[Statedef -2]

[State 0 缓慢回气1P-4P]
type = VarSet
trigger1 = 1 ; 1开启   0关闭
v = 5    
value = 1
ignorehitpause = 1

[State 0 缓慢回气5P-8P]
type = VarSet
trigger1 = 1 ; 1开启   0关闭
v = 7    
value = 1
ignorehitpause = 1

[State 0 受击回气1P-4P]
type = VarSet
trigger1 = 1 ; 1开启   0关闭
v = 10    
value = 1
ignorehitpause = 1

[State 0 受击回气5P-8P]
type = VarSet
trigger1 = 1 ; 1开启   0关闭
v = 14    
value = 1
ignorehitpause = 1



















































;--------------------------------------------------------------------------------------------------------------------------------------
[State 0, Helper]
type = Helper
triggerall = numhelper =(3352)=0
trigger1 = enemy,stateno = 3349
helpertype = normal
name = "地面弹起"
ID = 3352
stateno = 3352
pos = -10,0
postype = p2
facing = 1
ownpal = 1
supermovetime = 999999999999999999999999
pausemovetime = 999999999999999999999999

[State -3, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "P2BodyDist X: %f | P2BodyDist Y: %f | Frontedgedist: %d | Backedgedist: %d |helper  = %d\n "
params = P2Bodydist X, P2BodyDist Y, frontedgedist, backedgedist, (helper,ishelper)


















[State 0, Helper]
type = Helper
triggerall = palno = [10,12]
trigger1 = !numhelper(70000)
helpertype = normal
ID = 70000
stateno = 70000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = palno = [5,12]
triggerall = !ishelper
triggerall = alive
triggerall = roundstate=2
trigger1 = MoveReversed
value = 130
ignorehitpause = 1
persistent = 1
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0, HitOverride]
type = HitOverride
triggerall = !ishelper
trigger1 = palno = 12
attr = SCA,AA,AP,AT
slot = 0
stateno = 0
time = -1
forceair = 0
ignorehitpause = 1

[State -2]
type = DefenceMulSet
trigger1 = life <= 500
value = 0.05
ignorehitpause = 1

[State -2]
type= poweradd
triggerall = palno = [5,12]
triggerall = var(4)
trigger1= gethitvar(damage)
Value= gethitvar(damage)*5

[State -2]
type= poweradd
triggerall = palno = [1,4]
triggerall = var(10)
trigger1= gethitvar(damage)
Value= gethitvar(damage)*3

[State -2]
Type = PowerAdd
triggerall = palno = [1,4]
triggerall = Alive
triggerall = var(5)
Trigger1 = (GameTime%5) = 1
Value = 9

[State -2]
Type = PowerAdd
triggerall = palno = [10,11]
triggerall = Alive
Trigger1 = (GameTime%5) = 1
Value = 23

[State -2]
Type = PowerAdd
triggerall = palno = 9
triggerall = Alive
Trigger1 = (GameTime%5) = 1
Value = 16

[State -2]
Type = PowerAdd
triggerall = palno = [5,8]
triggerall = Alive
triggerall = var(7)
Trigger1 = (GameTime%5) = 1
Value = 13

[State -2]
Type = PowerAdd
triggerall = palno = [5,8]
triggerall = Alive
trigger1 = (GameTime%5) = 1
trigger1 = life <= 300
Value = 5000

[State -2]
Type = powerset
triggerall = palno = [5,8]
trigger1 = life <= 300
value = powermax
ignorehitpause = 1

[State -2]
Type = powerset
triggerall = palno = [10,11]
trigger1 = life <= 500
value = powermax
ignorehitpause = 1

[State -2]
Type = powerset
triggerall = palno = 9
trigger1 = life <= 400
value = powermax
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
triggerall = palno = [10,11]
trigger1 = !ishelper 
trigger1 = life<= 250
value = SCA
time = -1
ignorehitpause = 1

[State -2, 1]
type = VarSet
triggerall = Var(8) != 1
triggerall = Var(8) != 2
;trigger1 = var(11) > 0
trigger1 = Facing = 1
var(8) = 1

[State -2, 1]
type = VarSet
triggerall = Var(8) != 1
triggerall = Var(8) != 2
;trigger1 = var(11) > 0
trigger1 = Facing = -1
var(8) = 2

[State -2,pause] 
type = superPause 
triggerall = RoundState = 2 
trigger1 = projHitTime(3552) = [0,9] 
trigger2 = projHitTime(3601) = [0,9] 
anim = -1 
sound = -1 
time = 3
darken = 0 
p2defmul = 1 

[State 0, SelfState]
type = SelfState
trigger1 = ishelper(3514)
value = 3514
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
triggerall = enemynear,movetype = H
triggerall = palno = [5,12]
triggerall = alive
trigger1 = !ISHELPER
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
triggerall = enemynear,movetype = H
triggerall = palno = [1,4]
triggerall = life<=200
triggerall = alive
trigger1 = !ISHELPER
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movetype = H
ignorehitpause = 1

[State 0, 技能随机]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1

[State 0, 技能随机]
type = VarRandom
trigger1 = time = 0
v = 12
range = 0,1

[Statedef 70000]

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = palno = [10,12]
trigger1 = 1
value = ifelse(numtarget,70001,70000)
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
triggerall = palno = [10,12]
trigger1 = 1
facing = root,facing
pos = 0,0
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = palno = [10,12]
trigger1 = numtarget
movetype = I
ignorehitpause = 1 

