200 && vel y > -4.5 && vel x >= 0
Trigger3 = VAR(57):= 640
Trigger4 = stateno = 640 && movehit
Trigger4 = var(57):= 610

[State -1,莉安娜]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = StateType != A
TriggerAll = teammode = simul 
TriggerAll = partner,name = "Leona"
TriggerAll = var(50) = 14
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = enemynear(var(58)),statetype != L
Trigger1 = enemynear(var(58)),vel y = 0
Trigger1 = ctrl || stateno = 52
Trigger1 = var(57):= 99
Trigger2 = enemynear(var(58)),vel y = 0
Trigger2 = stateno = 99 && helper(24000 + id),var(55) > -25
Trigger2 = var(57):= 22
Trigger3 = enemynear(var(58)),vel y != 0
Trigger3 = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
Trigger3 = var(57):= 1270

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上目押し 
;-----------真空投げ関連-------------
[State 1000, 羅刹]
type = ChangeState
value = ifelse(var(16) > 0,1350,1550);1550
TriggerAll = (Roundstate = [2,3]) && statetype != A
TriggerAll = var(59) > 0
TriggerAll = stateno = 1510
TriggerAll = !inguarddist
TriggerAll = AnimElemtime(6) = 3
Trigger1 = var(32) > 0
ctrl = 0

[State 1000, 真空投げブレーキング] ;ちょい怪しい
type = ChangeState
value = 22
TriggerAll = Roundstate = 2 && statetype != A
TriggerAll = var(59) > 0
TriggerAll = stateno = 1510 && AnimElemtime(6) = 3 || stateno = 1590 && AnimElemtime(6) = 3
TriggerAll = p2statetype = A
TriggerAll = p2statetype != L
Trigger1 = var(32) = 0
Trigger1 = var(50) = 1
ctrl = 0

[State -1, Stand Strong Punch]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = Statetype != A
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = var(29) > 0 && P2BodyDist x <= 50
Trigger1 = stateno = 99 && enemynear(var(58)),stateno = [5000,5100)
Trigger1 =  var(49) <= 5
Trigger1 = var(57):= ifelse(P2BodyDist x > 25,400,ifelse(random <= 666,ifelse(random <= 500,400,430),205))
Trigger2 = stateno = 99 && enemynear(var(58)),stateno = 5700
Trigger2 = enemynear(var(58)),time >= 21
Trigger2 = var(57):= ifelse(P2BodyDist x > 25,400,ifelse(random <= 666,ifelse(random <= 500,400,430),205))
Trigger3 = stateno = 52
Trigger3 = enemynear(var(58)),stateno >= 5000
Trigger3 = var(49) > 0
Trigger3 = var(57):= ifelse(var(20) > 0,410,99)

[State -1, Stand Strong Punch]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = Statetype != A
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = enemynear(var(58)),stateno >= 5000
TriggerAll = stateno = 100 && P2BodyDist x <= 50
Trigger1 = enemynear(var(58)),stateno = [5000,5100)
Trigger1 = var(49) <= 5
Trigger1 = var(57):= ifelse(P2BodyDist x > 25,400,ifelse(random <= 666,ifelse(random <= 500,400,430),205))
Trigger2 = enemynear(var(58)),stateno = 5700
Trigger2 = enemynear(var(58)),time >= 21
Trigger2 = var(57):= ifelse(P2BodyDist x > 25,400,ifelse(random <= 666,ifelse(random <= 500,400,430),205))

;-----------------------------------------------------------------------

[State -3]
type = ChangeState
value = 1370
TriggerAll = Var(59)
TriggerAll = statetype != A
TriggerAll = ABS(POS X - EnemyNear,POS X) = [-15,70]
Trigger1 = Backedgebodydist <= 50
Trigger1 = ctrl
Trigger1 = RoundState = 3

[State -3]
type = ChangeState
value = 105
TriggerAll = Var(59)
TriggerAll = statetype != A
TriggerAll = ctrl
TriggerAll = RoundState = 3
Trigger1 = Frontedgebodydist <= 50

[State -3]
type = ChangeState
value = ifelse(random <= 666,ifelse(random <= 500,36,1350),99)
TriggerAll = Var(59)
TriggerAll = statetype != A
TriggerAll = ctrl
TriggerAll = RoundState = 3
Trigger1 = ABS(POS X - EnemyNear,POS X) > 150

[State -1]
type = ChangeState
value = 195
TriggerAll = var(59) && !ishelper
TriggerAll = statetype != A
TriggerAll = stateno != 195 && prevstateno != 195
Trigger1 = EnemyNear(var(58)),life < Life && roundstate = 3 && ctrl
Persistent = 0

;-----------------------------------------------------------------------

[State -1, 停止用]
type = ChangeState
value = IFELSE(RANDOM <= 500,215,430)
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = var(50) = 5
Trigger1 = stateno = 99
Trigger1 = p2bodydist x <= 20

[State -1, 停止用]
type = ChangeState
value = 99
ctrl = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = animtime = 0
TriggerAll = time > 0
Trigger1 = var(50) = 5
Trigger1 = stateno = 3040

[State -1, 停止用]
type = ChangeState
value = 0
ctrl = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = animtime = 0
TriggerAll = time > 0
Trigger1 = var(50) = 5
Trigger1 = stateno = 3050

[State -1, 停止解除]
type = ChangeState;ChangeState
value = 0
ctrl = 1
TriggerAll = var(59)
TriggerAll = var(50) = 5
TriggerAll = statetype != A
TriggerAll = stateno = 0 || (stateno = [19,22])
TriggerAll = ctrl = 0
Trigger1 = enemynear(var(58)),CTRL = 0
Trigger2 = enemynear(var(58)),movetype != H
Trigger3 = roundstate != 2

;?策攻?未命中--------------------------------------------------------------------------------

[State -3,]
Type = ChangeState;ChangeState
Value = 120
TriggerAll = var(59) > 1
TriggerAll = var(27)
TriggerAll = RoundState = 2
TriggerAll = Enemynear(var(58)),movetype != H
Trigger1 = (stateno = [200,1999])
Trigger2 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 52 || (stateno = [120,149])
IgnoreHitPause = 1

;?策滑?到身后--------------------------------------------------------------------------------

[State AI]
type = ChangeState;ChangeState
value = ifelse(var(16) > 0,1370,1350)
TriggerAll = var(59) > 2
TriggerAll = var(41) > 250
TriggerAll = helper(35002),var(42) = 0
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),vel x > 0
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),StateType != A
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),prevstateno != [150,159]
TriggerAll = p2bodydist X <= -100 - (enemynear(var(58)),AnimTime*(enemynear(var(58)),vel x))
TriggerAll = !InGuardDist
Trigger1 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) || (stateno = [200,999]) && (stateno != [700,710]) && MOVETYPE != H && prevstateno != [150,159]

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;飛び道具対策
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -1, FRoll]
type = ChangeState
value = ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),700)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = HELPER(35002),VAR(59) = 0
TriggerAll = HELPER(35002),VAR(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= 100
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = InGuardDist
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x > 150
Trigger1 = (Enemy,NumHelper > 0&&Enemy,NumHelper > Helper(32000),var(1))||Enemy,Numproj != 0
Trigger1 = var(45) = 1

[State -1, FRoll]
type = ChangeState
value = ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),700)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = HELPER(35002),VAR(59) = 0
TriggerAll = HELPER(35002),VAR(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= 100
TriggerAll = statetype != A
TriggerAll = !enemynear(var(58)),Ctrl
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),MoveType != I
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = enemynear(var(58)),StateType != A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = InGuardDist && p2bodydist x <= 150
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime > 33
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime > 33
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime > 33
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime > 33
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime > 33
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime > 33
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime > 33
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime > 33
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime > 33
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime > 33
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime > 33
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime > 33
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime > 33
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime > 33
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime > 33
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime > 33
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime > 33
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime > 33
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime > 33
Trigger20 = enemynear(var(58)),AnimTime < -33

;攻撃避け
[State -1, 攻撃避け]
type = ChangeState
value = 710
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = HELPER(35002),VAR(59) = 0
TriggerAll = HELPER(35002),VAR(56) = 0
TriggerAll = HELPER(35002),VAR(41) = 0
TriggerAll = HELPER(35002),VAR(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random >= 900
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = InGuardDist
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = P2bodydist X > 200
Trigger1 = (Enemy,NumHelper > 0&&Enemy,NumHelper > Helper(32000),var(1))||Enemy,Numproj != 0
Trigger1 = var(45) = 1

[State -1, FRoll]
type = ChangeState
value = 710
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = HELPER(35002),VAR(59) = 0
TriggerAll = HELPER(35002),VAR(56) = 0
TriggerAll = HELPER(35002),VAR(41) = 0
TriggerAll = HELPER(35002),VAR(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random >= 900
TriggerAll = statetype != A
TriggerAll = !enemynear(var(58)),Ctrl
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),MoveType != I
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = enemynear(var(58)),StateType != A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = InGuardDist && p2bodydist x <= 150
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime = [34,44]
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime = [34,44]
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime = [34,44]
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime = [34,44]
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime = [34,44]
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime = [34,44]
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime = [34,44]
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime = [34,44]
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime = [34,44]
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime = [34,44]
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime = [34,44]
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime = [34,44]
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime = [34,44]
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime = [34,44]
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime = [34,44]
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime = [34,44]
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime = [34,44]
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime = [34,44]
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime = [34,44]
Trigger20 = enemynear(var(58)),AnimTime = [-44,-34]

;攻撃避け
[State -1, 攻撃避け]
type = ChangeState;ChangeState
value = ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),700)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = Random <= 100
TriggerAll = enemynear(var(58)),stateno >= 1000
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),MoveType = A
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = P2bodydist X > 150
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time >= (Helper(999), var(2) - 5) && enemynear(var(58)), Time <= Helper(999), var(2)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time >= (Helper(999), var(4) - 5) && enemynear(var(58)), Time <= Helper(999), var(4)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time >= (Helper(999), var(6) - 5) && enemynear(var(58)), Time <= Helper(999), var(6)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time >= (Helper(999), var(8) - 5) && enemynear(var(58)), Time <= Helper(999), var(8)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time >= (Helper(999), var(10) - 5) && enemynear(var(58)), Time <= Helper(999), var(10)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time >= (Helper(999), var(12) - 5) && enemynear(var(58)), Time <= Helper(999), var(12)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time >= (Helper(999), var(14) - 5) && enemynear(var(58)), Time <= Helper(999), var(14)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time >= (Helper(999), var(16) - 5) && enemynear(var(58)), Time <= Helper(999), var(16)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time >= (Helper(999), var(18) - 5) && enemynear(var(58)), Time <= Helper(999), var(18)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time >= (Helper(999), var(20) - 5) && enemynear(var(58)), Time <= Helper(999), var(20)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time >= (Helper(999), var(22) - 5) && enemynear(var(58)), Time <= Helper(999), var(22)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time >= (Helper(999), var(24) - 5) && enemynear(var(58)), Time <= Helper(999), var(24)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time >= (Helper(999), var(26) - 5) && enemynear(var(58)), Time <= Helper(999), var(26)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time >= (Helper(999), var(28) - 5) && enemynear(var(58)), Time <= Helper(999), var(28)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time >= (Helper(999), var(30) - 5) && enemynear(var(58)), Time <= Helper(999), var(30)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time >= (Helper(999), var(32) - 5) && enemynear(var(58)), Time <= Helper(999), var(32)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time >= (Helper(999), var(34) - 5) && enemynear(var(58)), Time <= Helper(999), var(34)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time >= (Helper(999), var(36) - 5) && enemynear(var(58)), Time <= Helper(999), var(36)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time >= (Helper(999), var(38) - 5) && enemynear(var(58)), Time <= Helper(999), var(38)
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time >= (Helper(999), var(40) - 5) && enemynear(var(58)), Time <= Helper(999), var(40)
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time >= (Helper(999), var(42) - 5) && enemynear(var(58)), Time <= Helper(999), var(42)
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time >= (Helper(999), var(44) - 5) && enemynear(var(58)), Time <= Helper(999), var(44)
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time >= (Helper(999), var(46) - 5) && enemynear(var(58)), Time <= Helper(999), var(46)
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time >= (Helper(999), var(48) - 5) && enemynear(var(58)), Time <= Helper(999), var(48)
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time >= (Helper(999), var(50) - 5) && enemynear(var(58)), Time <= Helper(999), var(50)
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time >= (Helper(999), var(52) - 5) && enemynear(var(58)), Time <= Helper(999), var(52)
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time >= (Helper(999), var(54) - 5) && enemynear(var(58)), Time <= Helper(999), var(54) 
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time >= (Helper(999), var(56) - 5) && enemynear(var(58)), Time <= Helper(999), var(56)

;前転(飛び道具対策)
[State -1, FRoll]
type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = inguarddist || helper(31000+id),inguarddist || P2BodyDist X > 150
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
Trigger1 = helper(24000 + id),var(57) = 3 && enemynear(var(58)),facing != facing && helper(24000 + id),var(54) = [-100,100]
Trigger1 = var(57):= ifelse(P2bodydist X <= 100,710,ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),700))

[State -1, FRoll]
type = ChangeState;ChangeState
value = ifelse(var(42) <= 100,ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),700),710)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = helper(35002),var(34) > 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Time <= 5
TriggerAll = inguarddist || helper(31000+id),inguarddist || P2BodyDist X > 150
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) && time >= 1
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(30)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(31)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(32)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(33)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(34)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(35)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(36)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(37)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(38)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(39)

[State -1, FRoll]
type = ChangeState;ChangeState
value = ifelse(var(42) <= 100,ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),700),710)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = helper(35002),var(34) > 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),Time <= 5 || HELPER(35002),FVAR(10) = 1 || HELPER(35002),FVAR(11) = 1
TriggerAll = (helper(24000 + id),var(57) = [1,2]) || helper(24000 + id),var(57) = 4
TriggerAll = inguarddist || helper(31000+id),inguarddist || P2BodyDist X > 150
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) && time >= 1
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(10)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(11)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(12)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(13)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(14)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(20)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(21)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(22)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(23)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(24)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)

;前転(飛び道具対策)
[State -1, FRoll]
type = ChangeState;ChangeState
value = ifelse(var(42) <= 100 || helper(35002),var(34) > 0 || helper(35002),var(56) > 0,ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),700),710)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = helper(35002),var(59) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(1))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(2))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(3))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(4))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(5))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(6))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(7))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(8))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(9))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(10))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(11))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(12))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(13))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(14))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(15))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(16))
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = helper(24000 + id),var(54) = [-150,150]
TriggerAll = (helper(24000 + id),var(57) = [1,2]) || helper(24000 + id),var(57) = 4
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) && time >= 1
Trigger1 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(1)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(2) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(2) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger2 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(3)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(4) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(4) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger3 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(5)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(6) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(6) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger4 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(7)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(8) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(8) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger5 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(9)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(10) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(10) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger6 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(11)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(12) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(12) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger7 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(13)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(14) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(14) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger8 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(15)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(16) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(16) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger9 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(17)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(18) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(18) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger10 = (playerid(helper(24000 + id),var(1)), StateNo = helper(24000 + id),fvar(19)) && playerid(helper(24000 + id),var(1)), Time >= (helper(24000 + id),fvar(20) - 5) && playerid(helper(24000 + id),var(1)), Time <= helper(24000 + id),fvar(20) && playerid(helper(24000 + id),var(1)), Time > 0
Trigger11 = HELPER(35002),FVAR(10) = 1 || HELPER(35002),FVAR(11) = 1
Trigger11 = inguarddist || helper(31000+id),inguarddist || P2BodyDist X > 150
Trigger11 = random <= 500

[State -1, FRoll]
type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59) > 1
TriggerAll = helper(35002),var(59) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(1))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(2))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(3))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(4))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(5))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(6))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(7))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(8))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(9))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(10))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(11))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(12))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(13))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(14))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(15))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(16))
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = inguarddist || helper(31000+id),inguarddist
TriggerAll = (helper(24000 + id),var(57) = 4 && helper(24000 + id),var(54) = [-100,75]) || ((helper(24000 + id),var(57) = [1,2]) && helper(24000 + id),var(54) = [-75,100])
TriggerAll = enemynear(var(58)),MoveType != A
Trigger1 = (stateno = [200,999]) && (stateno != [700,710]) && MOVETYPE != H 
Trigger1 = var(57):= ifelse(random <= 500,ifelse(var(42) <= 100,ifelse(var(16) > 0,1370,1350),710),120)