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = palno = [10,12]
trigger1 = !numtarget
movetype = A
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
triggerall = palno = [10,12]
trigger1 = !numtarget
trigger1 = enemy,movetype = H
attr = ,AA,AP,AT
hitflag = MAFD
sparkno = -1
hitsound = -1
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
triggerall = palno = [10,12]
trigger1 = numtarget || enemy,movetype = A
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = -1
hitsound = -1 
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
triggerall = palno = [10,12]
trigger1 = target,id != enemy,id
keepone = 0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
triggerall = palno = [10,12]
triggerall = target,id = enemy,id
triggerall = target,movetype != H
trigger1 = root,stateno = 2700 && root,animelem = 3
trigger2 = root,stateno = 3200 && root,animelem = 4
trigger3 = root,stateno = 2800 && root,animelem = 3
trigger4 = root,stateno = 4600 && root,animelem = 4
trigger5 = root,stateno = 3010 && root,animelem = 1
trigger6 = root,stateno = 4500 && root,animelem = 4
trigger7 = root,stateno = 6150 && root,TIME = -1
trigger8 = root,stateno = 3501 && root,animelem = 7
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = palno = [10,12]
triggerall = target,id = enemy,id
;triggerall = target,movetype != H
triggerall = target,stateno!= 80000
trigger1 = root,stateno = 2700 && root,animelem = 3
trigger2 = root,stateno = 3200 && root,animelem = 4
trigger3 = root,stateno = 2800 && root,animelem = 3
trigger4 = root,stateno = 4600 && root,animelem = 4
trigger5 = root,stateno = 3010 && root,animelem = 1
trigger6 = root,stateno = 4500 && root,animelem = 4
trigger7 = root,stateno = 6150 && root,TIME = -1
trigger8 = root,stateno = 3501 && root,animelem = 7
value = 80000
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = palno = 12
triggerall = target,id = enemy,id
triggerall = target,stateno!= 111222
triggerall = target,stateno!= 666666
trigger1 = root,stateno = 2700 && root,animelemtime(3)>=0
trigger2 = root,stateno = 4500 && root,animelemtime(4)>=0 
trigger3 = root,stateno = 4605 && root,animelemtime(3)>=0 
trigger4 = root,stateno = 3051 && root,animelemtime(2)>=0 
trigger5 = root,stateno = 2801 && root,animelemtime(6)>=0 
trigger6 = root,stateno = 3200 && root,animelemtime(4)>=0 
trigger7 = root,stateno = 3501 && root,animelemtime(7)>=0
value = 111222
ignorehitpause = 1

[State 0, Helper 炒鸡死投]
type = Helper
triggerall = palno = 12
triggerall = target,id = enemy,id
triggerall = target,stateno!= 111222
triggerall = target,stateno!= 666666
trigger1 = root,stateno = 2700 && root,animelemtime(3)>=0 
trigger2 = root,stateno = 4500 && root,animelemtime(4)>=0 
trigger3 = root,stateno = 4605 && root,animelemtime(3)>=0 
trigger4 = root,stateno = 3051 && root,animelemtime(2)>=0 
trigger5 = root,stateno = 2801 && root,animelemtime(6)>=0
trigger6 = root,stateno = 3200 && root,animelemtime(4)>=0  
trigger7 = root,stateno = 3501 && root,animelemtime(7)>=0
helpertype = player
ID = 111333
stateno = 111333
pos = 0,0
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = palno = 11
triggerall = target,id = enemy,id
triggerall = target,stateno!= 111222
triggerall = target,stateno!= 666666
trigger1 = root,stateno = 4605 && root,animelemtime(3)>=0 
value = 111222
ignorehitpause = 1

[State 0, Helper 炒鸡死投]
type = Helper
triggerall = palno = 11
triggerall = target,id = enemy,id
triggerall = target,stateno!= 111222
triggerall = target,stateno!= 666666
trigger1 = root,stateno = 4605 && root,animelemtime(3)>=0 
helpertype = player
ID = 111333
stateno = 111333
pos = 0,0
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[Statedef 80000]
type = S
movetype = H

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = anim!=5000 
value = 5000
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
triggerall = palno = [10,12]
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 0, HitBu]
type = HitBy
triggerall = palno = [10,12]
trigger1 = 1
value = SCA,AA,AP,AT
time = -1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
triggerall = palno = [10,12]
trigger1 = 1
value = 0 
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
triggerall = palno = [10,12]
trigger1 = time > 200
value = 5110
ignorehitpause = 1

[Statedef -3]