[State -3,後転 AttackDist無効通常技回避]
Type = ChangeState;ChangeState
value = IFELSE(VAR(42) <= 100,ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),700),ifelse(EnemyNear(var(58)),Time <= 5 && P2BodyDist X <= 100 && Enemynear(var(58)),facing != facing,105,ifelse(HELPER(35002),FVAR(10) = 1 || HELPER(35002),FVAR(11) = 1,ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),ifelse(random <= 500,700,710)),21)))
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = helper(35002),var(55) = 0
TriggerAll = EnemyNear(var(58)),Time <= 5 || (helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0)
TriggerAll = ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
TriggerAll = !InGuardDist && !helper(31000+id),inguarddist
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(10)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(11)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(12)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(13)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(14)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(20)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(21)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(22)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(23)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(24)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)
Trigger21 = EnemyNear(var(58)),Time <= 5 && P2BodyDist X <= 100
Trigger21 = Enemynear(var(58)),facing != facing

[State -3,後転 AttackDist無効通常技回避]
Type = ChangeState;ChangeState
value = 700
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = (stateno = [150,153]) && HitShakeOver && power >= 1000
TriggerAll = helper(35002),var(34) > 0
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(10)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(11)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(12)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(13)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(14)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(20)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(21)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(22)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(23)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(24)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)

;跳攻?---------------------------------------------------------------------------------------

[State -3,バックステップ 投げ外し]
Type = ChangeState;ChangeState
Value = 120
TriggerAll = var(59) > 1
TriggerAll = helper(35002),var(56) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = Enemynear(var(58)),stateno >= 200
TriggerAll = playerid(helper(33700+id),var(1)),stateno = fvar(0) || playerid(helper(33700+id),var(1)),stateno = fvar(1) || playerid(helper(33700+id),var(1)),stateno = fvar(2) || playerid(helper(33700+id),var(1)),stateno = fvar(3) || playerid(helper(33700+id),var(1)),stateno = fvar(4)
TriggerAll = (playerid(helper(33700+id),var(1)),stateno != [358000,358006]) && playerid(helper(33700+id),var(1)),stateno != 5150
TriggerAll = Movetype = A && stateno >= 200 || movetype = I
TriggerAll = Enemynear(var(58)),ctrl = 0
TriggerAll = Enemynear(var(58)),Movetype != H
Trigger1 = ctrl || (stateno = [120,149])
Trigger2 = (Stateno = [600,690]) && HELPER(35002),VAR(53) = 1
IgnoreHitPause = 1

[state -1]
Type = ChangeState
Value = var(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = target(200),StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = ctrl || stateno = 50 || StateNo = [120,149]
Trigger1 = VAR(4) = 2 && Vel x > 0 
Trigger1 = vel y > -.5
Trigger1 = var(57):= 650
Trigger2 = VAR(4) = 1 && Vel x = 0
Trigger2 = vel y > -1
Trigger2 = var(57):= 650

[state -1]
Type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(4) = 10
TriggerAll = RoundState >= 2
TriggerAll = StateType = A
TriggerAll = HELPER(35002),VAR(47) > 0
TriggerAll = fvar(30) < 1
TriggerAll = ctrl || stateno = 358003 || StateNo = [120,149]
Trigger1 = (var(50) = 14 && partner,name = "Leona")
Trigger1 = POS y = [-20-13*(vel y),0]
Trigger1 = var(57):= 650
Trigger2 = !(var(50) = 14 && partner,name = "Leona")
Trigger2 = POS y = [-20-5*(vel y),0]
Trigger2 = var(57):= 610

[state -1]
Type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = helper(35002),var(57) = 0
TriggerAll = vel x > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),StateType != A 
TriggerAll = EnemyNear(var(58)),StateType != L 
TriggerAll = EnemyNear(var(58)),movetype != H 
TriggerAll = P2Dist x > 15
TriggerAll = ctrl || stateno = 50 || StateNo = [120,149]
Trigger1 = VEL Y > ifelse(var(4) = 0,2,0)
Trigger1 = EnemyNear(var(58)),Movetype = A || EnemyNear(var(58)),stateno >= 1000
Trigger1 = EnemyNear(var(58)),animtime = -5
Trigger1 = var(57):= 610
Trigger2 = VEL Y > -2 && VEL Y <= 0
Trigger2 = POS y <= -5-(12*(vel y)+(12*(12+1)/2)*fvar(30))
Trigger2 = EnemyNear(var(58)),animtime = -12 && random <= 500
Trigger2 = var(57):= 650

[state -1]
Type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = helper(35002),var(57) = 0
TriggerAll = vel x = 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),stateno >= 200
TriggerAll = EnemyNear(var(58)),StateType != A 
TriggerAll = EnemyNear(var(58)),StateType != L 
TriggerAll = EnemyNear(var(58)),movetype != H 
TriggerAll = P2Dist x > 15
TriggerAll = ctrl || stateno = 50 || StateNo = [120,149]
Trigger1 = VEL Y > 0
Trigger1 = EnemyNear(var(58)),Movetype = A || EnemyNear(var(58)),stateno >= 1000
Trigger1 = EnemyNear(var(58)),animtime = -5
Trigger1 = var(57):= 610
Trigger2 = VEL Y > -2 && vel y <= 0 
Trigger2 = EnemyNear(var(58)),animtime = -11
Trigger2 = POS y <= -5-(12*(vel y)+(12*(12+1)/2)*fvar(30))
Trigger2 = var(57):= 650

[state -1]
Type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = Vel X > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L || var(44)
TriggerAll = ctrl || stateno = 50 || StateNo = [120,149]
Trigger1 = var(4) = [0,2]
Trigger1 = POS y = [ifelse(var(4) = 0,ifelse(VAR(44) != 0,-40,-20),-5)-(5*(vel y)+(5*(5+1)/2)*fvar(30)),0]
Trigger1 = var(57):= 610
Trigger2 = var(4) = 0 && VAR(44) = 0
Trigger2 = POS y = [-60-(12*(vel y)+(12*(12+1)/2)*fvar(30)),0]
Trigger2 = var(57):= 640
Trigger3 = (Vel Y = [-3,-2.5]) && var(4) = 2 && random <= ifelse(p2bodydist x > 50 || EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),Stateno >= 200 || helper(35002),var(41) > 0,0,1000)
Trigger3 = var(57):= 640
Trigger4 = (Vel Y = [-3,-2.5]) && var(4) = 2 && var(20) > 0
Trigger4 = var(57):= 640
Trigger5 = (Vel Y = [0,1]) && var(4) = 2 && p2bodydist x > 100
Trigger5 = var(57):= 650

[state -1]
Type = ChangeState
value = 650
TriggerAll = var(59)
TriggerAll = Vel X = 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L || var(44)
TriggerAll = ctrl || stateno = 50 || StateNo = [120,149]
TriggerAll = var(4) = 1
Trigger1 = (Vel Y = [0,1]) && var(4) = 1

[state -1]
Type = ChangeState
value = ifelse((Vel Y = [-3,-2.5]),640,650)
TriggerAll = var(59)
TriggerAll = Vel X < 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L || var(44)
TriggerAll = ctrl || stateno = 50 || StateNo = [120,149]
TriggerAll = var(4) = [0,2]
Trigger1 = (Vel Y = [-3,-2.5]) && p2dist x <= 15
Trigger2 = (Vel Y = [0,1]) && var(4) > 0

[State -1, Jump Strong Kick]
type = ChangeState
value = 600
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = statetype = A
TriggerAll = EnemyNear(var(58)),StateType != L || var(44)
TriggerAll = ctrl || stateno = 50 || stateno = [120,149]
Trigger1 = vel X < 0 && Vel Y < 0 && var(4) = 2 && time <= 2 && random <= ifelse(helper(35002),var(57) > 0 || helper(35002),var(44) > 0 || var(44) > 0,1000,500)
Trigger1 = enemynear(var(58)),statetype != A || helper(35002),var(57) > 0 || helper(35002),var(44) > 0
Trigger1 = P2BodyDist x = [-5,100]

[State -3, Stand Strong Punch]
type = ChangeState
value = 610
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype = A
TriggerAll = vel x > 0
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),facing != facing && helper(35002),var(41) = 0
TriggerAll = P2BodyDist X = [-25,25+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X))]
TriggerAll = P2BodyDist Y = [-25-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54),50-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54)]
Trigger1 = ctrl || stateno = 50 || StateNo = [120,149]

[State -3, Stand Strong Punch]
type = ChangeState
value = 650
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype = A
TriggerAll = vel x > 0
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),facing != facing && helper(35002),var(41) = 0
TriggerAll = P2BodyDist X = [-25,25+floor(11*(EnemyNear(floor(fvar(37))),vel X)+floor(11*vel X))]
TriggerAll = P2BodyDist Y = [-50-floor(11*(EnemyNear(floor(fvar(37))),vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.54),25-floor(11*(EnemyNear(floor(fvar(37))),vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.54)]
Trigger1 = ctrl || stateno = 50 || StateNo = [120,149]

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(random <= 500,600,630)
TriggerAll = var(59)
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype = A
TriggerAll = vel x < 0
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = P2BodyDist X = [-25+floor(6*(EnemyNear(floor(fvar(37))),vel X)+floor(6*vel X)),50+floor(6*(EnemyNear(floor(fvar(37))),vel X)+floor(6*vel X))]
TriggerAll = P2BodyDist Y = [-25-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)-floor(6*vel Y)-(6*(6+1)/2)*0.54),25-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)-floor(6*vel Y)-(6*(6+1)/2)*0.54)]
Trigger1 = ctrl || stateno = 50 || StateNo = [120,149]

;?制--------------------------------------------------------------------------------

[State -1, RUN]
Type = ChangeState
Value = ifelse(numtarget(690),34,ifelse(p2bodydist x <= 25 || p2bodydist x <= 50 && random <= 500,39,34))
TriggerAll = var(59) 
TriggerAll = var(49) > 5
TriggerAll = random <= 250 || numtarget(690)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = p2bodydist x <= 100
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),stateno != 5700
TriggerAll = EnemyNear(var(58)),stateno != [5000,5199]
TriggerAll = !InGuardDist
Trigger1 = stateno = 52 && time = 1 || (stateno = [200,999]) && animtime = 0

[State -3, RUN]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = teammode = single || teammode = turns || (teammode = simul && partner,stateno = [358000,358004]) || partner,stateno = 5150
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = ProjContactTime(0) <= 1 && RANDOM <= 500
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),HitShakeOver = 0
TriggerAll = !inguarddist
TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 52 && Time >= 3) || STATENO = 100
TriggerAll = var(49) >= 12
Trigger1 = enemynear(var(58)),stateno >= 5000
Trigger1 = p2bodydist x <= 100 || var(41) <= 250
Trigger1 = var(57):= 34
Trigger2 = var(33) = 0
Trigger2 = enemynear(var(58)),stateno = [150,159]
Trigger2 = p2bodydist x <= 200
Trigger2 = var(57):= ifelse(p2bodydist x > 100,36,34)
Trigger3 = enemynear(var(58)),stateno >= 5000 && power >= 3000
Trigger3 = p2bodydist x = [100,200]
Trigger3 = var(57):= 2100

[State -1, バックステップ／ハイジャンプ 起き攻め放棄]
type = ChangeState
value = ifelse(var(16) > 0,1370,1350)
TriggerAll = var(59)
TriggerAll = var(44)
TriggerAll = helper(35002),var(57) = 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = var(42) <= 50
Trigger1 = enemynear(var(58)),statetype = L && p2bodydist X <= 100 && !Inguarddist
Trigger1 = enemynear(var(58)),stateno != 5120

[State -1, バックステップ／ハイジャンプ 起き攻め放棄]
type = ChangeState
value = ifelse(var(16) > 0,1370,1350)
TriggerAll = var(59)
TriggerAll = var(42) <= 50
TriggerAll = helper(35002),var(57) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Trigger1 = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])

[State -1, しゃがみ弱キック 下段起き攻め]
type = ChangeState
value = VAR(57)
TriggerAll = var(59)
TriggerAll = var(44) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
TriggerAll = enemynear(var(58)),stateno = 5120
Trigger1 = enemynear(var(58)),animtime = -23 && P2BodyDist X <= 50
Trigger1 = VAR(57):= 39
Trigger2 = var(22) = 0
Trigger2 = enemynear(var(58)),animtime = -17 && P2BodyDist X <= 50
Trigger2 = var(57):= 320
Trigger3 = enemynear(var(58)),animtime = -7 && P2BodyDist X <= 25
Trigger3 = VAR(57):= 35
Trigger4 = enemynear(var(58)),animtime > -7 && P2BodyDist X <= 50
Trigger4 = VAR(57):= 105

[State -1, 小ジャンプ 中段起き攻め]
Type = ChangeState
value = VAR(57)
TriggerAll = var(59)
TriggerAll = var(44) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [50,100]
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
TriggerAll = enemynear(var(58)),stateno = [5110,5120]
Trigger1 = enemynear(var(58)),stateno = 5120 && enemynear(var(58)),animtime = -25
Trigger1 = VAR(57):= 34
Trigger2 = helper(35002),Fvar(16) != 0 && enemynear(var(58)),stateno != 5120 && (enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger2 = abs(helper(35002),Fvar(16) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) = 25
Trigger2 = VAR(57):= 34
Trigger3 = helper(35002),Fvar(17) != 0 && enemynear(var(58)),stateno != 5120 && !(enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger3 = abs(helper(35002),Fvar(17) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) = 25
Trigger3 = VAR(57):= 34

[State -1, 小ジャンプ 中段起き攻め]
Type = ChangeState;ChangeState
value = VAR(57)
TriggerAll = var(59)
TriggerAll = var(44) = 3
TriggerAll = var(41) <= 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist x = [-25,50]
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
TriggerAll = enemynear(var(58)),stateno = [5110,5120]
Trigger1 = enemynear(var(58)),stateno = 5120
Trigger1 = enemynear(var(58)),animtime = -39
Trigger1 = VAR(57):= 36
Trigger2 = helper(35002),Fvar(16) != 0 && enemynear(var(58)),stateno != 5120 && (enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger2 = abs(helper(35002),Fvar(16) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) = 39
Trigger2 = VAR(57):= 36
Trigger3 = helper(35002),Fvar(17) != 0 && enemynear(var(58)),stateno != 5120 && !(enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger3 = abs(helper(35002),Fvar(17) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) = 39
Trigger3 = VAR(57):= 36

[State -1, 小ジャンプ 中段起き攻め]
Type = ChangeState;ChangeState
value = 34
TriggerAll = var(59)
TriggerAll = var(44) = 3
TriggerAll = var(41) > 150
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist x = [50,100]
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
TriggerAll = enemynear(var(58)),stateno = [5110,5120]
Trigger1 = enemynear(var(58)),stateno = 5120
Trigger1 = enemynear(var(58)),animtime = -25
Trigger2 = helper(35002),Fvar(16) != 0 && enemynear(var(58)),stateno != 5120 && (enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger2 = abs(helper(35002),Fvar(16) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) = 25
Trigger3 = helper(35002),Fvar(17) != 0 && enemynear(var(58)),stateno != 5120 && !(enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger3 = abs(helper(35002),Fvar(17) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) = 25

[State -1, しゃがみ弱キック 下段起き攻め]
type = ChangeState
value = VAR(57)
TriggerAll = var(59)
TriggerAll = var(44) = 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = numprojID(1000) = 0
TriggerAll = P2BodyDist X > 100
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
TriggerAll = enemynear(var(58)),stateno = [5110,5120]
Trigger1 = helper(35002),Fvar(16) != 0 && enemynear(var(58)),stateno != 5120 && (enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger1 = abs(helper(35002),Fvar(16) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) = [(P2BODYDIST X/5) - 10,(P2BODYDIST X/5) + 10]
Trigger1 = VAR(57):= 1000
Trigger2 = helper(35002),Fvar(17) != 0 && enemynear(var(58)),stateno != 5120 && !(enemynear(var(58)),anim = 5110 || enemynear(var(58)),anim = 5170)
Trigger2 = abs(helper(35002),Fvar(17) - (helper(35002),Fvar(19) - helper(35002),Fvar(18))) = [(P2BODYDIST X/5) - 10,(P2BODYDIST X/5) + 10]
Trigger2 = VAR(57):= 1000
Trigger3 = enemynear(var(58)),stateno = 5120
Trigger3 = enemynear(var(58)),animtime = [-((P2BODYDIST X/5) + 10),-((P2BODYDIST X/5) - 10)]
Trigger3 = VAR(57):= 1000

;歩き(起き攻め位置取り)
[State -1, Walk]
type = ChangeState
value = VAR(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101])
Trigger1 = var(44) = 1 && p2bodydist x > 0
Trigger1 = VAR(57):= 99
Trigger2 = var(44) = 2 && p2bodydist x > 100
Trigger2 = VAR(57):= 99
Trigger3 = var(44) = 3 && (var(41) <= 150 || p2bodydist x > 100)
Trigger3 = VAR(57):= 99