;--------------------------------------
[State -1,AI开关]
type = Varset
triggerall =!IsHelper&&ctrl =1
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "CPU1"||command = "CPU2"||command = "CPU3"
trigger2 = command = "CPU4"||command = "CPU5"||command = "CPU6"
trigger3 = command = "CPU7"||command = "CPU8"||command = "CPU9"
trigger4 = command = "CPU10"||command = "CPU11"||command = "CPU12"
trigger5 = command = "CPU13"||command = "CPU14"||command = "CPU15"
trigger6 = command = "CPU16"||command = "CPU17"||command = "CPU18"
trigger7 = command = "CPU19"||command = "CPU20"||command = "CPU21"
trigger8 = command = "CPU22"||command = "CPU23"||command = "CPU24"
trigger9 = command = "CPU25"||command = "CPU26"||command = "CPU27"
trigger10 = command = "CPU28"||command = "CPU29"||command = "CPU30"
trigger11 = command = "CPU31"||command = "CPU32"||command = "CPU33"
trigger12 = command = "CPU34"||command = "CPU35"||command = "CPU36"
trigger13 = command = "CPU37"||command = "CPU38"||command = "CPU39"
trigger14 = command = "CPU40"||command = "CPU41"||command = "CPU42"
trigger15 = command = "CPU43"||command = "CPU44"||command = "CPU45"
trigger16 = command = "CPU46"||command = "CPU47"||command = "CPU48"
trigger17 = command = "CPU49"||command = "CPU50"||command = "CPU51"
trigger18 = command = "CPU52"||command = "CPU53"||command = "CPU54"
trigger19 = numhelper(888888) && helper(888888),var(59)
trigger20 = 1;1;AI开关             ··
ignorehitpause = 1
var(59) = 1
[State -3, helper]
type = Helper
triggerall =!IsHelper
triggerall = var(59) = 1
trigger1 = !NumHelper(888888)
trigger1 = RoundState = 2
trigger1 = alive
trigger1 = ctrl
helpertype = normal
name = "AI"
stateno = 888888
ID = 888888
pos = 9999999,9999999
keyctrl = 0
pausemovetime = 99999999999999999999999
supermovetime = 99999999999999999999999
persistent = 0
[State -3, changestate]
type = changestate
triggerall =!IsHelper
trigger1 = ishelper(888888)
trigger1 = stateno!= 888888
value = 888888
;--------------------------
[State -1, AI]
Type = VarSet
triggerall =!IsHelper
triggerall = var(59) = 1
Trigger1 = RoundState = 4
Trigger2 = Win = 1
Trigger3 = Lose = 1
Trigger4 = DrawGame = 1
Trigger5 = RoundState != 2
V = 59
Value = -1

[State 0, VarRandom]
type = VarRandom
trigger1 = var(59)=1
v = 9
range = 0,1




[State -2]
type = VarSet
triggerall = var(59)=1
triggerall = Var(49) = 0
trigger1 = MoveReversed = 1; p1的攻击被p2反弹则为真。
var(49) = 1
;---------------------------------------------------------------------------------------------------------------------------
[State -1连段 210]
type = ChangeState
value = 210
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=A&&enemy,statetype!=L
triggerall = enemy,movetype = H
trigger1 = stateno = 230&&time =9&&MoveContact
trigger1 =  numtarget

[State -1连段 240]
type = ChangeState
value = 240
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=A&&enemy,statetype!=L
triggerall = enemy,movetype = H
trigger1 = stateno = 210&&time =30&&MoveContact
trigger1 =  numtarget

[State -1连段 1000]
type = ChangeState
value = 1000
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=A&&enemy,statetype!=L
triggerall = enemy,movetype = H
trigger1 = stateno = 240&&time =15&&MoveContact
trigger1 =  numtarget

[State -1连段 3501]
type = ChangeState
value = 3501
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power<=1000
trigger1 = stateno = 1000&time =51&&MoveContact
trigger1 =  numtarget

[State -1连段 3100]
type = changestate
value = ifelse(Random >= 500,3100,1100)
Triggerall = var(59) = 1 && roundstate  = 2
triggerall = statetype != A
trigger1 = stateno = 3501 && time = 46
trigger1 =  numtarget

[State -1连段 3200]
type = changestate
value = 3200
Triggerall = var(59) = 1 && roundstate  = 2
triggerall = statetype != A
trigger1 = stateno = 3100 && time = 40
trigger1 =  numtarget

[State -1连段 1100]
type = ChangeState
value = 1100
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
trigger1 = stateno = 35001&time =46
trigger1 =  numtarget

[State -1残血连段 11000]
type = ChangeState
value = 11000
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = life<=300
trigger1 = stateno = 35001&time =46
trigger1 =  numtarget

[State -1连段 3333]
type = ChangeState
value = 3333
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power<=2000
trigger1 = stateno = 1100&&time =101
trigger1 =  numtarget

[State -1连段 33333]
type = ChangeState
value = 33333
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power>=2000
trigger1 = stateno = 1100&&time =101
trigger1 =  numtarget

[State -1连段 33334]
type = ChangeState
value = 33334
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = life<=300
trigger1 = stateno = 11000&&time =101
trigger1 =  numtarget

[State -1连段 2000]
type = ChangeState
value = 2000
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power<=2000
trigger1 = stateno = 3335&&time =35
trigger1 =  numtarget

[State -1连段 30101]
type = ChangeState
value = 1000
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
trigger1 = stateno = 3010&&time =74
trigger1 =  numtarget

[State -1连段 2000]
type = ChangeState
value = ifelse(Random >= 500,195,601)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = life >=300
trigger1 = stateno = 2000&&time =38
trigger1 =  numtarget

[State -1连段 随机残血 2000]
type = ChangeState
value = ifelse(Random >= 500,1000,1100)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = life <=300
trigger1 = stateno = 2000&&time =38
trigger1 =  numtarget

[State -1连段 随机残血 33334]
type = ChangeState
value = 2000
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = life <=300
trigger1 = stateno = 33336&&time =35
trigger1 =  numtarget

[State -1连段 随机残血 33334]
type = ChangeState
value = ifelse(Random >= 500,1000,1100)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = life <=300
trigger1 = stateno = 3600&&time =77
trigger1 =  numtarget

;---------------------------------------------------------------------------------------------------------------------------
[state 1气]
type = changestate
value = 2700
Triggerall = var(59) = 1 && roundstate  = 2
triggerall = statetype != A
triggerall = power>=1000
trigger1 =  numtarget
trigger1 = stateno = 3200 && time = 52
trigger2 = stateno = 3052 && time = 47
trigger3 = stateno = 3339 && time = 136

[State 1气]
type = ChangeState
value = IfElse(random >= 500,3501,IfElse(random >= 500,3050,IfElse(random >= 500,3300,3600)))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power>=1000
trigger1 = stateno = 1000&&time =51&&MoveContact
trigger2 = stateno = 3600&&time =77&&MoveContact
trigger1 =  numtarget

;---------------------------------------------------------------------------------------------------------------------------
[State 2气]
type = ChangeState
value = IfElse(random >= 500,3800,IfElse(random >= 500,3900,IfElse(random >= 500,3500,2700)))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power>=2000
trigger1 = stateno = 33335&&time =35
trigger1 =  numtarget

[State 2气]
type = ChangeState
value = ifelse(random>=500,1000,1100)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
trigger1 = stateno = 3800&&time =76
trigger1 =  numtarget

[State 3气]
type = ChangeState
value =  Ifelse(random>=500,2800,Ifelse(random>=500,4600,4500))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power>=3000
triggerall = palno = [5,12]
trigger1 = stateno = 2700&&time =150
trigger1 =  numtarget

[State 3气]
type = ChangeState
value =  Ifelse(random>=500,2800,Ifelse(random>=500,4600,4500))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power>=3000
triggerall = palno = [1,4]
trigger1 = stateno = 2700&&time =150&&life<=300
trigger1 =  numtarget

[State 3气]
type = ChangeState
value =  Ifelse(random>=500,2800,Ifelse(random>=500,4600,4500))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power>=3000
triggerall = palno = [1,4]
trigger1 = stateno = 3900&&time =106&&life<=300
trigger1 =  numtarget

[State 3气]
type = ChangeState
value =  Ifelse(random>=500,2800,Ifelse(random>=500,4600,4500))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,statetype!=L
triggerall = enemy,movetype = H
triggerall = power>=3000
triggerall = palno = [5,12]
trigger1 = stateno = 3900&&time =106
trigger1 =  numtarget

[State 3气]
type = ChangeState
value =  Ifelse(random>=500,2800,Ifelse(random>=500,4600,4500))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,movetype = H
triggerall = power>=3000
triggerall = palno = [1,4]
trigger1 = stateno = 3500&&time =54&&life<=300
trigger1 =  numtarget

[State 3气]
type = ChangeState
value =  Ifelse(random>=500,2800,Ifelse(random>=500,4600,4500))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,movetype = H
triggerall = power>=3000
triggerall = palno = [5,12]
trigger1 = stateno = 3500&&time =54
trigger1 =  numtarget

[State 3气]
type = ChangeState
value =  Ifelse(random>=500,2800,Ifelse(random>=500,4600,4500))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,movetype = H
triggerall = power>=3000
triggerall = palno = [1,4]
trigger1 = stateno = 3300&&time =99&&life<=300
trigger1 =  numtarget

[State 3气]
type = ChangeState
value =  Ifelse(random>=500,2800,Ifelse(random>=500,4600,4500))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,movetype = H
triggerall = power>=3000
triggerall = palno = [5,12]
trigger1 = stateno = 3300&&time =99
trigger1 =  numtarget












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

[State 0, ChangeState]
type = ChangeState
triggerall = !ishelper
triggerall = var(59)= 1
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = stateno = 40
trigger2 = stateno = 102 && p2bodydist x<= 20
value = 0 
ctrl = 1

[State 0, ChangeState]
type = ChangeState
triggerall = !ishelper
triggerall = var(59)= 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemy,movetype != A
triggerall = p2bodydist x > 25
trigger1 = stateno != 102
trigger1 = ctrl
value = 102  

;---------------------------------------------------------------------------------------------------------------------------
[State -3,受击起手]
type = ChangeState
value = Ifelse(random>=500,210,Ifelse(random>=500,3200,3501))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
trigger1 = p2MoveType = H
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 102  || stateno = 18 || stateno = 19
trigger1 = P2BodyDist X <=70

[State -1, 1气起跳感应]
type = ChangeState
value = IfElse(random >= 500,3500,IfElse(random >= 500,3050,IfElse(random >= 500,210210,3900)))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = StateType !=A&&enemy,StateType =C
triggerall = stateno!=3500&&stateno!=3050&&stateno!=210210&&stateno!=3900
triggerall = power >=1000
triggerall = palno = [1,8]
trigger1 = stateno=102&&p2bodydist x<=80
trigger1 = random<400

[State -1, 1气起跳感应]
type = ChangeState
value = IfElse(random >= 500,3500,IfElse(random >= 500,3050,IfElse(random >= 500,210210,3700)))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = StateType !=A&&enemy,StateType =C
triggerall = stateno!=3500&&stateno!=3050&&stateno!=210210&&stateno!=3700
triggerall = power >=1000
triggerall = palno = [9,12]
trigger1 = stateno=102&&p2bodydist x<=80
trigger1 = random<400

[State -1, 1气起跳感应]
type = ChangeState
value = IfElse(random >= 500,3500,IfElse(random >= 500,3050,IfElse(random >= 500,210210,3700)))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = StateType !=A&&enemy,StateType =C
triggerall = stateno!=3500&&stateno!=3050&&stateno!=210210&&stateno!=3700
triggerall = life<=300
triggerall = power >=1000
triggerall = palno = [5,8]
trigger1 = stateno=102&&p2bodydist x<=80
trigger1 = random<400