;歩き(起き攻め位置取り)
[State -1, Walk]
type = ChangeState
value = VAR(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = stateno = 99
Trigger1 = var(44) = 1 && p2bodydist x <= -30
Trigger1 = VAR(57):= 22
Trigger2 = var(44) = 2 && p2bodydist x <= 80
Trigger2 = VAR(57):= 22
Trigger3 = var(44) = 3 && (var(41) > 150 && p2bodydist x <= 80)
Trigger3 = VAR(57):= 22
Trigger4 = var(44) = 4 && p2bodydist x <= 200
Trigger4 = VAR(57):= 22

;oc?段----------------------------------------------------------------------------

[State -1, クイックMAX]
type = ChangeState
value = ifelse(stateno = 315,ifelse((power = [2000,2999]),751,ifelse(power >= 3000 && random <= 500,760,751)),760)
TriggerAll = var(59)
TriggerAll = var(32) = 0
TriggerAll = var(20) = 0
TriggerAll = power >= 2000
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = enemynear(var(58)),stateno = [5000,5100]
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),LIFE>LIFEMAX/3
Trigger1 = stateno = 315 && movehit
Trigger2 = prevstateno != 358004 && var(50) != 14
Trigger2 = prevstateno != 358004 && stateno = 1070 && time >= 21 && power >= 3000
Trigger2 = enemynear(var(58)),HitShakeOver = 0

[State -1, Stand Strong Punch]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = !var(50) || var(50) = 5 || var(50) = 14
TriggerAll = var(20)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),stateno = [5000,5200]
Trigger1 = STATENO = 760 && animtime = -1
Trigger1 = var(57):= IFELSE(VAR(41) > 150,1370,ifelse(P2BodyDist x < 10,39,34))
Trigger2 = stateno = 1355 && animtime = 0
Trigger2 = var(57):= IFELSE(RANDOM <= 666 && power > 2000,IFELSE(RANDOM <= 500,205,400),245)

[State -1, Stand Strong Punch]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = !var(50) || var(50) = 5 || var(50) = 14
TriggerAll = var(20)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = STATENO = 245 && movehit
Trigger1 = var(57):= 330
Trigger2 = STATENO = 400 && movehit
Trigger2 = var(57):= 215
Trigger3 = stateno = 200 && movecontact || stateno = 205 && movecontact
Trigger3 = var(57):= ifelse(P2BodyDist x <= 25,200,210)
Trigger4 = STATENO = 215 && movehit
Trigger4 = var(57):= 315
Trigger5 = STATENO = 315 && movehit || STATENO = 210 && movehit || STATENO = 330 && movehit
Trigger5 = var(57):= 1070
Trigger6 = STATENO = 1070 && time >= 25 && POWER > 1000 || STATENO = 1070 && time >= 25 && POWER <= 1250
Trigger6 = var(57):= IFELSE(POWER <= 1250,1150,1370)
Trigger7 = STATENO = 1150 && movehit
Trigger7 = var(57):= 2600

[State -1, Stand Strong Punch]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = var(20)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = STATENO = 410 && movehit
Trigger1 = var(41) <= 150
Trigger1 = var(57):= 1050
Trigger2 = STATENO = 1050 && TIME >= 28
Trigger2 = var(57):= ifelse(power <= 1000,1370,1050)
Trigger3 = STATENO = 1355 && animtime = 0
Trigger3 = var(41) <= 150
Trigger3 = var(57):= 1500

[State -1, Stand Strong Punch]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = var(50) = 3
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = STATENO = 1510 && AnimElemTime(6) > 0
Trigger1 = var(41) <= 150
Trigger1 = var(57):= 2500
Trigger2 = !target(1250),statetype = A
Trigger2 = p2bodydist y = [-20-floor(ifelse(teamside = 2 && enemynear(var(58)),id = 56,4,5)*(enemynear(var(58)),vel y)+(ifelse(teamside = 2 && enemynear(var(58)),id = 56,4,5)*(ifelse(teamside = 2 && enemynear(var(58)),id = 56,4,5)+1)/2)*fvar(20)),-10-floor(ifelse(teamside = 2 && enemynear(var(58)),id = 56,4,5)*(enemynear(var(58)),vel y)+(ifelse(teamside = 2 && enemynear(var(58)),id = 56,4,5)*(ifelse(teamside = 2 && enemynear(var(58)),id = 56,4,5)+1)/2)*fvar(20))]
Trigger2 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149])
Trigger2 = var(41) <= 150 && helper(35002),var(57) = 0
Trigger2 = var(57):= ifelse(var(16) > 0,1270,1250)

;bc━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -1, クイックMAX]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = var(32) > 0 ;
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = enemynear(var(58)),stateno = [5000,5100]
Trigger1 = stateno = 1170 && movehit
Trigger1 = var(57):= 1050
Trigger2 = stateno = 1050 && time >= 37
Trigger2 = var(57):= 1150
Trigger3 = stateno = 1150 && movehit
Trigger3 = var(57):= 1500

[State -1, クイックMAX]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = var(32) > 0 ;
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = stateno = 1555 && time >= 14
Trigger1 = var(57):= ifelse((power = [1000,1999]),3000,ifelse(POWER >= 2000,ifelse(random <= 500,2100,2600),2100))
Trigger2 = stateno = 1355 && animtime = 0
Trigger2 = var(57):= IFELSE(POWER >= 2000,2500,2000)

;?反-----------------------------------------------------------------------------

[State -1,Crouching Light Punch]
type = ChangeState
value = ifelse(P2BodyDist X <= 50,39,34)
TriggerAll = var(59)
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = random <= ifelse(var(33) > 0,500,1000)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),animtime = -ifelse(P2BodyDist X <= 50,25,27)
TriggerAll = enemynear(var(58)),facing = facing || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) = 1 || helper(35002),var(56) = 2 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = P2BodyDist X = [-25,150]

[State -1,Crouching Light Punch]
type = ChangeState
value = ifelse(P2BodyDist X <= 50,39,34)
TriggerAll = var(59)
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = random <= ifelse(var(33) > 0,500,1000)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),facing = facing || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) = 1 || helper(35002),var(56) = 2 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = P2BodyDist X = [-25,150]
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - ifelse(P2BodyDist X <= 50,25,27))
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - ifelse(P2BodyDist X <= 50,25,27))
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - ifelse(P2BodyDist X <= 50,25,27))
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - ifelse(P2BodyDist X <= 50,25,27))
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - ifelse(P2BodyDist X <= 50,25,27))
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - ifelse(P2BodyDist X <= 50,25,27))
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - ifelse(P2BodyDist X <= 50,25,27))
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - ifelse(P2BodyDist X <= 50,25,27))
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - ifelse(P2BodyDist X <= 50,25,27))
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - ifelse(P2BodyDist X <= 50,25,27))
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - ifelse(P2BodyDist X <= 50,25,27))
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - ifelse(P2BodyDist X <= 50,25,27))
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - ifelse(P2BodyDist X <= 50,25,27))
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - ifelse(P2BodyDist X <= 50,25,27))
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - ifelse(P2BodyDist X <= 50,25,27))
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - ifelse(P2BodyDist X <= 50,25,27))
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - ifelse(P2BodyDist X <= 50,25,27))
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - ifelse(P2BodyDist X <= 50,25,27))
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - ifelse(P2BodyDist X <= 50,25,27))

[State -1, Crouching Light Punch]
type = ChangeState
value = 440
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),animtime = -13
TriggerAll = enemynear(var(58)),facing = facing || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || (helper(35002),var(38) = [50,75]) || helper(35002),var(56) = 1 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = P2BodyDist X = [50,75]

[State -1, Crouching Light Punch]
type = ChangeState
value = 440
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),facing = facing || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || (helper(35002),var(38) = [50,75]) || helper(35002),var(56) = 1 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = P2BodyDist X = [50,75]
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 13)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 13)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 13)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 13)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 13)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 13)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 13)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 13)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 13)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 13)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 13)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 13)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 13)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 13)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 13)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 13)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 13)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 13)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 13)

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 400
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),animtime = -5
TriggerAll = !InGuardDist || enemynear(var(58)),facing = facing || enemynear(var(58)),movetype = I || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(34) > 0 || (helper(35002),var(38) = [25,50]) || helper(35002),var(56) = 1 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22])|| stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [25,50]

[State -1, Stand Strong Punch]
type = ChangeState
value = 400
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = p2bodydist x = [25,50]
TriggerAll = !InGuardDist || enemynear(var(58)),facing = facing || enemynear(var(58)),movetype = I || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(34) > 0 || (helper(35002),var(38) = [25,50]) || helper(35002),var(56) = 1 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22])|| stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 5)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 5)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 5)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 5)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 5)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 5)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 5)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 5)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 5)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 5)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 5)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 5)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 5)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 5)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 5)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 5)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 5)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 5)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 5)

[State -1, Stand Strong Punch]
type = ChangeState
value = 205
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),animtime = -3
TriggerAll = !InGuardDist || enemynear(var(58)),facing = facing || enemynear(var(58)),movetype = I || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(34) > 0 || helper(35002),var(56) = 1 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22])|| stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [-25,25]

[State -1, Stand Strong Punch]
type = ChangeState
value = 205
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = p2bodydist x = [-25,25]
TriggerAll = !InGuardDist || enemynear(var(58)),facing = facing || enemynear(var(58)),movetype = I || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(34) > 0 || helper(35002),var(56) = 1 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22])|| stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 3)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 3)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 3)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 3)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 3)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 3)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 3)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 3)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 3)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 3)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 3)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 3)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 3)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 3)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 3)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 3)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 3)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 3)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 3)

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
Value = 800
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),movetype != I
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = enemynear(var(58)),animtime = -1
TriggerAll = !InGuardDist || enemynear(var(58)),facing = facing || (PrevStateNo = [120,155]) || (prevstateno = [700,710]) || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [-25,25]
Trigger1 = VAR(34):= 21501

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
Value = 800
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),movetype != I
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno >= 200
TriggerAll = p2bodydist x = [-25,25]
TriggerAll = !InGuardDist || enemynear(var(58)),facing = facing || (PrevStateNo = [120,155]) || (prevstateno = [700,710]) || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(59) > 0
TriggerAll = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && enemynear(var(58)),animtime = (Helper(999), fvar(2) - 1)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && enemynear(var(58)),animtime = (Helper(999), fvar(4) - 1)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && enemynear(var(58)),animtime = (Helper(999), fvar(6) - 1)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && enemynear(var(58)),animtime = (Helper(999), fvar(8) - 1)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && enemynear(var(58)),animtime = (Helper(999), fvar(10) - 1)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && enemynear(var(58)),animtime = (Helper(999), fvar(12) - 1)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && enemynear(var(58)),animtime = (Helper(999), fvar(14) - 1)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && enemynear(var(58)),animtime = (Helper(999), fvar(16) - 1)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && enemynear(var(58)),animtime = (Helper(999), fvar(18) - 1)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && enemynear(var(58)),animtime = (Helper(999), fvar(20) - 1)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && enemynear(var(58)),animtime = (Helper(999), fvar(22) - 1)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && enemynear(var(58)),animtime = (Helper(999), fvar(24) - 1)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && enemynear(var(58)),animtime = (Helper(999), fvar(26) - 1)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && enemynear(var(58)),animtime = (Helper(999), fvar(28) - 1)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && enemynear(var(58)),animtime = (Helper(999), fvar(30) - 1)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && enemynear(var(58)),animtime = (Helper(999), fvar(32) - 1)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && enemynear(var(58)),animtime = (Helper(999), fvar(34) - 1)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && enemynear(var(58)),animtime = (Helper(999), fvar(36) - 1)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && enemynear(var(58)),animtime = (Helper(999), fvar(38) - 1)

[State -1, Crouching Light Kick]
type = ChangeState
value = 205
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME = [-12,-4]))
TriggerAll = !(enemynear(var(58)),facing = facing && enemynear(var(58)),statetype = A)
TriggerAll = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2BodyDist X = [-15,15]
TriggerAll = P2BodyDist Y >= 0--floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(20))
TriggerAll = P2statetype != A
TriggerAll = P2statetype != L
TriggerAll = P2movetype != H
TriggerAll = !InGuardDist
Trigger1 = Random >= ifelse(P2stateno >= 1000,ifelse(var(22) > 0,500,750),ifelse(helper(35002),var(36) = 1,ifelse(var(22) > 0,750,875),ifelse(var(22) > 0,875,1000)))

[State -1, Crouching Light Punch]
type = ChangeState
value = ifelse(random <= 500 && P2BodyDist X <= 25,430,400)
TriggerAll = var(59)
TriggerAll = var(27) != 1
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME = [-12,-6]))
TriggerAll = !(enemynear(var(58)),facing = facing && enemynear(var(58)),statetype = A)
TriggerAll = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2BodyDist X = [-5+floor(5*(EnemyNear(floor(fvar(37))),vel X)),75+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
TriggerAll = P2BodyDist Y = [-10-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(20)),0-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(20))]
TriggerAll = P2statetype != L
TriggerAll = P2statetype != A
TriggerAll = P2movetype != H
TriggerAll = !InGuardDist
Trigger1 = Random <= ifelse(P2stateno >= 1000 && P2BodyDist X <= 50,ifelse(var(22) > 0,500,250),ifelse(helper(35002),var(36) = 1,ifelse(var(22) > 0,250,125),ifelse(var(22) > 0,125,0)))

[State -1, Crouching Light Kick]
type = ChangeState
value = 400
TriggerAll = var(59)
TriggerAll = var(44) = 0
TriggerAll = helper(35002),var(57) > 0
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = !(EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing)
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
TriggerAll = (enemynear(var(58)),animtime = [-3,0]) && P2BodyDist X = [25,50]
TriggerAll = !InGuardDist
Trigger1 = Random <= 1000

[State -1, Crouching Light Kick]
type = ChangeState
value = ifelse(random <= 500 && P2BodyDist X <= 25,430,400)
TriggerAll = var(59)
TriggerAll = var(49) <= 12
TriggerAll = var(22) = 0 || P2bodydist X > 25
TriggerAll = fvar(18) > -1
TriggerAll = helper(35002),var(57) = 0
TriggerAll = numtarget
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
TriggerAll = P2BodyDist X = [-5,50]
TriggerAll = P2BodyDist Y >= 0
TriggerAll = P2statetype != L
TriggerAll = P2movetype = H
TriggerAll = P2statetype != A
TriggerAll = p2STATENO != [5000,5201]
TriggerAll = p2STATENO != 5700
TriggerAll = !InGuardDist
Trigger1 = Random <= 100

[State -1, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 500,205,245)
TriggerAll = var(59)
TriggerAll = var(49) <= 12
TriggerAll = var(22) = 0
TriggerAll = fvar(18) > -1
TriggerAll = helper(35002),var(57) = 0
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || stateno = 20 || stateno = 21 || stateno = 22 || stateno = 100
TriggerAll = P2BodyDist X = [-5,25]
TriggerAll = P2BodyDist Y >= 0
TriggerAll = P2statetype != L
TriggerAll = P2movetype = H
TriggerAll = P2statetype != A
TriggerAll = p2STATENO != [5000,5201]
TriggerAll = p2STATENO != 5700
TriggerAll = !InGuardDist
Trigger1 = Random <= 1000

[State -1, Standing Strong Kick]
type = ChangeState;ChangeState
value = 35
TriggerAll = var(59)
TriggerAll = var(41) <= 100
TriggerAll = helper(35002),var(44) != 3
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 52 || (stateno = [120,149])
TriggerAll = P2BodyDist X = [-5,50]
TriggerAll = p2bodydist y = [0-floor(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(20)),0]
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = TARGET(200),statetype = A
Trigger1 = Random <= 1000

[State -1, Standing Strong Kick]
type = ChangeState;ChangeState
value = 39
TriggerAll = var(59)
TriggerAll = helper(35002),var(44) = 2
TriggerAll = roundstate = 2
TriggerAll = EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing || var(41) <= 100
TriggerAll = statetype != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 52 || (stateno = [120,149])
TriggerAll = P2BodyDist X = [-25,100]
TriggerAll = p2bodydist y = [0-floor(23*(enemynear(var(58)),vel y)+(23*(23+1)/2)*fvar(20)),92-floor(23*(enemynear(var(58)),vel y)+(23*(23+1)/2)*fvar(20))]
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = TARGET(200),statetype = A
Trigger1 = Random <= 1000
Trigger1 = VAR(34):= 43007