[State -1, 0气起跳感应]
type = ChangeState
value = IfElse(random >= 500,3100,IfElse(random >= 500,3501,IfElse(random >= 500,3200,3001)))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = StateType !=A&&enemy,StateType =C
triggerall = stateno!=3100&&stateno!=3501&&stateno!=3200&&stateno!=3001
triggerall = power <1000
trigger1 = stateno=102&&p2bodydist x<=80
trigger1 = random<400

[State -1,3气起跳感应]
type = ChangeState
value =  Ifelse(random>=500,4600,Ifelse(random>=500,4500,2800))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102
triggerall = P2bodydist X = -180
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = power >=3000
trigger1 = P2Statetype = A

[State -1,3气起跳感应]
type = ChangeState
value = IfElse(random >= 500,4600,IfElse(random >= 500,4500,IfElse(random >= 500,2800,3700)))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102
triggerall = P2bodydist X = -180
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = palno = [9,12]
triggerall = power >=3000
trigger1 = P2Statetype = A

[State -3, 1气随机]
type = ChangeState
value = IfElse(random >= 500,2700,IfElse(random >= 500,3900,IfElse(random >= 500,3500,3200)))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X <=70
triggerall = palno = [1,8]
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=1000
trigger1 = ctrl
trigger1 = random<100

[State -3, 1气随机]
type = ChangeState
value = IfElse(random >= 500,4500,IfElse(random >= 500,3050,IfElse(random >= 3050,3501,3200)))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X >5
triggerall = palno = 12
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=3000
trigger1 = ctrl

[State -3, 1气随机]
type = ChangeState
value = IfElse(random >= 500,2700,IfElse(random >= 500,3900,IfElse(random >= 500,3500,3200)))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X <=72
triggerall = palno = [5,8]
triggerall = life<=350
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=1000
trigger1 = ctrl

[State -3, 1气随机]
type = ChangeState
value = IfElse(random >= 500,2700,IfElse(random >= 500,3900,IfElse(random >= 500,3500,3200)))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X <=75
triggerall = palno = [9,11]
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=1000
trigger1 = ctrl

[State -3, 1气随机]
type = ChangeState
value = 3700
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X >=10
triggerall = palno = [9,11]
triggerall = life<= 400
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
triggerall = power>=1000
trigger1 = ctrl

[State -3, 3气随机]
type = ChangeState
value = IfElse(random >= 499,4600,IfElse(random <= 499,3300,IfElse(random <= 499,4500,2800)))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X >=85
triggerall = P2bodydist X <=150
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=3000
trigger1 = ctrl
trigger1 = random<100

[State -1,]
type = ChangeState
value = IfElse(random >= 499,3200,IfElse(random <= 499,600,IfElse(random <= 499,3050,3501)))
triggerall = var(59) = 1
triggerall = statetype !=A
triggerall = PalNo = [5,12]
triggerall = roundstate = 2 && ctrl
triggerall = facing != enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall = stateno != IfElse(random >= 499,3200,IfElse(random <= 499,600,IfElse(random <= 499,3050,3501)))

[State -1]
type = ChangeState
value = 3001
triggerall = var(59) = 1 && roundstate  = 2
triggerall = p2statetype !=A
triggerall = Statetype != A
triggerall = p2movetype != H
triggerall = ctrl
trigger1 = facing != enemy,facing
trigger1 = P2dist X = [0,50]
trigger1 = random < 50

[State -1]
type= ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,210210,3001),3200)
triggerall = roundstate = 2 && statetype != A && var(59) > 0 && statetype !=A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != H
triggerall = ctrl
triggerall = backedgebodydist>40
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT

[state -1]
type = changestate
value = ifelse(power>=3000,3700,ifelse(power>=3000,3700,4500))
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = palno = [9,12]
triggerall = life <= lifemax*0.3
triggerall = random>900
trigger1 = PrevStateNo=3354
trigger1 = (PrevStateNo=[330,340]) 

[state -1]
type = changestate
value = ifelse(power>=3000,3700,4500)
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = palno = [5,8]
triggerall = life <= lifemax*0.2
triggerall = random>900
trigger1 = PrevStateNo=3354
trigger1 = (PrevStateNo=[330,340]) 

[State -1]
type = ChangeState
value = 3700
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X <=75
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=1500
trigger1 = ctrl
trigger1 = random <= 50

[State -1]
type = ChangeState
value =IfElse(random >= 499,2700,IfElse(random <= 499,3500,IfElse(random <= 499,3200,3900)))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X <=70
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=1000
trigger1 = ctrl

[State -1]
type = ChangeState
value = 3050
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X >=80
triggerall = P2bodydist X <=140
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=1000
trigger1 = ctrl

[State -1,反应]
type = ChangeState
value = 600
triggerall = var(59) = 1 && p2statetype != A
trigger1 = stateno = 5120 && Animtime = 0
triggerall = P2bodydist X =  [-70,70]

[State -1]
type = ChangeState
value =IfElse(random >= 499,3500,IfElse(random <= 499,3300,IfElse(random <= 499,2800,2700)))
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2bodydist X >=71
triggerall = P2bodydist X <=150
trigger1 = statetype != A &&  P2statetype != A
trigger1 = P2movetype = A
trigger1 = power>=2000
trigger1 = ctrl

[State -1起手]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,210,3200),3501)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = p2MoveType = H
triggerall = P2stateno != 1220
triggerall =  P2stateno!= 1006
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 11  || stateno = 18|| stateno = 19 || stateno = 10
trigger1 = P2dist X = [-60,70]

[State -1]
type = ChangeState
value = IfElse(random >= 499,2800,IfElse(random <= 499,4600,IfElse(random <= 499,4500,3050)))
triggerall = var(59)= 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = facing !=enemy,facing
trigger1 = ctrl|| stateno = 21 || stateno = 102|| stateno = 11  || stateno = 18|| stateno = 19 || stateno = 10
triggerall = P2bodydist X =  [-50,55]
triggerall = P2bodydist y >= -72
trigger1 = P2Statetype = A
trigger1 = p2MoveType != H
trigger1 = power>=3000

[State -1]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,3300,3800),3050)
triggerall = var(59)= 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = facing =enemy,facing
trigger1 = ctrl|| stateno = 21 || stateno = 102|| stateno = 11  || stateno = 18|| stateno = 19 || stateno = 10
triggerall = P2bodydist X =  [-50,55]
triggerall = P2bodydist y >= -72
trigger1 = P2Statetype = A
trigger1 = p2MoveType != H
trigger1 = power>=1000

[state -1]
type = changestate
value = ifelse(Random <=666,Ifelse(random<=333,2800,4600),4500)
triggerall = var(59) 
Triggerall = RoundState = 2
triggerall = statetype != A
triggerall = power >= 3000
triggerall = random >= 788
trigger1 = stateno = 2700 && animtime = 0 && life<=300

[State -1]
type = ChangeState
value = 800
triggerall = var(59) = 1 && roundstate  = 2
triggerall = p2statetype !=A
triggerall = Statetype != A
triggerall = p2movetype != H
triggerall = ctrl
trigger1 = facing != enemy,facing
trigger1 = P2dist X = [0,50]
trigger1 = random < 400

[State -1]
type = ChangeState
value = 3001
triggerall = var(59) = 1 && roundstate  = 2
triggerall = p2statetype !=A
triggerall = Statetype != A
triggerall = p2movetype != H
triggerall = ctrl
trigger1 = facing != enemy,facing
trigger1 = P2dist X = [0,50]
trigger1 = random < 80

[State -1]
type = ChangeState
value = 3338
triggerall = var(59) = 1 && roundstate  = 2
triggerall = p2statetype !=A
triggerall = Statetype != A
triggerall = p2movetype != H
triggerall = ctrl
triggerall = power >= 1500
trigger1 = facing != enemy,facing
trigger1 = P2dist X = [0,52]
trigger1 = random < 130

[State -1]
type = ChangeState
value = ifelse(Random <= 500,210,210210)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = facing !=enemy,facing
triggerall = palno = [1,11]
trigger1 = p2MoveType = I
trigger1 = ctrl || stateno = 21 || stateno = 102|| stateno = 18|| stateno = 19 || stateno = 10
trigger1 = P2dist X = [-65,65]

[State -1]
type = ChangeState
value = 3501
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = facing !=enemy,facing
trigger1 = p2MoveType = I
trigger1 = ctrl || stateno = 21 || stateno = 102|| stateno = 18|| stateno = 19 || stateno = 10
trigger1 = P2dist X = [-60,60]

[State -1]
type = ChangeState
value =IfElse(random >= 499,20001,IfElse(random <= 499,3501,IfElse(random <= 499,3200,3001)))
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = facing !=enemy,facing
trigger1 = p2MoveType = I
trigger1 = ctrl || stateno = 21 || stateno = 102|| stateno = 18|| stateno = 19 || stateno = 10
trigger1 = P2dist X = [-70,70]

[State -1]
type = ChangeState
value = ifelse(Random <= 500,210,210210)
triggerall = Var(59) = 1 && roundstate  = 2 
triggerall = Statetype != A  && p2statetype !=L
triggerall = p2movetype != H 
triggerall = ctrl
triggerall = palno = [1,11]
trigger1 = P2dist X = [0,40] 
trigger1 = random <500 

[State -1]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,3501,3300),1100)
triggerall = Numexplod(282) = 0
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 3200 && Movehit

[State -1]
type = ChangeState
value = ifelse(Random <= 500,4500,4600)
triggerall = Numexplod(282) = 1
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 3501 && Movehit

[State -1]
type = ChangeState
value = 600
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = P2dist X != [-140,140]
triggerall = p2movetype = H  && P2stateno != [1908,1910]
Trigger1 = stateno != 108
trigger1 = prevstateno != 108
trigger1 = ctrl|| stateno = 18|| stateno = 19 || stateno = 10

[State -3]
type = ChangeState
value = 181
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 195
triggerall = prevstateno != 195
triggerall = P2Life = 0
triggerall = roundstate = 3
trigger1 = life >= 10
trigger1 = random <= 500

[State -1,有气接近防止无限防]
type =changestate
value = ifelse(Random <= 500,600,330)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall = palno = [1,11]
Trigger1 =stateno!=600&&stateno!=330&&P2bodydist X <=80&&enemy,movetype =A
Trigger1 =power>=300&&stateno=[150,153]

[State -1,有气接近防止无限防]
type =changestate
value = IfElse(random >= 499,2700,IfElse(random <= 499,3050,IfElse(random <= 499,4500,3200)))
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall = palno = 12
Trigger1 =power>=0&&stateno=[150,153]

[State -1,反应]
type = ChangeState
value = 600
triggerall = var(59) = 1 && p2statetype != A
trigger1 = stateno = 5120 && Animtime = 0
triggerall = P2bodydist X =  [-70,70]