[State -1, Standing Strong Kick]
type = ChangeState;ChangeState
value = 34
TriggerAll = var(59)
TriggerAll = var(41) > 100
TriggerAll = helper(35002),var(44) = 2
TriggerAll = EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing = facing
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 52 || (stateno = [120,149])
TriggerAll = P2BodyDist X = [-5,100]
TriggerAll = p2bodydist y = [0-floor(25*(enemynear(var(58)),vel y)+(25*(25+1)/2)*fvar(20)),100-floor(25*(enemynear(var(58)),vel y)+(25*(25+1)/2)*fvar(20))]
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = TARGET(200),statetype = A
Trigger1 = Random <= 1000
Trigger1 = VAR(34):= 43003

[State -1, Standing Strong Kick]
type = ChangeState
value = 430
TriggerAll = var(59)
TriggerAll = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(35002),var(45) = 0
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 52 || (stateno = [120,149])
TriggerAll = P2BodyDist X = [-25,50]
TriggerAll = (p2bodydist y = [0-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),0]) && enemynear(var(58)),vel y > 0 || enemynear(var(58)),animtime = -5 && enemynear(var(58)),vel y = 0
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno < 200
TriggerAll = enemynear(var(58)),stateno < 200 || !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(59) > 0 && helper(35002),var(53) = 1
TriggerAll = helper(35002),var(41) > 0 || enemynear(var(58)),facing != facing && !inguarddist || enemynear(var(58)),facing = facing && !helper(31000+id),inguarddist
Trigger1 = Random <= ifelse(!(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(59) > 0,1000,100)

[State -1, Standing Strong Kick]
type = ChangeState
value = 430
TriggerAll = var(59)
TriggerAll = HELPER(35002),VAR(55) = 0 || enemynear(var(58)),facing = facing
TriggerAll = helper(35002),var(44) = 3
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 52 || (stateno = [120,149])
TriggerAll = P2BodyDist X = [25,50]
TriggerAll = p2bodydist y = [0-floor(1*(enemynear(var(58)),vel y)+(1*(1+1)/2)*fvar(20)),0]
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H && (enemynear(var(58)),stateno = [290,293])
TriggerAll = enemynear(var(58)),facing != facing && !inguarddist || enemynear(var(58)),facing = facing && !helper(31000+id),inguarddist
Trigger1 = Random <= 1000
Trigger1 = VAR(34):= 43001

[State -1, Standing Strong Kick]
type = ChangeState
value = 34
TriggerAll = var(59)
TriggerAll = var(33) = 0
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 52 || (stateno = [120,149])
TriggerAll = P2BodyDist X = [25,ifelse(enemynear(var(58)),facing = facing && enemynear(var(58)),vel x > 2 && var(41) > 150,100,150)]
TriggerAll = (p2bodydist y = [0-floor(26*(enemynear(var(58)),vel y)+(26*(26+1)/2)*fvar(20)),78-floor(26*(enemynear(var(58)),vel y)+(26*(26+1)/2)*fvar(20))]) && enemynear(var(58)),vel y > 0 || enemynear(var(58)),animtime = -26 && enemynear(var(58)),vel y = 0
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),MOVEtype != H
TriggerAll = enemynear(var(58)),stateno >= 1000
TriggerAll = helper(35002),var(41) > 0 || enemynear(var(58)),facing = facing && helper(31000+id),inguarddist
Trigger1 = Random <= ifelse(!(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1 || helper(35002),var(59) > 0,1000,100)
Trigger1 = VAR(34):= 43007

[State -1, Standing Strong Kick]
type = ChangeState;ChangeState
value = 100
TriggerAll = var(59)
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [120,149])
TriggerAll = P2BodyDist X > 50
TriggerAll = (p2bodydist y = [78-floor(26*(enemynear(var(58)),vel y)+(26*(26+1)/2)*fvar(20)),0]) && enemynear(var(58)),vel y > 0 || enemynear(var(58)),animtime > -26 && enemynear(var(58)),vel y = 0
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),MOVEtype != H
TriggerAll = enemynear(var(58)),stateno >= 1000
TriggerAll = helper(35002),var(59) > 0 || enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) = 1
TriggerAll = helper(35002),var(41) > 0
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0)
Trigger1 = Random <= 1000
Trigger1 = VAR(34):= 43007

;抓硬直-----------------------------------------------------------------------------

;ダッシュ(隙突き)
[State -1, Dash]
type = ChangeState
value = 100
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = !InGuardDist && !helper(31000+id),inguarddist
TriggerAll = P2BodyDist X > 25
TriggerAll = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [120,149]) || (stateno = [910,913])
Trigger1 = p2bodydist x > 120 || enemynear(var(58)),facing = facing
Trigger1 = enemynear(var(58)),statetype = A
Trigger1 = enemynear(var(58)),MoveType = A
Trigger1 = !enemynear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
Trigger1 = enemynear(var(58)),Time >= 60
Trigger2 = enemynear(var(58)),MoveType != H
Trigger2 = enemynear(var(58)),StateType = A
Trigger2 = !enemynear(var(58)),Ctrl
Trigger2 = enemynear(var(58)),facing = facing
Trigger3 = EnemyNear(var(58)),MoveType != H
Trigger3 = EnemyNear(var(58)),StateType != A
Trigger3 = !EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),facing = facing
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC, NA, SA, HA

;ab-----------------------------------------------------------------------------

[State -1, BB]
Type = ChangeState
Value = ifelse(var(41) <= 100,710,700)
TriggerAll = var(59)
TriggerAll = palno %2 = 0
TriggerAll = roundstate = 2 && EnemyNear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateNo = 5120 && AnimTime = [-1,0]
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) = [0,80]
Trigger1 = Random <= 10 || Life<=lifemax/2 && Random <= 100

[State -1, GCFRoll]
type = ChangeState
value = 700
TriggerAll = var(59) 
TriggerAll = RoundState = 2
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(0)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(2)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(4)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(6)
TriggerAll = power >= 1000
TriggerAll = Random <= 125 || helper(35002),var(40) >= 10
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = (stateno = [150,153]) && HitShakeOver
TriggerAll = P2BodyDist X = [-5,100]
TriggerAll = enemynear(var(58)),StateNo >= 200
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),MoveType = A
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime > 33
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime > 33
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime > 33
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime > 33
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime > 33
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime > 33
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime > 33
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime > 33
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime > 33
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime > 33
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime > 33
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime > 33
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime > 33
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime > 33
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime > 33
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime > 33
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime > 33
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime > 33
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime > 33
Trigger20 = enemynear(var(58)),AnimTime < -33

[State -1, GC_Q]
type = ChangeState
value = ifelse(helper(35002),var(41) > 0,IFELSE(EnemyNear(var(58)),vel x <= 0,700,710),700)
TriggerAll = var(59)
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(0)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(2)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(4)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(6)
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = Power >= 1000
TriggerAll = Random <= 125 || HELPER(35002),VAR(40) >= 10
TriggerAll = EnemyNear(var(58)),statetype != L
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = !EnemyNear(var(58)),Ctrl 
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = (stateno = [150,153]) && HitShakeOver
Trigger1 = helper(35002),var(34) > 0 && var(41) > 150
Trigger1 = helper(35002),var(49) > 250
Trigger1 = p2bodydist X = [-5,100]
Trigger2 = helper(35002),var(41) > 0 && EnemyNear(var(58)),vel y < 0
Trigger2 = p2bodydist y = [-30,0]

[State -1, GC_Q]
type = ChangeState
value = ifelse(helper(35002),var(41) > 0,IFELSE(EnemyNear(var(58)),vel x <= 0,710,700),710)
TriggerAll = var(59)
TriggerAll = helper(24000+id),fvar(39) = 0
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(0)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(2)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(4)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(6)
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = Power >= 1000
TriggerAll = Random <= 125 || HELPER(35002),VAR(40) >= 10
TriggerAll = EnemyNear(var(58)),statetype != L
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = !EnemyNear(var(58)),Ctrl 
TriggerAll = EnemyNear(var(58)),facing = facing
TriggerAll = (stateno = [150,153]) && HitShakeOver
Trigger1 = helper(35002),var(34) > 0 && var(42) > 150
Trigger1 = helper(35002),var(49) > 250
Trigger1 = ABS(POS X - EnemyNear(var(58)),POS X) - p2bodydist X > 100 || p2bodydist X < 0
Trigger2 = helper(35002),var(41) > 0 && EnemyNear(var(58)),vel y < 0
Trigger2 = p2bodydist y = [-30,0]

;架招写在防御上面----------------------------------------------------------------------------

[State -3, Stand Strong Punch]
type = ChangeState;ChangeState
value = ifelse(power >= 2000 && random <= 500,ifelse(var(16) = 0,4500,4100),ifelse(var(16) > 0 && random <= 500,1470,ifelse(enemynear(var(58)),STATETYPE = C,1450,1400)))
TriggerAll = var(59)
TriggerAll = helper(35002),var(59) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125) || helper(35002),var(40) >= 5 || var(59) > 2
TriggerAll = p2bodydist X = [-5,50]
TriggerAll = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149]) || (stateno = [200,999]) && (stateno != [700,710]) && MOVETYPE != H && prevstateno != [150,159]
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(1))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(2))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(3))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(4))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(5))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(6))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(7))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(8))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(9))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(10))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(11))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(12))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(13))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(14))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(15))
TriggerAll = (enemynear(var(58)), StateNo != Helper(35002), var(16))
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time >= (Helper(999), var(2) - 4) && enemynear(var(58)), Time <= (Helper(999), var(2) - 3)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time >= (Helper(999), var(4) - 4) && enemynear(var(58)), Time <= (Helper(999), var(4) - 3)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time >= (Helper(999), var(6) - 4) && enemynear(var(58)), Time <= (Helper(999), var(6) - 3)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time >= (Helper(999), var(8) - 4) && enemynear(var(58)), Time <= (Helper(999), var(8) - 3)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time >= (Helper(999), var(10) - 4) && enemynear(var(58)), Time <= (Helper(999), var(10) - 3)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time >= (Helper(999), var(12) - 4) && enemynear(var(58)), Time <= (Helper(999), var(12) - 3)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time >= (Helper(999), var(14) - 4) && enemynear(var(58)), Time <= (Helper(999), var(14) - 3)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time >= (Helper(999), var(16) - 4) && enemynear(var(58)), Time <= (Helper(999), var(16) - 3)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time >= (Helper(999), var(18) - 4) && enemynear(var(58)), Time <= (Helper(999), var(18) - 3)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time >= (Helper(999), var(20) - 4) && enemynear(var(58)), Time <= (Helper(999), var(20) - 3)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time >= (Helper(999), var(22) - 4) && enemynear(var(58)), Time <= (Helper(999), var(22) - 3)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time >= (Helper(999), var(24) - 4) && enemynear(var(58)), Time <= (Helper(999), var(24) - 3)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time >= (Helper(999), var(26) - 4) && enemynear(var(58)), Time <= (Helper(999), var(26) - 3)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time >= (Helper(999), var(28) - 4) && enemynear(var(58)), Time <= (Helper(999), var(28) - 3)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time >= (Helper(999), var(30) - 4) && enemynear(var(58)), Time <= (Helper(999), var(30) - 3)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time >= (Helper(999), var(32) - 4) && enemynear(var(58)), Time <= (Helper(999), var(32) - 3)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time >= (Helper(999), var(34) - 4) && enemynear(var(58)), Time <= (Helper(999), var(34) - 3)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time >= (Helper(999), var(36) - 4) && enemynear(var(58)), Time <= (Helper(999), var(36) - 3)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time >= (Helper(999), var(38) - 4) && enemynear(var(58)), Time <= (Helper(999), var(38) - 3)
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time >= (Helper(999), var(40) - 4) && enemynear(var(58)), Time <= (Helper(999), var(40) - 3)
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time >= (Helper(999), var(42) - 4) && enemynear(var(58)), Time <= (Helper(999), var(42) - 3)
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time >= (Helper(999), var(44) - 4) && enemynear(var(58)), Time <= (Helper(999), var(44) - 3)
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time >= (Helper(999), var(46) - 4) && enemynear(var(58)), Time <= (Helper(999), var(46) - 3)
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time >= (Helper(999), var(48) - 4) && enemynear(var(58)), Time <= (Helper(999), var(48) - 3)
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time >= (Helper(999), var(50) - 4) && enemynear(var(58)), Time <= (Helper(999), var(50) - 3)
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time >= (Helper(999), var(52) - 4) && enemynear(var(58)), Time <= (Helper(999), var(52) - 3)
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time >= (Helper(999), var(54) - 4) && enemynear(var(58)), Time <= (Helper(999), var(54) - 3)
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time >= (Helper(999), var(56) - 4) && enemynear(var(58)), Time <= (Helper(999), var(56) - 3)

[State -3, Stand Strong Punch]
type = ChangeState
value = 39
TriggerAll = var(59)
TriggerAll = HELPER(35002),VAR(55) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),statetype = C
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),stateno = [200,1000)
TriggerAll = P2BodyDist X = [-5,100]
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 6)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 6)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 6)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 6)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 6)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 6)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 6)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 6)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 6)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 6)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 6)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 6)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 6)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 6)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 6)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 6)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 6)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 6)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 6)
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 6)
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 6)
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 6)
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 6)
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 6)
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 6)
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 6)
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 6)
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 6)

[State -3, Stand Strong Punch]
type = ChangeState
value = 400
TriggerAll = var(59)
TriggerAll = HELPER(35002),VAR(55) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),stateno = [200,1000)
TriggerAll = p2bodydist X = [-5,50]
TriggerAll = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 4)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 4)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 4)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 4)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 4)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 4)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 4)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 4)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 4)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 4)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 4)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 4)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 4)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 4)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 4)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 4)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 4)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 4)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 4)
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 4)
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 4)
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 4)
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 4)
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 4)
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 4)
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 4)
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 4)
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 4)

[State -3, Stand Strong Punch]
type = ChangeState
value = 205
TriggerAll = var(59)
TriggerAll = HELPER(35002),VAR(55) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),stateno = [200,1000)
TriggerAll = p2bodydist X = [-5,25]
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 2)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 2)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 2)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 2)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 2)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 2)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 2)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 2)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 2)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 2)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 2)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 2)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 2)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 2)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 2)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 2)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 2)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 2)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 2)
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 2)
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 2)
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 2)
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 2)
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 2)
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 2)
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 2)
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 2)
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 2)

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse((var(16) = 0 || HELPER(35002),VAR(42) = 0),ifelse(var(16) > 0,1580,1500),1270)
TriggerAll = var(59)
TriggerAll = HELPER(35002),VAR(55) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),stateno = [200,1000)
TriggerAll = p2bodydist X = [-5,50]
TriggerAll = ctrl || (stateno = [20,22])|| stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 1)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 1)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 1)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 1)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 1)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 1)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 1)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 1)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 1)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 1)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 1)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 1)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 1)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 1)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 1)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 1)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 1)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 1)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 1)
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 1)
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 1)
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 1)
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 1)
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 1)
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 1)
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 1)
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 1)
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 1)

[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(var(16) > 0,1370,1350)
TriggerAll = var(59)
TriggerAll = var(41) > 150
TriggerAll = palno %2 = 0
TriggerAll = HELPER(35002),VAR(55) = 0
TriggerAll = Random >= ifelse(helper(35002),var(36) = 1,750,875)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),stateno = [200,1000)
TriggerAll = P2BodyDist X = [-5,100]
TriggerAll = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 1)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 1)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 1)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 1)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 1)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 1)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 1)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 1)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 1)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 1)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 1)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 1)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 1)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 1)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 1)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 1)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 1)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 1)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 1)
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 1)
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 1)
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 1)
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 1)
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 1)
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 1)
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 1)
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 1)
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 1)

[State -3, Stand Strong Punch]
type = ChangeState
value = 800
TriggerAll = var(59)
TriggerAll = HELPER(35002),VAR(55) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),stateno = [200,1000)
TriggerAll = p2bodydist X = [-5,25]
TriggerAll = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 1)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 1)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 1)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 1)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 1)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 1)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 1)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 1)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 1)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 1)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 1)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 1)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 1)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 1)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 1)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 1)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 1)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 1)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 1)
Trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 1)
Trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 1)
Trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 1)
Trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 1)
Trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 1)
Trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 1)
Trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 1)
Trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 1)
Trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 1)

;各??策---------------------------------------------------------------------

[state -1,バックステップ 投げ外し]
Type = ChangeState
Value = var(57)
TriggerAll = var(59) > 1
TriggerAll = EnemyNear(var(58)),palno = 12 || (EnemyNear(var(58)),palno = [7,11]) && EnemyNear(var(58)),var(58) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MOVETYPE != H
TriggerAll = EnemyNear(var(58)),statetype != A
TriggerAll = helper(35002),var(46) >= 1000 || helper(35002),var(46) = [0,10]
TriggerAll = Ctrl || (Stateno = [20,22]) || stateno = 52 || (Stateno = [100,101]) || (StateNo = [120,149]) || (stateno = [200,999]) && (stateno != [700,710]) && MoveType != H && prevstateno != [150,159]
TriggerAll = p2name = "Orochi Eagrose Version" || p4name = "Orochi-EV" 
Trigger1 = EnemyNear(var(58)),MOVETYPE != A
Trigger1 = var(57):= ifelse(EnemyNear(var(58)),statetype = L && p2bodydist x <= 100,105,ifelse(EnemyNear(var(58)),stateno < 200 || EnemyNear(var(58)),stateno = 3000,800,21))
Trigger2 = stateno = 800 && InGuardDist
Trigger2 = var(57):= ifelse(random <= 500,120,ifelse(random <= 500,ifelse(var(16) > 0,1370,1350),ifelse(random <= 500,700,710))) 

[state -1,バックステップ 投げ外し]
Type = ChangeState
Value = ifelse(p2bodydist X <= 25,37,105)
TriggerAll = var(59) > 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || (Stateno = [20,22]) || (Stateno = [100,101]) || (StateNo = [120,159]) || (stateno = [200,999]) && (stateno != [700,710]) && MoveType != H && prevstateno != [150,159]
Trigger1 = p2name = "Orochi Eagrose Version" && (p2StateNo = [2100,2101]) || p4name = "Orochi Eagrose Version" && (p2stateno = [2100,2101]) || p2name = "Orochi-EV" && (p2StateNo = [2100,2101]) || p4name = "Orochi-EV" && (p2stateNo = [2100,2101])
Trigger1 = Movetype = A && stateno >= 200 || movetype = I
Trigger1 = Enemynear(var(58)),ctrl = 0
Trigger2 = p2name = "Orochi Eagrose Version" && (p2StateNo = [2300,2301]) || p4name = "Orochi Eagrose Version" && (p2stateNo = [2300,2301]) || p2name = "Orochi-EV" && (p2StateNo = [2300,2301]) || p4name = "Orochi-EV" && (p2stateNo = [2300,2301])
Trigger2 = Movetype = A && stateno >= 200 || movetype = I
Trigger2 = Enemynear(var(58)),ctrl = 0

[State -3,中ジャンプ 飛び込み]
Type = ChangeState
Value = 36
TriggerAll = var(59)
TriggerAll = helper(35002),var(46) = 0
TriggerAll = helper(35002),var(45) = 0
TriggerAll = var(33) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || EnemyNear(var(58)),MoveType = I
TriggerAll = Helper(24000+ID),InGuardDist
TriggerAll = !InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = Enemy,NumProj || helper(24000 + id),var(57) = 2
Trigger1 = EnemyNear(var(58)),facing != facing
Trigger1 = P2bodyDist X = [100,250]
Trigger1 = random <= 100

[State -3,大ジャンプ 飛び込み]
Type = ChangeState
Value = ifelse(var(16) > 0,1070,1050)
TriggerAll = var(59)
TriggerAll = helper(35002),var(46) = 0
TriggerAll = helper(35002),var(45) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),Fvar(15) <= 5
TriggerAll = numprojID(1000) = 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || EnemyNear(var(58)),MoveType = I
TriggerAll = Helper(24000+ID),InGuardDist
TriggerAll = !InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = P2bodyDist X > 150
Trigger1 = Enemy,NumProj || helper(24000 + id),var(57) > 0
Trigger1 = EnemyNear(var(58)),facing != facing
Trigger1 = Random = [900,1000]

[State -1, Stand Strong Punch]
type = ChangeState;ChangeState
Value = ifelse((power >= 1000 && var(32) = 0 || var(32) > 0) && random <= 500,ifelse((power >= 2000 && var(32) = 0 || power >= 1000 && var(32) > 0) && random <= 500,ifelse(var(16) = 0,4500,4100),2000),ifelse(var(16) > 0,ifelse(random <= 500,1370,1470),ifelse(random <= 500,1350,ifelse(enemynear(var(58)),STATETYPE = C,1450,1400))))
TriggerAll = var(59)
TriggerAll = helper(35002),var(53) = 1
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),ctrl = 0
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),PrevStateno = [150,155]
TriggerAll = enemynear(var(58)),facing != facing
Trigger1 = (stateno = [200,999]) && (stateno != [700,710]) && MoveType != H && prevstateno != [150,159]

[State -1, GCFRoll]
type = ChangeState
value = 700
TriggerAll = var(59) 
TriggerAll = helper(35002),var(34) = 0
TriggerAll = RoundState = 2
TriggerAll = power >= 1000
TriggerAll = StateType != A
TriggerAll = (stateno = [150,153]) && HitShakeOver
TriggerAll = enemynear(var(58)),StateNo >= 200
TriggerAll = enemynear(var(58)),MoveType = A
TriggerAll = p2bodydist X = [-5,150]
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(40)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(41)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(42)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(43)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(44)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(45)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(46)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(47)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(48)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(49)

[State -1, FRoll]
type = ChangeState
value = ifelse(random <= 500,700,ifelse(var(16) > 0,1370,1350))
TriggerAll = var(59) 
TriggerAll = palno %2 = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = enemynear(var(58)),time >= 0   
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),StateNo >= 200
TriggerAll = !enemynear(var(58)),HitDefAttr = SCA, AT
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(15)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(16)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(17)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(18)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(19)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(25)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(26)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(27)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(28)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(29)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(40)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(41)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(42)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(43)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(44)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(45)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(46)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(47)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(48)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(49)

[State -1, FRoll]
type = ChangeState
value = ifelse(random <= 500 && enemynear(var(58)),time <= 5 && palno %2 = 0,ifelse(random <= 500,700,ifelse(var(16) > 0,1370,1350)),120)
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = enemynear(var(58)),time >= 0   
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),StateNo >= 200
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101])
Trigger1 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(50)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(51)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(52)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(53)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(54)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(55)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(56)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(57)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(58)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(31000+ID),var(59)

[State -1, FRoll]
type = ChangeState
value = 120
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101])
TriggerAll = Enemy,NumProj || helper(24000 + id),var(57) > 0
Trigger1 = Helper(24000+ID),InGuardDist
Trigger2 = helper(35002),fvar(12) > 0

;防御-----------------------------------------------------------------------
;ガード
[State -1, Guard]
type = ChangeState;ChangeState
value = 120
TriggerAll = var(59) 
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = !(!(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) <= 1 && enemynear(var(58)),time > 1)
TriggerAll = stateno != [120,159]
TriggerAll = ctrl || stateno = 0 || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 106
Trigger1 = inguarddist
Trigger2 = inguarddist
Trigger2 = p2bodydist x > 90 || enemynear(var(58)),time > 50
Trigger3 = inguarddist
Trigger3 = enemynear(var(58)),numhelper > 0 || enemy,numproj > 0
Trigger4 = enemynear(var(58)),movetype = A
Trigger4 = !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
Trigger4 = stateno != 100 || stateno = 100 && p2dist y > -45 || numenemy >= 2
Trigger4 = p2bodydist x < -30
Trigger4 = p2dist x > 0 || p2dist x < 0
Trigger5 = inguarddist
Trigger5 = numenemy > 1
Trigger5 = enemy(0),numhelper+enemy(1),numhelper > 0 || enemy(0),numproj+enemy(1),numproj > 0
Trigger6 = numhelper(31000+id)
Trigger6 = helper(31000+id),inguarddist

;---------------------------------------------------------------------------
[State -1,空防]
type = ChangeState
value = 120 ;空防stateno
TriggerAll = var(59)
TriggerAll = vel x <= 0
TriggerAll = stateno = 50 && statetype = A ;自身在空中
Trigger1 = inguarddist
Trigger1 = var(34) := 12001
Trigger2 = p2bodydist x < 0 && p2movetype = A ;同上
Trigger2 = var(34) := 12001

;?制---------------------------------------------------------------------------

[State -1, Stand Strong Punch]
type = ChangeState
value = 1100
TriggerAll = var(59)
TriggerAll = helper(35002),var(53) = 1
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),StateType = A
TriggerAll = enemynear(var(58)),StateType != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno != [5020,5040]
TriggerAll = enemynear(var(58)),facing = facing && var(42) <= 150
TriggerAll = !inguarddist && !helper(31000+id),inguarddist
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [50-floor(8*(enemynear(var(58)),vel x)),100-floor(8*(enemynear(var(58)),vel x))]
Trigger1 = p2bodydist y = [-20-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)),-10-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20))]

[State -1, Crouching Strong Punch]
type = ChangeState
value = ifelse(var(16) > 0,1270,1250)
TriggerAll = var(59)
TriggerAll = helper(35002),var(53) = 1
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= 100
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),StateType = A
TriggerAll = enemynear(var(58)),StateType != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno != [5020,5040]
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x <= 50+floor(5*(enemynear(var(58)),vel x)) && p2dist x > 15
Trigger1 = p2bodydist y = [-40-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20)),-5-floor(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(20))]

[State -1, Crouching Strong Punch]
type = ChangeState
value = 240
TriggerAll = var(59)
TriggerAll = helper(35002),var(53) = 1
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),StateType = A
TriggerAll = enemynear(var(58)),StateType != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno != [5020,5040]
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = !inguarddist
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [50+floor(9*(enemynear(var(58)),vel x)),75+floor(9*(enemynear(var(58)),vel x))]
Trigger1 = p2bodydist y = [-60-floor(9*(enemynear(var(58)),vel y)+(9*(9+1)/2)*fvar(20)),-40-floor(9*(enemynear(var(58)),vel y)+(9*(9+1)/2)*fvar(20))]

[State -1, Stand Strong Punch]
type = ChangeState
value = 410
TriggerAll = var(59)
TriggerAll = helper(35002),var(53) = 1
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),StateType = A
TriggerAll = enemynear(var(58)),StateType != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno != [5020,5040]
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = !inguarddist
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [0+floor(8*(enemynear(var(58)),vel x)),25+floor(8*(enemynear(var(58)),vel x))]
Trigger1 = p2bodydist y = [-40-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)),-20-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20))]

[State -1, Stand Strong Punch]
type = ChangeState
value = 200
TriggerAll = var(59)
TriggerAll = helper(35002),var(53) = 1
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),StateType = A
TriggerAll = enemynear(var(58)),StateType != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno != [5020,5040]
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = !inguarddist
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [25+floor(6*(enemynear(var(58)),vel x)),50+floor(6*(enemynear(var(58)),vel x))]
Trigger1 = p2bodydist y = [-40-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)),-20-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20))]

[State -1, Stand Strong Punch]
type = ChangeState
value = 205
TriggerAll = var(59)
TriggerAll = helper(35002),var(53) = 1
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),StateType = A
TriggerAll = enemynear(var(58)),StateType != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),stateno != [5020,5040]
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = !inguarddist
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [-5,25]
Trigger1 = p2bodydist y = [-40-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20)),-20-floor(3*(enemynear(var(58)),vel y)+(3*(3+1)/2)*fvar(20))]

;弱R.E.D.kick
[State -1, 弱R.E.D.kick]
type = ChangeState
value = 200
TriggerAll = var(59)
TriggerAll = FVAR(18) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME <= -7))
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,100,10)
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),vel x >= 0 || var(41) <= 150
TriggerAll = !InGuardDist && enemynear(var(58)),facing != facing
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [40,60]

;弱R.E.D.kick
[State -1, 弱R.E.D.kick]
type = ChangeState
value = 230
TriggerAll = var(59)
TriggerAll = FVAR(18) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME <= -7))
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,100,10)
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),vel x >= 0 || var(41) <= 150
TriggerAll = !InGuardDist && enemynear(var(58)),facing != facing
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [50,70]

;弱R.E.D.kick
[State -1, 弱R.E.D.kick]
type = ChangeState
value = 320
TriggerAll = var(59)
TriggerAll = FVAR(18) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME <= -19))
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,100,10)
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),vel x >= 0 || var(41) <= 150
TriggerAll = !InGuardDist && enemynear(var(58)),facing != facing
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [70,90]

;弱R.E.D.kick
[State -1, 弱R.E.D.kick]
type = ChangeState
value = 1100
TriggerAll = var(59)
TriggerAll = FVAR(18) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = !(P2stateno >= 200 && (EnemyNear(var(58)),ANIMTIME <= -9))
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,100,10)
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),vel x >= 0 || var(41) <= 150
TriggerAll = !InGuardDist && enemynear(var(58)),facing != facing
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [120,140]

[State -1, 弱R.E.D.kick]
type = ChangeState
value = IFELSE(RANDOM <= 500,200,IFELSE(RANDOM <= 500,400,430))
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,50,25)
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),STATENO < 200
TriggerAll = enemynear(var(58)),movetype = I && !NumProj
TriggerAll = !InGuardDist && enemynear(var(58)),facing != facing
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [100,200]

;?行道具------------------------------------------------------------------

[state -1,L YAMIBARI]
Type = ChangeState
Value = ifelse(var(6) > 0 || MoveGuarded,ifelse(var(16) > 0,1270,1250),ifelse(var(41) <= 150,1350,1000))
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = numprojID(1000) = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = StateNo = 410 && MoveContact

;強百八式・闇払い(クローン)
[State -1, S YAMIBARAI]
type = ChangeState
value = ifelse(var(16) > 0 && random <= 500,1070,1050)
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= 100
TriggerAll = StateType != A
TriggerAll = numprojID(1000) = 0
TriggerAll = p2bodydist x > 150
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = enemynear(var(58)),StateType = A || enemynear(var(58)),StateType = L
Trigger1 = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])

;強百八式?闇払い(クローン)
[State -1, S YAMIBARAI]
type = ChangeState
value = ifelse(var(16) > 0 && random <= 500,1070,ifelse(random <= 500,1050,1000))
TriggerAll = var(59)
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = statetype != A 
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = !InGuardDist
TriggerAll = numprojID(1000) = 0
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x > 200
Trigger1 = Random <= IFELSE((Enemy,NumProj || helper(24000 + id),var(57) > 0) && palno %2 = 1,250,100)

;普通?段------------------------------------------------------------

[State -1,近距?目?]
Type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = var(32) = 0
TriggerAll = var(20) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = p2movetype = H
TriggerAll = enemynear(var(58)),life<=lifemax/2 || life<=lifemax/2
TriggerAll = power >= 1000
Trigger1 = (stateno = 1150 || stateno = 1100) && movehit > 1 && p2bodydist y >= -15 && p2bodydist x <= 100 || stateno = 1555 && ProjHitTime(1570) = 1
Trigger1 = var(57) := IFELSE(POWER >= 3000,IFELSE(RANDOM <= 500,2600,2100),IFELSE(POWER >= 2000 && p2bodydist x <= 50,3000,IFELSE(VAR(41) <= 150 && stateno = 1100,2000,2100)))
Trigger2 = stateno = 2100 && hitcount = 5
Trigger2 = power >= 2000
Trigger2 = var(57) := 3000

[State -1, ?段]
type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = statetype != A
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H || var(51) = 1
Trigger1 = stateno = 200 && movehit || stateno = 400 && movehit
Trigger1 = enemynear(var(58)),statetype != A
Trigger1 = p2bodydist x > 30
Trigger1 = var(57):= ifelse(power >= 2000,3000,1100)
Trigger2 = stateno = 440 && movehit > 2
Trigger2 = p2bodydist y = [-5-floor(ifelse(teamside = 2 && enemynear(var(58)),id = 56,7,8)*(enemynear(var(58)),vel y)+(ifelse(teamside = 2 && enemynear(var(58)),id = 56,7,8)*(ifelse(teamside = 2 && enemynear(var(58)),id = 56,7,8)+1)/2)*fvar(20)),0]
Trigger2 = var(57):= ifelse(power >= 2000,3000,1100)
Trigger3 = stateno = 330 && movehit
Trigger3 = var(57):= ifelse(power >= 500,1070,1100)
Trigger4 = stateno = 300 && animtime = 0 && var(41) > 250 && p2bodydist x > 100
Trigger4 = enemynear(var(58)),stateno >= 5000 || helper(35002),var(57) > 0
Trigger4 = var(57):= ifelse(!target(300),statetype = A && (helper(35002),fvar(22) = [1,29]),1000,ifelse(random <= 500,1100,ifelse(var(16) > 0,1370,1350)))