[State -1]
type = ChangeState
value = 600
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = P2dist X != [-140,140]
triggerall = p2movetype = H  && P2stateno != [1908,1910]
triggerall = palno = [1,11]
Trigger1 = stateno != 600
trigger1 = prevstateno != 600
trigger1 = ctrl|| stateno = 18|| stateno = 19

[State -1]
type = ChangeState
value = ifelse(Random <= 500,210,210210)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = facing !=enemy,facing
triggerall = palno = [1,11]
trigger1 = p2MoveType = I
trigger1 = ctrl || stateno = 21 ||stateno = 102  || stateno = 18|| stateno = 19
trigger1 = P2dist X = [-65,65]

[State -1]
type = ChangeState
value = ifelse(Random <= 500,210,210210)
triggerall = Var(59) = 1 && roundstate  = 2 
triggerall = Statetype != A  && p2statetype !=L
triggerall = p2movetype != H 
triggerall = ctrl
trigger1 = P2dist X = [0,40] 
trigger1 = random <500 
;---------------------------------------------------------------------------------------------------------------------------
[State -1主动对手蹲下状态]
type = ChangeState
value = 230
triggerall = var(59) = 1 && roundstate  = 2
triggerall = StateType != A&& P2StateType !=L
triggerall = P2MoveType = I
triggerall = P2StateType =C
triggerall = Enemy,AnimTime <= -20 || Enemy,AnimTime >= 0
triggerall = Ctrl || (StateNo = 102 && Time >= 0)
triggerall = EnemyNear,NumProj + Enemy,NumProj = 0
triggerall = P2BodyDist X <=70
triggerall = palno = [1,11]
trigger1 = Var(49) = 0
trigger2 = Var(49) = 1
trigger2 = EnemyNear,NumHelper + Enemy,NumHelper = 0
;---------------------------------------------------------------------------------------------------------------------------
[state -1, 落地受身]
type = changestate
value = 3354
triggerall = var(59) = 1
triggerall = palno = [9,12]
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100||stateno=15100
triggerall = pos y =0
triggerall = life<=lifemax/2
trigger1= life != 0

[state -1, 落地受身]
type = changestate
value = 3354
triggerall = var(59) = 1
triggerall = palno = [1,8]
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100||stateno=15100
triggerall = pos y =0
triggerall = life<=lifemax/5
Triggerall = Random <= 150
trigger1= life != 0

[state -1, 落地受身]
type = changestate
value = 3354
triggerall = var(59) = 1
triggerall = palno = [10,12]
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100||stateno=15100
triggerall = pos y =0
trigger1= life != 0

[State -3]
type = ChangeState
value = ifelse(random>=500,210,210210)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = enemy,Statetype !=A
triggerall = Statetype != A
triggerall = p2movetype != H
triggerall =!target,ishelper
triggerall = palno = [1,11]
trigger1 = facing != enemy,facing
trigger1 = P2bodydist X<=40&&enemy,statetype !=L
trigger1 = stateno=0||stateno=18||stateno=19||stateno=102
trigger1 = stateno!=210&&stateno!=210210










[State -1,空防A]
type =  ChangeState
value = 132
triggerall = facing !=enemy,facing
triggerall = var(59) = 1 && statetype =A
triggerall = life>lifemax/5
triggerall = ctrl
triggerall = palno = [1,11]
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 50 && p2movetype = A

[State -1,立防A]
type =  ChangeState
value = 130
triggerall = facing !=enemy,facing
triggerall = var(59) = 1 && statetype !=A
triggerall = enemy,Statetype != C
triggerall = life>lifemax/5
triggerall =ctrl|| stateno = 0||stateno = 102||stateno = 18||stateno = 19||stateno = 10
triggerall = palno = [1,11]
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 50 && p2movetype = A

[State -1,蹲防A]
type =  ChangeState
value = ifelse(random>=500,131,ifelse(random>=500,131,330))
triggerall = facing !=enemy,facing
triggerall = var(59) = 1 && statetype !=A
triggerall = enemy,Statetype = C&&enemy,Statetype !=A
triggerall = life>lifemax/5
triggerall =ctrl|| stateno = 0||stateno = 102||stateno = 18||stateno = 19||stateno = 10
triggerall = palno = [1,11]
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 50 && p2movetype = A

[State -1,蹲防A]
type =  ChangeState
value = IfElse(random >= 499,2700,IfElse(random <= 499,3050,IfElse(random <= 499,4500,3200)))
triggerall = facing !=enemy,facing
triggerall = var(59) = 1 && statetype !=A
triggerall = enemy,Statetype = C&&enemy,Statetype !=A
triggerall = life>lifemax/5
triggerall =ctrl|| stateno = 0||stateno = 102||stateno = 18||stateno = 19||stateno = 10
triggerall = palno = 12
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 50 && p2movetype = A