[State -1, ?段]
type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = statetype != A
Trigger1 = stateno = 315 && movehit
Trigger1 = var(57) := ifelse(p2bodydist x <= 50,1500,1150)
Trigger2 = statetype != A
Trigger2 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149])
Trigger2 = ((p2bodydist y = [-80-floor(15*(enemynear(var(58)),vel y)+(15*(15+1)/2)*fvar(20)),-40-floor(15*(enemynear(var(58)),vel y)+(15*(15+1)/2)*fvar(20))]))                                      
Trigger2 = var(50) = 1
Trigger2 = var(57) := 32
Trigger3 = Statetype = A && Stateno < 200
Trigger3 = var(50) = 1
Trigger3 = var(57) := 650
Trigger4 = statetype != A
Trigger4 = ctrl || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149])
Trigger4 = var(50) = 2 || var(50) = 8
Trigger4 = p2bodydist y = [-5-(ifelse(teamside = 2 && enemynear(var(58)),id = 56,7,8)*(enemynear(var(58)),vel y)+(ifelse(teamside = 2 && enemynear(var(58)),id = 56,7,8)*(ifelse(teamside = 2 && enemynear(var(58)),id = 56,7,8)+1)/2)*fvar(20)),0]
Trigger4 = var(57) := ifelse(var(50) = 2 && p2bodydist x <= 50,ifelse(var(16) > 0,1270,1250),1100)

[State -1, Walk]
type = ChangeState
value = 99
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = stateno != 22
TriggerAll = ctrl || (stateno = [20,22]) || stateno = 52 && time >= 3 || stateno = 1555 && animtime = 0
Trigger1 = enemynear(var(58)),StateType = A
Trigger1 = VAR(50) = 8
Trigger2 = enemynear(var(58)),StateType = A
Trigger2 = !target(1250),StateType = A && p2bodydist x <= 150
Trigger2 = VAR(50) = 2

[State -1, Walk]
type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),movetype = H
Trigger1 = enemynear(var(58)),StateType = A
Trigger1 = stateno = 1555 && animtime = 0
Trigger1 = p2bodydist x > 150
Trigger1 = var(57):= ifelse(var(16) > 0,1370,ifelse(random <= 500,1100,1350))
Trigger2 = var(50) = 8
Trigger2 = stateno = 1100 && animtime = 0 && VAR(30) = 5
Trigger2 = var(57):= 1100

[State -1,追地]
Type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = enemynear(var(58)),stateno >= 200 
TriggerAll = enemynear(var(58)),stateno = [5050,5110)
Trigger1 = target(650),statetype = A || target(650),statetype = L
Trigger1 = power >= 500 || var(16) > 0
Trigger1 = ctrl || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149])
Trigger1 = var(57):= 1070

;目?-------------------------------------------------------------------------------

[State -1, 2A]
type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = movehit
Trigger1 = stateno = 215 || stateno = 410
Trigger1 = var(57) := 315
Trigger2 = stateno = 245
Trigger2 = var(57) := 330

[State -1,近距?目?]
Type = ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = !var(20)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = p2bodydist X <= 50
TriggerAll = movehit
Trigger1 = stateno = 430
Trigger1 = var(57) := 400
Trigger2 = stateno = 400
Trigger2 = var(57) := ifelse(var(30) = 5,ifelse(p2bodydist x <= 15,400,215),ifelse(p2bodydist x <= 15 && random <= 500,410,215))
Trigger3 = (stateno = 205 && var(30) = 5) || stateno = 200
Trigger3 = var(57) := ifelse(stateno = 205 && p2bodydist x <= 25 && random <= 500,215,200)

;?攻?被防-----------------------------------------------------------------

[State -1,近距?目?]
Type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = MoveContact
Trigger1 = stateno = 215 || stateno = 245
Trigger1 = enemynear(var(58)),STATENO = 5700
Trigger1 = var(57) := ifelse(stateno = 215,315,330)
Trigger2 = stateno = 440 || stateno = 410
Trigger2 = enemynear(var(58)),STATENO = 5700
Trigger2 = var(57) := 1100
Trigger3 = stateno = 315
Trigger3 = enemynear(var(58)),STATENO = 5700
Trigger3 = var(57) := 1150
Trigger4 = stateno = 1100 && power >= 1000
Trigger4 = enemynear(var(58)),STATENO = 5700
Trigger4 = var(57) := ifelse(power >= 2000,ifelse(power >= 3000 && random <= 500,2600,3000),ifelse(random <= 500,2000,2100))

[State -1,空震]
Type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = helper(35002),var(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),MOVEtype != H
Trigger1 = stateno = 440 && AnimElemTime(6) > 3 || stateno = 320 && AnimElemTime(8) > 3
Trigger1 = p2bodydist x > 0 && !(enemynear(var(58)),MOVEtype = A && (enemynear(var(58)),prevstateno = [150,159]))
Trigger1 = (enemynear(var(58)),facing != facing && enemynear(var(58)),vel x < 0 || enemynear(var(58)),facing = facing && enemynear(var(58)),vel x > 0)
Trigger1 = var(57) := ifelse(numprojID(1000) = 0,ifelse(var(16) > 0,1070,1050),1100)
Trigger2 = stateno = 440 && AnimElemTime(6) > 3 || stateno = 320 && AnimElemTime(8) > 3
Trigger2 = !(enemynear(var(58)),MOVEtype = A && (enemynear(var(58)),prevstateno = [150,159]))
Trigger2 = enemynear(var(58)),vel x = 0
Trigger2 = var(57) := 1100
Trigger3 = stateno = 440 && AnimElemTime(6) > 3 || stateno = 320 && AnimElemTime(8) > 3
Trigger3 = !(enemynear(var(58)),MOVEtype = A && (enemynear(var(58)),prevstateno = [150,159]))
Trigger3 = p2bodydist x <= 0 && (enemynear(var(58)),facing != facing && enemynear(var(58)),vel x > 0 || enemynear(var(58)),facing = facing && enemynear(var(58)),vel x < 0)
Trigger3 = var(57) := 1350
Trigger4 = enemynear(var(58)),MOVEtype = A && enemynear(var(58)),MoveContact = 0 && enemynear(var(58)),facing != facing && enemynear(var(58)),prevstateno != [150,159]
Trigger4 = Movetype != H && helper(35002),Fvar(9) = 6
Trigger4 = var(59) <= 2
Trigger4 = p2bodydist x <= 100 && HELPER(35002),VAR(53) = 1 && random <= 500
Trigger4 = var(57) := ifelse((power >= 1000 && var(32) = 0 || var(32) > 0) && random <= 500,ifelse((power >= 2000 && var(32) = 0 || power >= 1000 && var(32) > 0) && random <= 500,ifelse(var(16) = 0,4500,4100),2000),ifelse(var(16) > 0,ifelse(random <= 500,1370,1470),ifelse(random <= 500,1350,ifelse(enemynear(var(58)),STATETYPE = C,1450,1400))))
Trigger5 = enemynear(var(58)),MOVEtype = A && enemynear(var(58)),MoveContact = 0 && enemynear(var(58)),facing != facing && enemynear(var(58)),prevstateno != [150,159]
Trigger5 = (prevstateno = [150,159]) && stateno = 300 && time >= 9 || Movetype != H && helper(35002),Fvar(9) = 6
Trigger5 = var(59) > 1 && enemynear(var(58)),Statetype != A
Trigger5 = HELPER(35002),VAR(53) = 1
Trigger5 = var(57) := ifelse((prevstateno = [150,159]),700,120)

[State -1,??寛愴????幃 ??曉?]
Type = ChangeState;ChangeState
value = var(57)
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = MoveGuarded
TriggerAll = enemynear(var(58)),STATENO != [5000,5201]
TriggerAll = enemynear(var(58)),STATENO != 5700
Trigger1 = (STATENO = 430 && VAR(30) = 5) || (STATENO = 400 && VAR(30) = 5)
Trigger1 = p2bodydist X <= 25
Trigger1 = var(57) := 400
Trigger2 = (STATENO = 430 && VAR(30) = 10) || (STATENO = 400 && VAR(30) = 10) && MoveGuarded
Trigger2 = p2bodydist X <= 25
Trigger2 = var(57) := ifelse(stateno = 430,400,ifelse(random <= 500 && p2bodydist X <= 15,410,215))
Trigger3 = stateno = 215 || stateno = 410
Trigger3 = var(57) := 315
Trigger4 = stateno = 205 && var(30) = 5 || stateno = 200 && p2bodydist x <= 25
Trigger4 = var(57) := 200
Trigger5 = stateno = 245
Trigger5 = var(57) := 330
Trigger6 = stateno = 330
Trigger6 = var(57) := ifelse(random <= 500,ifelse(var(16) > 0 && random <= 500,1070,ifelse(random <= 500,1050,1000)),ifelse(var(16) > 0,1370,1350))
Trigger7 = stateno = 230 && animtime = 0
Trigger7 = var(57) := ifelse(p2bodydist x <= 25 && random <= 500,ifelse(random <= 500,440,ifelse(random <= 500,200,230)),100)
Trigger8 = STATENO = 400
Trigger8 = p2bodydist X > 30
Trigger8 = MoveGuarded = 1 && random <= 500
Trigger8 = var(57) := ifelse(p2bodydist x <= 50 && random <= 500,440,230)
Trigger9 = stateno = 315 && MoveGuarded || stateno = 440 && MoveGuarded
Trigger9 = var(57) := ifelse(enemynear(var(58)),power < 1000 && (random <= 500 || var(16) > 0),ifelse(var(16) > 0,1070,ifelse(random <= 500,1050,1000)),ifelse(var(16) > 0,1370,1350))

;裸凹--------------------------------------------------------------------

[State AI]
type = ChangeState
value = 34
TriggerAll = var(59)
TriggerAll = var(41) > 150
TriggerAll = p2bodydist x <= 100
TriggerAll = p2bodydist x > 50
TriggerAll = random <= 100
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = !inguarddist
TriggerAll = enemynear(var(58)),stateno != 1125
TriggerAll = enemynear(var(58)),movetype = I
TriggerAll = enemynear(var(58)),Statetype != A
TriggerAll = enemynear(var(58)),Statetype != L
TriggerAll = enemynear(var(58)),STATENO >= 200
TriggerAll = enemynear(var(58)),vel x < 0 && enemynear(var(58)),facing != facing || enemynear(var(58)),vel x > 0 && enemynear(var(58)),facing = facing
TriggerAll = (enemynear(var(58)),animtime = [-25,-20])
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0)
Trigger1 = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 52) || (stateno = [100,101]) || (stateno = [120,149])

[State AI]
type = ChangeState
value = 36
TriggerAll = var(59)
TriggerAll = var(33) = 0
TriggerAll = random <= 100
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = !inguarddist
TriggerAll = p2bodydist x = [100,250] 
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),movetype = A
TriggerAll = enemynear(var(58)),Statetype != A
TriggerAll = enemynear(var(58)),Statetype != L
TriggerAll = enemynear(var(58)),STATENO = [200,1999]
TriggerAll = !(enemynear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || enemynear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing)
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0)
TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 52) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime = [29,39]
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime = [29,39]
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime = [29,39]
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime = [29,39]
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime = [29,39]
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime = [29,39]
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime = [29,39]
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime = [29,39]
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime = [29,39]
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime = [29,39]
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime = [29,39]
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime = [29,39]
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime = [29,39]
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime = [29,39]
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime = [29,39]
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime = [29,39]
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime = [29,39]
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime = [29,39]
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime = [29,39]
Trigger20 = enemynear(var(58)),AnimTime = [-39,-29]

[state -1, combo]
type = ChangeState
value = 2000
TriggerAll = var(59)
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = Random <= ifelse(var(32) > 0,1000,ifelse(helper(35002),var(36) = 1,250,125))
TriggerAll = roundstate = 2
TriggerAll = power >= 1000 && !var(32) || var(32) > 0
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = enemynear(var(58)),movetype != H
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = p2bodydist x = [-5+floor(8*(enemynear(var(58)),vel x)),50+floor(8*(enemynear(var(58)),vel x))]
TriggerAll = p2bodydist y = [-60-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)),-40-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20))]
Trigger1 = ctrl || stateno = 0 || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,149])

[State AI]
type = ChangeState
value = ifelse(var(16) > 0 && random <= 500,1070,ifelse(random <= 500,1050,1000))
TriggerAll = var(59)
TriggerAll = helper(35002),var(42) = 0
TriggerAll = random <= 100
TriggerAll = roundstate = 2
TriggerAll = statetype != A
TriggerAll = !inguarddist
TriggerAll = p2bodydist x > 100 
TriggerAll = numprojID(1000) = 0
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),STATENO = [1000,1999]
TriggerAll = enemynear(var(58)),time <= 5
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(0)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(2)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(4)
TriggerAll = enemynear(var(58)),stateno != helper(35002),fvar(6)
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0)
TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 52) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = helper(35002),var(1) = enemynear(var(58)),stateno
Trigger2 = helper(35002),var(2) = enemynear(var(58)),stateno
Trigger3 = helper(35002),var(3) = enemynear(var(58)),stateno
Trigger4 = helper(35002),var(4) = enemynear(var(58)),stateno
Trigger5 = helper(35002),var(5) = enemynear(var(58)),stateno
Trigger6 = helper(35002),var(6) = enemynear(var(58)),stateno
Trigger7 = helper(35002),var(7) = enemynear(var(58)),stateno
Trigger8 = helper(35002),var(8) = enemynear(var(58)),stateno
Trigger9 = helper(35002),var(9) = enemynear(var(58)),stateno
Trigger10 = helper(35002),var(10) = enemynear(var(58)),stateno
Trigger11 = helper(35002),var(11) = enemynear(var(58)),stateno
Trigger12 = helper(35002),var(12) = enemynear(var(58)),stateno
Trigger13 = helper(35002),var(13) = enemynear(var(58)),stateno
Trigger14 = helper(35002),var(14) = enemynear(var(58)),stateno
Trigger15 = helper(35002),var(15) = enemynear(var(58)),stateno
Trigger16 = helper(35002),var(16) = enemynear(var(58)),stateno

[State -1,投げ]
Type = ChangeState
Value = ifelse(var(16) > 0,1580,1500)
TriggerAll = var(59)
TriggerAll = StateType!=A
TriggerAll = RoundState=2
TriggerAll = EnemyNear(var(58)),stateno >= 200
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = EnemyNear(var(58)),statetype != L
TriggerAll = EnemyNear(var(58)),statetype != A
TriggerAll = EnemyNear(var(58)),movetype = A
TriggerAll = EnemyNear(var(58)),movetype != H
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = P2BodyDist X = [-25,50]
TriggerAll = ctrl||stateno=21||stateno=22||stateno=100||(stateno=[120,140])||stateno=52
TriggerAll = Random >= ifelse(helper(35002),var(36) = 1,750,875)
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger20 = enemynear(var(58)),AnimTime <= ifelse(var(16) > 0,-4,-8)

[State -1,投げ]
Type = ChangeState
Value = ifelse(var(16) > 0,1580,1500)
TriggerAll = var(59)
TriggerAll = StateType!=A
TriggerAll = RoundState=2
TriggerAll = EnemyNear(var(58)),stateno >= 200
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = EnemyNear(var(58)),statetype != L
TriggerAll = EnemyNear(var(58)),statetype != A
TriggerAll = EnemyNear(var(58)),movetype = A
TriggerAll = EnemyNear(var(58)),movetype != H
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = P2BodyDist X = [-25,50]
TriggerAll = ctrl||stateno=21||stateno=22||stateno=100||(stateno=[120,140])||stateno=52
TriggerAll = Random >= ifelse(helper(35002),var(36) = 1,750,875)
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime >= ifelse(var(16) > 0,4,8)
Trigger20 = enemynear(var(58)),AnimTime <= ifelse(var(16) > 0,-4,-8)

[State -1,投げ]
Type = ChangeState
Value = 800
TriggerAll = var(59)
TriggerAll = StateType!=A
TriggerAll = RoundState=2
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = EnemyNear(var(58)),statetype != L
TriggerAll = (EnemyNear(var(58)),statetype=S)||(EnemyNear(var(58)),statetype=C)
TriggerAll = EnemyNear(var(58)),movetype != H
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = helper(35002),var(57) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(55) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = P2BodyDist X = [-25,25]
TriggerAll = ctrl||stateno=21||stateno=22||stateno=100||(stateno=[120,140])||stateno=52
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
Trigger1 = EnemyNear(var(58)),MoveType=I||floor(EnemyNear(var(58)),GetHitVar(hittime))<0
Trigger2 = EnemyNear(var(58)),facing!=facing||(EnemyNear(var(58)),stateno=[50,55])||(EnemyNear(var(58)),stateno=[120,159])&&floor(EnemyNear(var(58)),GetHitVar(hittime))<0

;強百式・鬼焼き
[State -1, S ONIYAKI]
type = ChangeState
value = 1270
TriggerAll = var(59)
TriggerAll = var(16) > 0
TriggerAll = helper(35002),var(59) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = enemynear(var(58)),time >= 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = statetype != A
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),MoveType = A
TriggerAll = enemynear(var(58)),StateNo >= 200
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = InGuardDist
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = p2bodydist x = [-5,50]
Trigger1 = (enemynear(var(58)), StateNo = Helper(999), fvar(1)) && Helper(999), fvar(2) - enemynear(var(58)),AnimTime >= 5
Trigger2 = (enemynear(var(58)), StateNo = Helper(999), fvar(3)) && Helper(999), fvar(4) - enemynear(var(58)),AnimTime >= 5
Trigger3 = (enemynear(var(58)), StateNo = Helper(999), fvar(5)) && Helper(999), fvar(6) - enemynear(var(58)),AnimTime >= 5
Trigger4 = (enemynear(var(58)), StateNo = Helper(999), fvar(7)) && Helper(999), fvar(8) - enemynear(var(58)),AnimTime >= 5
Trigger5 = (enemynear(var(58)), StateNo = Helper(999), fvar(9)) && Helper(999), fvar(10) - enemynear(var(58)),AnimTime >= 5
Trigger6 = (enemynear(var(58)), StateNo = Helper(999), fvar(11)) && Helper(999), fvar(12) - enemynear(var(58)),AnimTime >= 5
Trigger7 = (enemynear(var(58)), StateNo = Helper(999), fvar(13)) && Helper(999), fvar(14) - enemynear(var(58)),AnimTime >= 5
Trigger8 = (enemynear(var(58)), StateNo = Helper(999), fvar(15)) && Helper(999), fvar(16) - enemynear(var(58)),AnimTime >= 5
Trigger9 = (enemynear(var(58)), StateNo = Helper(999), fvar(17)) && Helper(999), fvar(18) - enemynear(var(58)),AnimTime >= 5
Trigger10 = (enemynear(var(58)), StateNo = Helper(999), fvar(19)) && Helper(999), fvar(20) - enemynear(var(58)),AnimTime >= 5
Trigger11 = (enemynear(var(58)), StateNo = Helper(999), fvar(21)) && Helper(999), fvar(22) - enemynear(var(58)),AnimTime >= 5
Trigger12 = (enemynear(var(58)), StateNo = Helper(999), fvar(23)) && Helper(999), fvar(24) - enemynear(var(58)),AnimTime >= 5
Trigger13 = (enemynear(var(58)), StateNo = Helper(999), fvar(25)) && Helper(999), fvar(26) - enemynear(var(58)),AnimTime >= 5
Trigger14 = (enemynear(var(58)), StateNo = Helper(999), fvar(27)) && Helper(999), fvar(28) - enemynear(var(58)),AnimTime >= 5
Trigger15 = (enemynear(var(58)), StateNo = Helper(999), fvar(29)) && Helper(999), fvar(30) - enemynear(var(58)),AnimTime >= 5
Trigger16 = (enemynear(var(58)), StateNo = Helper(999), fvar(31)) && Helper(999), fvar(32) - enemynear(var(58)),AnimTime >= 5
Trigger17 = (enemynear(var(58)), StateNo = Helper(999), fvar(33)) && Helper(999), fvar(34) - enemynear(var(58)),AnimTime >= 5
Trigger18 = (enemynear(var(58)), StateNo = Helper(999), fvar(35)) && Helper(999), fvar(36) - enemynear(var(58)),AnimTime >= 5
Trigger19 = (enemynear(var(58)), StateNo = Helper(999), fvar(37)) && Helper(999), fvar(38) - enemynear(var(58)),AnimTime >= 5
Trigger20 = enemynear(var(58)),AnimTime <= -5

[State -1, S ONI]
type = ChangeState
value = ifelse(var(16) > 0,1270,1250)
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = !numtarget
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = p2bodydist x = [-5,50]
Trigger1 = p2bodydist y = [-5-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)),0-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20))]

[state -1,最終決戦奥義　無式 切り返し]
Type = ChangeState
value = 2000
TriggerAll = var(59)
TriggerAll = var(23) < 3
TriggerAll = helper(35002),var(59) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(42) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = RoundState = 2
TriggerAll = Random <= ifelse(var(32) > 0,1000,ifelse(helper(35002),var(36) = 1,250,125))
TriggerAll = power >= 1000 && !var(32) || var(32) > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-5,50]
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = (EnemyNear(var(58)),Time = [0,2])
TriggerAll = InGuardDist
TriggerAll = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Trigger2 = Enemy,HitDefAttr = SC,AT || EnemyNear(var(58)),HitDefAttr = SC,AT
Trigger2 = Enemy,Vel X > 0 || EnemyNear(var(58)),Vel X > 0

[State AI]
type = ChangeState
value = 52000
TriggerAll = var(59)
TriggerAll = alive
TriggerAll = helper(35002),var(40) >= 10 || helper(35002),var(40) <= 1 || random <= 100
Trigger1 = stateno = 5050 || stateno = 5071
Trigger1 = pos y >= 0
Trigger1 = vel y > 0

;ガードキャンセルふっとばし攻撃
[State -1, GCA]
type = ChangeState
value = 300
TriggerAll = var(59)
TriggerAll = var(23) < 6
TriggerAll = var(26) = 1
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = RoundState = 2
TriggerAll = random <= 125 || helper(35002),var(40) >= 15
TriggerAll = power >= 1000
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),MoveType = A
TriggerAll = enemynear(var(58)),StateNo = [200,999]
TriggerAll = p2bodydist x = [-5,75]
TriggerAll = (stateno = [150,153]) && HitShakeOver
Trigger1 = enemynear(var(58)),statetype != A
Trigger2 = enemynear(var(58)),statetype = A
Trigger2 = p2bodydist y = [-10-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),10-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20))]

[State -1, ?cd]
type = ChangeState
value = 300
TriggerAll = var(59)
TriggerAll = var(23) < 3
TriggerAll = helper(35002),var(56) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = helper(35002),var(34) = 0
TriggerAll = power >= 1000
TriggerAll = random <= 125 || (fvar(10) > 30 || (var(41) <= 250 || var(42) <= 100)) && power >= 3000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),MoveType = A
TriggerAll = enemynear(var(58)),StateNo = [200,999]
TriggerAll = p2bodydist x = [-5,75]
TriggerAll = (stateno = [150,153]) && HitShakeOver
Trigger1 = enemynear(var(58)),statetype != A
Trigger2 = enemynear(var(58)),statetype = A && HELPER(35002),VAR(40) >= 15
Trigger2 = p2bodydist y = [-10-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20)),10-floor(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(20))]

;-----------------------------------------------------------------------

[State -1, 前中ジャンプ(中段)]
type = ChangeState
value = ifelse(random <= 500 || p2bodydist x <= 100,ifelse(random <= 500,35,39),34)
TriggerAll = var(59)
TriggerAll = var(33) = 0
TriggerAll = Fvar(18) = 0
TriggerAll = HELPER(35002),VAR(57) = 0
TriggerAll = helper(35002),var(56) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),stateno < 200
TriggerAll = enemynear(var(58)),statetype != A
TriggerAll = enemynear(var(58)),statetype != L
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = enemynear(var(58)),movetype = I
TriggerAll = !InGuardDist && !NumProj
TriggerAll = p2bodydist x = [50,150]
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = random <= 100

[State -1, ジャンプ強パンチ 起き攻め]
type = ChangeState
value = 610
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType = A
Trigger1 = stateno = 640 && MoveContact && vel x > 0
Trigger1 = p2dist X > 15

;特殊拉防----------------------------------------------------------------------

[state -1,]
Type = ChangeState;ChangeState
value = 120
TriggerAll = var(59)
TriggerAll = helper(35002),var(34) > 0
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(10)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(11)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(12)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(13)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(14)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(20)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(21)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(22)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(23)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(24)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(30)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(31)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(32)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(33)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(34)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(35)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(36)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(37)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(38)
TriggerAll = EnemyNear(var(58)),StateNo != Helper(31000+ID),var(39)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time >= 0
TriggerAll = enemynear(var(58)),PrevStateno != [150,155]
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
TriggerAll = !(inguarddist || helper(31000+id),inguarddist) && !(EnemyNear(var(58)),facing = facing && p2bodydist x > 150)
Trigger1 = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,710]) && MoveType != H && prevstateno != [150,159]
Trigger2 = (prevstateno != [120,149])

[state -1,]
Type = ChangeState;ChangeState
Value = var(57)
TriggerAll = var(59) = [1,2]
TriggerAll = helper(35002),var(34) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time >= 0
TriggerAll = enemynear(var(58)),PrevStateno != [150,155]
TriggerAll = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
TriggerAll = inguarddist || helper(31000+id),inguarddist
Trigger1 = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = var(57):= ifelse(helper(35002),var(59) > 0 || helper(35002),var(55) > 0 || helper(35002),var(56) > 1 || EnemyNear(var(58)),facing = facing,120,ifelse(EnemyNear(var(58)),facing != facing && EnemyNear(var(58)),time >= 30 && enemynear(var(58)),AnimTime < -33,ifelse(var(41) <= 100,710,ifelse(random <= 500,700,ifelse(var(16) > 0,1370,1350))),120))
Trigger2 = (stateno = [200,999]) && (stateno != [700,710]) && MoveType != H && prevstateno != [150,159]
Trigger2 = EnemyNear(var(58)),Time = [0,2]
Trigger2 = HELPER(35002),VAR(53) = 1 && random <= 500
Trigger2 = var(57):= ifelse((power >= 1000 && var(32) = 0 || var(32) > 0) && random <= 500,ifelse((power >= 2000 && var(32) = 0 || power >= 1000 && var(32) > 0) && random <= 500,ifelse(var(16) = 0,4500,4100),2000),ifelse(var(16) > 0,ifelse(random <= 500,1370,1470),ifelse(random <= 500,1350,ifelse(enemynear(var(58)),STATETYPE = C,1450,1400))))

[state -1,]
Type = ChangeState;ChangeState
value = ifelse(helper(35002),var(59) > 0 || helper(35002),var(55) > 0 || helper(35002),var(56) > 1 || EnemyNear(var(58)),facing = facing,120,ifelse(EnemyNear(var(58)),facing != facing && EnemyNear(var(58)),time >= 30 && enemynear(var(58)),AnimTime < -33,ifelse(var(41) <= 100,710,ifelse(random <= 500,700,ifelse(var(16) > 0,1370,1350))),120))
TriggerAll = var(59) > 1
TriggerAll = helper(35002),var(34) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Time >= 0
TriggerAll = enemynear(var(58)),PrevStateno != [150,155]
TriggerAll = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
TriggerAll = inguarddist || helper(31000+id),inguarddist
Trigger1 = Ctrl || (stateno = [19,22]) || (stateno = [100,101]) || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,710]) && MOVETYPE != H
Trigger2 = HELPER(35002),VAR(53) = 1 && (prevstateno != [120,149])

[State -3,バックステップ 投げ外し]
Type = ChangeState
Value = ifelse(stateno < 200,120,ifelse((power >= 1000 && var(32) = 0 || var(32) > 0) && random <= 500,ifelse((power >= 2000 && var(32) = 0 || power >= 1000 && var(32) > 0) && random <= 500,ifelse(var(16) = 0,4500,4100),2000),ifelse(var(16) > 0,ifelse(random <= 500,1370,1470),ifelse(random <= 500,1350,ifelse(enemynear(var(58)),STATETYPE = C,1450,1400)))))
TriggerAll = var(59) = [1,2]
TriggerAll = helper(35002),var(56) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Enemynear(var(58)),stateno >= 200
TriggerAll = playerid(helper(33700+id),var(1)),stateno = fvar(0) || playerid(helper(33700+id),var(1)),stateno = fvar(1) || playerid(helper(33700+id),var(1)),stateno = fvar(2) || playerid(helper(33700+id),var(1)),stateno = fvar(3) || playerid(helper(33700+id),var(1)),stateno = fvar(4)
TriggerAll = (playerid(helper(33700+id),var(1)),stateno != [358000,358006]) && playerid(helper(33700+id),var(1)),stateno != 5150
TriggerAll = Movetype = A && stateno >= 200 || movetype = I
TriggerAll = Enemynear(var(58)),ctrl = 0
TriggerAll = Enemynear(var(58)),Movetype != H
Trigger1 = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,710]) && MoveType != H && prevstateno != [150,159]
Trigger2 = p2bodydist x <= 100 && HELPER(35002),VAR(53) = 1 && random <= 500

[State -3,バックステップ 投げ外し]
Type = ChangeState;ChangeState
Value = 120
TriggerAll = var(59) > 1
TriggerAll = helper(35002),var(56) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = playerid(helper(33700+id),var(1)),stateno = fvar(0) || playerid(helper(33700+id),var(1)),stateno = fvar(1) || playerid(helper(33700+id),var(1)),stateno = fvar(2) || playerid(helper(33700+id),var(1)),stateno = fvar(3) || playerid(helper(33700+id),var(1)),stateno = fvar(4)
TriggerAll = (playerid(helper(33700+id),var(1)),stateno != [358000,358006]) && playerid(helper(33700+id),var(1)),stateno != 5150
TriggerAll = Movetype = A && stateno >= 200 || movetype = I
TriggerAll = Enemynear(var(58)),ctrl = 0
TriggerAll = Enemynear(var(58)),Movetype != H
Trigger1 = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,710]) && MoveType != H
Trigger2 = HELPER(35002),VAR(53) = 1
IgnoreHitPause = 1

[state -1,]
Type = ChangeState;ChangeState
Value = var(57)
TriggerAll = var(59) = 1
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),facing != facing || p2bodydist x < 0
TriggerAll = enemynear(var(58)),MoveContact = 0
TriggerAll = EnemyNear(var(58)),MOVETYPE != H
TriggerAll = p2bodydist x <= 100
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(1) && Helper(999), var(2) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(3) && Helper(999), var(4) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(5) && Helper(999), var(6) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(7) && Helper(999), var(8) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(9) && Helper(999), var(10) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(11) && Helper(999), var(12) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(13) && Helper(999), var(14) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(15) && Helper(999), var(16) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(17) && Helper(999), var(18) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(19) && Helper(999), var(20) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(21) && Helper(999), var(22) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(23) && Helper(999), var(24) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(25) && Helper(999), var(26) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(27) && Helper(999), var(28) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(29) && Helper(999), var(30) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(31) && Helper(999), var(32) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(33) && Helper(999), var(34) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(35) && Helper(999), var(36) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(37) && Helper(999), var(38) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(39) && Helper(999), var(40) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(41) && Helper(999), var(42) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(43) && Helper(999), var(44) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(45) && Helper(999), var(46) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(47) && Helper(999), var(48) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(49) && Helper(999), var(50) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(51) && Helper(999), var(52) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(53) && Helper(999), var(54) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(55) && Helper(999), var(56) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(57) && Helper(999), var(58) > 0)
TriggerAll = helper(35002),var(55) > 0
Trigger1 = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger1 = var(57):= ifelse(EnemyNear(var(58)),stateno >= 200 && EnemyNear(var(58)),animtime <= -27 && enemynear(var(58)),time > 1 && helper(35002),var(55) > 4 && var(33) = 0,ifelse(random <= 500 || EnemyNear(var(58)),vel x < 0 || p2bodydist x > 50,34,39),ifelse(random <= ifelse(helper(35002),var(36) = 1,50,25) && enemynear(var(58)),statetype != A,IFELSE(p2bodydist x <= 25 && EnemyNear(var(58)),MOVETYPE != A,800,ifelse(BackEdgeBodyDist > 0,105,ifelse(var(16) > 0,1370,1350))),120))
Trigger2 = (stateno = [200,999]) && (stateno != [700,710]) && MoveType != H && prevstateno != [150,159]
Trigger2 = HELPER(35002),VAR(53) = 1
Trigger2 = var(57):= ifelse((power >= 1000 && var(32) = 0 || var(32) > 0) && random <= 500,2000,ifelse(var(16) > 0,ifelse(random <= 500,1370,1470),ifelse(random <= 500,1350,ifelse(enemynear(var(58)),STATETYPE = C,1450,1400))))

[State -1, 中ジャンプ(対投げ用)]
Type = ChangeState
Value = ifelse(EnemyNear(var(58)),stateno >= 200 && EnemyNear(var(58)),animtime <= -27 && enemynear(var(58)),time > 1 && helper(35002),var(55) > 4 && var(33) = 0,ifelse(random <= 500 || EnemyNear(var(58)),vel x < 0 || p2bodydist x > 50,34,39),ifelse(random <= ifelse(helper(35002),var(36) = 1,50,25) && enemynear(var(58)),statetype != A,IFELSE(p2bodydist x <= 25 && EnemyNear(var(58)),MOVETYPE != A,800,ifelse(BackEdgeBodyDist > 0,105,ifelse(var(16) > 0,1370,1350))),120))
TriggerAll = var(59) > 1
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),facing != facing || p2bodydist x < 0
TriggerAll = enemynear(var(58)),MoveContact = 0
TriggerAll = EnemyNear(var(58)),MOVETYPE != H
TriggerAll = p2bodydist x <= 100
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(1) && Helper(999), var(2) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(3) && Helper(999), var(4) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(5) && Helper(999), var(6) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(7) && Helper(999), var(8) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(9) && Helper(999), var(10) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(11) && Helper(999), var(12) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(13) && Helper(999), var(14) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(15) && Helper(999), var(16) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(17) && Helper(999), var(18) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(19) && Helper(999), var(20) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(21) && Helper(999), var(22) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(23) && Helper(999), var(24) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(25) && Helper(999), var(26) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(27) && Helper(999), var(28) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(29) && Helper(999), var(30) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(31) && Helper(999), var(32) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(33) && Helper(999), var(34) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(35) && Helper(999), var(36) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(37) && Helper(999), var(38) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(39) && Helper(999), var(40) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(41) && Helper(999), var(42) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(43) && Helper(999), var(44) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(45) && Helper(999), var(46) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(47) && Helper(999), var(48) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(49) && Helper(999), var(50) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(51) && Helper(999), var(52) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(53) && Helper(999), var(54) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(55) && Helper(999), var(56) > 0)
TriggerAll = !(enemynear(var(58)), StateNo = Helper(999), var(57) && Helper(999), var(58) > 0)
TriggerAll = helper(35002),var(55) > 0
Trigger1 = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [100,101]) || (stateno = [120,149])
Trigger2 = (stateno = [200,999]) && (stateno != [700,710]) && MOVETYPE != H
Trigger2 = HELPER(35002),VAR(53) = 1

;---------------------------------------------------------------------------
;位置取り
;---------------------------------------------------------------------------
;ダッシュ 起き攻め位置取り

[State -1, Dash]
Type = ChangeState
Value = 100
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !inguarddist
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0)
TriggerAll = p2bodydist x > IFELSE(TARGET(200),StateType = A,ifelse(helper(35002),var(44) = 3,50,0),ifelse(enemynear(var(58)),StateType = A,60,150)) 
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [120,149])
Trigger1 = enemynear(var(58)),StateType = A
Trigger1 = enemynear(var(58)),StateNo = [5000,5100]
Trigger2 = TARGET(200),StateType = A
Trigger2 = enemynear(var(58)),facing != facing && enemynear(var(58)),vel x < 0 || enemynear(var(58)),facing = facing && enemynear(var(58)),vel x > 0

;ダッシュ
[state -1]
Type = ChangeState
Value = 100
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != A || EnemyNear(var(58)),facing = facing
TriggerAll = !InGuardDist && !helper(31000+id),inguarddist
TriggerAll = Ctrl || (stateno = [20,22]) || StateNo = [120,149]
TriggerAll = P2BodyDist X > 50
Trigger1 = EnemyNear(var(58)),facing = facing || random <= ifelse(life>lifemax/5,100,10) || fvar(10) > 30 || EnemyNear(var(58)),TIME >= 60
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),StateType != L
Trigger1 = EnemyNear(var(58)),MoveType = I
Trigger2 = P2BodyDist X > 250
Trigger2 = EnemyNear(var(58)),StateType = L
Trigger3 = P2BodyDist X > 50 || EnemyNear(var(58)),facing = facing
Trigger3 = EnemyNear(var(58)),StateType = A
Trigger3 = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Trigger3 = !EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
Trigger4 = EnemyNear(var(58)),StateType != L
Trigger4 = EnemyNear(var(58)),MoveType != H
Trigger4 = !EnemyNear(var(58)),Ctrl
Trigger4 = EnemyNear(var(58)),facing = facing

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;立ち回り、技振り(地上)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -1, 後小ジャンプ 空対空]
Type = ChangeState
value = IFELSE(VAR(42) <= 100 && p2bodydist x <= 50,ifelse(var(33) > 0,ifelse(palno %2 = 0,ifelse(var(16) > 0,1370,1350),21),36),ifelse(p2bodydist x <= 50 && var(33) = 0,35,ifelse(random <= 500 && var(33) = 0 && fvar(10) <= 30,105,21)))
TriggerAll = var(59)
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),StateType != A
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),STATENO < 200
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && !NumProj
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = p2bodydist x <= 100
Trigger1 = enemynear(var(58)),Vel X > 0
Trigger2 = EnemyNear(var(58)),TIME = [5,10]

[State -1, 後中ジャンプ 空対空]
Type = ChangeState
value = IFELSE(random <= 500 && VAR(42) > 100 && p2bodydist x > 50,105,ifelse(random <= 500 && p2bodydist x <= 25,ifelse(random <= 500,33,39),35))
TriggerAll = var(59)
TriggerAll = var(33) = 0
TriggerAll = helper(35002),var(41) = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),Vel X > 0
TriggerAll = enemynear(var(58)),Vel Y < 0
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = enemynear(var(58)),StateType = A
TriggerAll = enemynear(var(58)),facing != facing
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0) && !NumProj
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = p2bodydist x = [-5,150]
Trigger1 = p2bodydist y > -50

[State -1, 後中ジャンプ 空対空]
Type = ChangeState
value = ifelse(enemynear(var(58)),facing != facing,700,710)
TriggerAll = var(59)
TriggerAll = helper(35002),var(53) = 1
TriggerAll = helper(35002),var(41) = 0
TriggerAll = palno %2 = 0
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= ifelse(helper(35002),var(36) = 1,250,125)
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),Vel X > 0
TriggerAll = enemynear(var(58)),MoveType != H
TriggerAll = enemynear(var(58)),StateType = A
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = p2bodydist x = [-25,50]
Trigger1 = p2bodydist y <= -50
Trigger2 = enemynear(var(58)),time <= 5

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;立ち回り、技振り(空中)
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -1, Jump Strong Kick]
type = ChangeState;ChangeState
value = 650
TriggerAll = var(59)
TriggerAll = roundstate = 2
TriggerAll = !TARGET(200),STATETYPE = A
TriggerAll = statetype = A
TriggerAll = vel x = 0
TriggerAll = ctrl || stateno = 50
TriggerAll = P2BodyDist X = [-25+floor(11*(EnemyNear(floor(fvar(37))),vel X)+floor(11*vel X)),100+floor(11*(EnemyNear(floor(fvar(37))),vel X)+floor(11*vel X))]
TriggerAll = P2BodyDist Y = [-50-floor(11*(EnemyNear(floor(fvar(37))),vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.54),50-floor(11*(EnemyNear(floor(fvar(37))),vel Y)+(11*(11+1)/2)*fvar(30)-floor(11*vel Y)-(11*(11+1)/2)*0.54)]
TriggerAll = enemynear(var(58)),statetype = A
TriggerAll = EnemyNear(var(58)),facing != facing && helper(35002),var(41) = 0
Trigger1 = random <= 1000
Trigger1 = var(34) := 61002

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;移動
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

[State -1, RUN]
type = ChangeState;ChangeState
value = IFELSE(enemynear(var(58)),stateno = 5700 || enemynear(var(58)),stateno >= 5000 || var(59) > 2 || fvar(10) > 30,100,ifelse((stateno != [20,22]) && random <= 500,100,21))
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = statetype != A
TriggerAll = !helper(31000+id),inguarddist && !inguarddist
TriggerAll = enemynear(var(58)),movetype = H
TriggerAll = ctrl || (stateno = [20,22]) || (stateno = [120,149])
Trigger1 = var(49) > 0 && enemynear(var(58)),StateType != A
Trigger2 = enemynear(var(58)),stateno = 5700

;歩き
[State -1, Walk]
type = ChangeState
value = 21
TriggerAll = var(59)
TriggerAll = !(enemynear(var(58)),movetype = H && enemynear(var(58)),StateType = A || helper(35002),var(57) > 0)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),StateType != L
TriggerAll = enemynear(var(58)),StateNo != [5120,5299]
TriggerAll = stateno != 21
TriggerAll = ctrl || (stateno = [20,22])
Trigger1 = p2bodydist x <= 150
Trigger1 = enemynear(var(58)),facing != facing && !inguarddist || enemynear(var(58)),facing = facing && !helper(31000+id),inguarddist
Trigger2 = p2bodydist x > 150
Trigger3 = helper(35002),var(59) > 0 || enemynear(var(58)),HitDefAttr != SCA,AA,AP,AT && helper(35002),fvar(36) = 1
Trigger3 = Helper(35002),var(41) > 0

;バックステップ
[state -1]
Type = ChangeState;ChangeState
Value = 105
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist > 30
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = [120,149] 
TriggerAll = helper(35002),var(57) > 0
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0)
Trigger1 = EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing
Trigger2 = EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing 
Trigger3 = EnemyNear(var(58)),vel x = 0 && var(41) > 100 && p2bodydist x <= 25
Trigger3 = enemynear(var(58)),animtime > -23

;バックステップ
[state -1]
Type = ChangeState
Value = var(57)
TriggerAll = var(59)
TriggerAll = var(41) <= 100
TriggerAll = !(EnemyNear(var(58)),vel x > 0 && enemynear(var(58)),facing != facing || EnemyNear(var(58)),vel x < 0 && enemynear(var(58)),facing = facing)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist > 30
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || StateNo = [120,149] 
TriggerAll = helper(35002),var(57) > 0
TriggerAll = !(helper(35002),fvar(10) > 0 || helper(35002),fvar(11) > 0)
Trigger1 = enemynear(var(58)),animtime = -23 && random <= 500
Trigger1 = var(57):= 39
Trigger2 = var(22) = 0
Trigger2 = enemynear(var(58)),animtime = -17
Trigger2 = var(57):= 320
Trigger3 = enemynear(var(58)),animtime = -7 && P2BodyDist X <= 25
Trigger3 = VAR(57):= 35
Trigger4 = enemynear(var(58)),animtime > -7
Trigger4 = VAR(57):= 105

;歩き(起き攻め位置取り)
[State -1, Walk]
type = ChangeState
value = 22
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = stateno != 22
TriggerAll = ctrl || (stateno = [20,22]) || STATENO = 101
Trigger1 = enemynear(var(58)),StateType = L
Trigger2 = enemynear(var(58)),StateType = A
Trigger2 = VAR(50) || target(200),StateType = A
Trigger3 = helper(35002),var(57) > 0

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, Hitr];リセット
type = VarSet;VarSet
TriggerAll = var(50)
Trigger1 = enemynear(var(58)),movetype = A
Trigger2 = enemynear(var(58)),stateno = [0,159]
Trigger3 = enemynear(var(58)),ctrl=1
Trigger4 = roundstate != 2
Trigger5 = stateno = [2000,2100]
Trigger6 = var(50) && (helper(35002),var(57) > 0 || target(200),statetype = A || (enemynear(var(58)),stateno = [5100,5201]) || (stateno = [5100,5201]))
Trigger7 = STATENO = 1270 && var(50) = 14
var(50) = 0

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;地上繋ぎ 

[State -1, デッドリーレイブ　追撃1]
type = ChangeState
value = 3005
TriggerAll = Roundstate = 2 && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3000 && movehit
Trigger1 = AnimElemtime(17) >= 0 && AnimElemtime(18) < 0

[State -1, デッドリーレイブ　追撃2]
type = ChangeState
value = 3010
TriggerAll = Roundstate = 2 && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3005 && movehit
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0

[State -1, デッドリーレイブ　追撃3]
type = ChangeState
value = 3015
TriggerAll = Roundstate = 2 && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3010 && movehit
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0

[State -1, デッドリーレイブ　追撃4]
type = ChangeState
value = 3020
TriggerAll = Roundstate = 2 && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3015 && movehit
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0

[State -1, デッドリーレイブ　追撃5]
type = ChangeState
value = 3025
TriggerAll = Roundstate = 2 && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3020 && movehit
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0

[State -1, デッドリーレイブ　追撃6]
type = ChangeState
value = 3030
TriggerAll = (Roundstate = [2,3]) && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3025 && movehit
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0

[State -1, デッドリーレイブ　追撃7]
type = ChangeState
value = 3035
TriggerAll = (Roundstate = [2,3]) && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3030 && movehit
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0

[State -1, デッドリーレイブ　追撃8]
type = ChangeState
value = 3040
TriggerAll = (Roundstate = [2,3]) && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3035 && movehit
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0

[State -1, デッドリーレイブ　追撃F]
type = ChangeState
value = 3050
TriggerAll = (Roundstate = [2,3]) && statetype != A
TriggerAll = var(59) > 0 
Trigger1 = stateno = 3040 && movehit
Trigger1 = AnimElemtime(10) >= 3 && AnimElemtime(14) < 0

;---------------------------------------------------------------------------
;AI用p2name
;---------------------------------------------------------------------------

;特殊地上受け身なし
[State -1, ]
Type = VarSet
TriggerAll = var(59)
Trigger1 = 1
fvar(21) = 0

;特殊地上受け身持ち1(高め)
[State -1, ]
Type = VarSet
TriggerAll = var(59)
Trigger1 = enemynear(var(58)),authorname = "ahuron"
Trigger1 = enemynear(var(58)),name != "SHIN" || enemynear(var(58)),name != "REI" || enemynear(var(58)),name != "JAGI" || enemynear(var(58)),name != "THOUTHER"
Trigger1 = enemynear(var(58)),name != "Shinnosuke Kagami" || enemynear(var(58)),name != "Mukuro"
Trigger1 = enemynear(var(58)),name != "Misuzu"
Trigger2 = enemynear(var(58)),authorname = "jin"
Trigger3 = enemynear(var(58)),authorname = "Chin-ya"
Trigger4 = enemynear(var(58)),authorname = "kayui uma"
Trigger4 = enemynear(var(58)),name ="anna" || enemynear(var(58)),name ="henri" || enemynear(var(58)),name ="mora" || enemynear(var(58)),name ="saya" || enemynear(var(58)),name ="dragon"
Trigger5 = enemynear(var(58)),authorname = "aoba"
Trigger6 = enemynear(var(58)),authorname = "Mikita"
fvar(21) = 1

;特殊地上受け身持ち2
[State -1, ]
Type = VarSet
TriggerAll = var(59)
Trigger1 = enemynear(var(58)),authorname = "ikaruga"
Trigger2 = enemynear(var(58)),authorname = "warusaki3"
Trigger3 = enemynear(var(58)),authorname = "Gonzo-"
fvar(21) = 2

;---------------------------------------------------------------------------
;行動制限
[State -1, ]
Type = VarSet
TriggerAll = var(59)
Trigger1 = 1
fvar(22) = 0

;行動するな
[State -1, ]
Type = VarSet
TriggerAll = var(59)
Trigger1 = enemynear(var(58)),stateno = [5200,5201]
Trigger2 = enemynear(var(58)),stateno = 702
Trigger2 = enemynear(var(58)),authorname = "ahuron"
Trigger3 = enemynear(var(58)),stateno = 52000
fvar(22) = 1

;============================= CUSTOM COMBO ============================
[State -2, End]
type=varset
TriggerAll= !var(32)
Trigger1= var(20)<0
Trigger2= movetype=H
Trigger3= roundstate!=2
Trigger4= (power <= 0) && (stateno != [3000,3999])
var(20)=0
ignorehitpause=1

[State -2, Original Combo Time]
type=varadd
Trigger1= var(20)>0
var(20)=-1
ignorehitpause=1

[State -2, Free Juggling]
type=assertspecial
Trigger1= var(20)>0
Trigger2= roundstate!=2
flag=nojugglecheck
ignorehitpause=1

[State -2, Original Combo Guard]
type=assertspecial
Trigger1= var(20)>0
flag= nostandguard
flag2=nocrouchguard
flag3=noairguard
ignorehitpause=1

[State -2, Original Combo PalFX]
type=palfx
Trigger1= var(20)>60
time=2
add=32+ceil(sin(var(20)/16.0*pi)*32),32+ceil(sin(var(20)/16.0*pi)*32),32+ceil(sin(var(20)/16.0*pi)*32)
ignorehitpause=1

[State -2, Original Combo PalFX]
type=palfx
Trigger1= var(20)=[1,60]
time=2
add=64+ceil(sin(var(20)/8.0*pi)*64),64+ceil(sin(var(20)/8.0*pi)*64),64+ceil(sin(var(20)/8.0*pi)*64)
ignorehitpause=1

[State -2, PowerAdd]
type = PowerAdd
Trigger1 = var(20) > 0
value = ifelse((movetype = A),-12.5,-10)
ignorehitpause = 1