[State -1]
type = ChangeState
value = 210
triggerall = var(59) = 1 && roundstate  = 2&&var(58)!=0
triggerall = StateType != A&& P2StateType !=L
triggerall = P2MoveType = I
triggerall = P2StateType =C
triggerall = Enemy,AnimTime <= -20 || Enemy,AnimTime >= 0
triggerall = Ctrl || (StateNo = 102 && Time >= 0)
triggerall = EnemyNear,NumProj + Enemy,NumProj = 0
triggerall = P2BodyDist X <=20
triggerall = palno = [1,11]
trigger1 = Var(49) = 0
trigger2 = Var(49) = 1
trigger2 = EnemyNear,NumHelper + Enemy,NumHelper = 0
[State -1]
type = ChangeState
value = 210210
triggerall = var(59) = 1 && roundstate  = 2&&var(58)!=0
triggerall = StateType != A&& P2StateType !=L
triggerall = P2MoveType = I
triggerall = P2StateType =S
triggerall = Enemy,AnimTime <= -20 || Enemy,AnimTime >= 0
triggerall = Ctrl || (StateNo = 102 && Time >= 0)
triggerall = EnemyNear,NumProj + Enemy,NumProj = 0
triggerall = P2BodyDist X <=20
triggerall = palno = [1,11]
trigger1 = Var(49) = 0
trigger2 = Var(49) = 1
trigger2 = EnemyNear,NumHelper + Enemy,NumHelper = 0

[State -1]
type = ChangeState
value = 210210
triggerall = var(59) = 1 && roundstate  = 2&&var(58)!=0
triggerall = StateType != A&& P2StateType !=L
triggerall = P2MoveType = A
triggerall = P2StateType =S
triggerall = Enemy,AnimTime <= -20 || Enemy,AnimTime >= 1
triggerall = Ctrl || (StateNo = 102 && Time >= 0)
triggerall = EnemyNear,NumProj + Enemy,NumProj = 0
triggerall = P2BodyDist X <=20
triggerall = palno = [1,11]
trigger1 = Var(49) = 0
trigger2 = Var(49) = 1
trigger2 = EnemyNear,NumHelper + Enemy,NumHelper = 0

;---------------------------------------------------------------
[State -1,立防B]
type = ChangeState
value =  ifelse(Random <= 500,131,3001)
triggerall = life<=lifemax/5 && facing !=enemy,facing
triggerall = var(59)=1 && statetype !=A
triggerall = enemy,Statetype != C
triggerall =ctrl|| stateno = 0||stateno = 102||stateno = 18||stateno = 19||stateno = 10
triggerall = palno = [1,11]
trigger1 = inguarddist&& p2movetype !=H
trigger1 = random < 150
trigger2 = p2bodydist x < 0 && p2movetype = A
trigger3 = Stateno = 102 && p2movetype = A

[State -1,立防B]
type = ChangeState
value = IfElse(random >= 499,2700,IfElse(random <= 499,3050,IfElse(random <= 499,4500,3200)))
triggerall = life<=lifemax/5 && facing !=enemy,facing
triggerall = var(59)=1 && statetype !=A
triggerall = enemy,Statetype != C
triggerall =ctrl|| stateno = 0||stateno = 102||stateno = 18||stateno = 19||stateno = 10
triggerall = palno = 12
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x > 0 && p2movetype = A
trigger3 = Stateno = 102 && p2movetype = A

[State -1,蹲防B]
type = ChangeState
value = ifelse(Random <= 500,131,210210)
triggerall = life<=lifemax/5 && facing !=enemy,facing
triggerall = var(59)=1 && statetype !=A
triggerall = enemy,Statetype = C
triggerall = ctrl && enemy,Statetype !=A
triggerall = palno = [1,11]
trigger1 = inguarddist && p2movetype !=H
trigger1 = random < 150
trigger2 = p2bodydist x < 0 && p2movetype = A
trigger3 = Stateno = 102 && p2movetype = A

[State -1,蹲防B]
type = ChangeState
value = IfElse(random >= 499,2700,IfElse(random <= 499,3050,IfElse(random <= 499,4500,3200)))
triggerall = life<=lifemax/5 && facing !=enemy,facing
triggerall = var(59)=1 && statetype !=A
triggerall = enemy,Statetype = C
triggerall = ctrl && enemy,Statetype !=A
triggerall = palno = 12
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A
trigger3 = Stateno = 102 && p2movetype = A

;---------------------------------------------------------------
[State -1,接近]
type = ChangeState
value = 102
triggerall = Var(59) = 1
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = P2movetype =I
trigger1 = P2bodydist X >=50
trigger1 = ctrl||stateno = 0||stateno = 20||stateno = 21|| stateno = 102||stateno = 18||stateno = 19||stateno = 10

;================================================================================
[State -1]
type = ChangeState
value = ifelse(Random <=666,340,600)
triggerall = Var(59) = 1
triggerall = RoundState = 2
triggerall = ctrl && statetype != A
triggerall = P2bodydist X = [0,55]
triggerall = ctrl||stateno = 0||stateno = 20||stateno = 21|| stateno = 102||stateno = 18||stateno = 19||stateno = 10
trigger1 = p2stateno = [5120,5121]
trigger2 = p2stateno = [15120,15121]

[State -1]
type = ChangeState
value = Ifelse(random>=500,210,Ifelse(random>=500,3200,800))
triggerall = var(59) = 1 && enemy,Statetype != A
triggerall = P2bodydist X =  [-50,65]
triggerall = palno = [1,11]
trigger1 = stateno = 5120 && time>=18
trigger2 = stateno = 15120 && time>=18

[State -3]
type = ChangeState
value = 19
triggerall = var(59) = 1
triggerall = roundstate = 2
Trigger1 = P2BodyDist X =[-30,30]
trigger1 = stateno = 102

[State -3,]
type = ChangeState
value = 19
triggerall = var(59) = 1 && roundstate  = 2
Trigger1 = stateno = 18 && time= 8

[State -3]
type = ChangeState
value = 18
triggerall = var(59) = 1 && roundstate  = 2
Trigger1 = stateno = 19 && time= 8














































;-----------------------------------------------------------------------------------------------------
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = palno = 12
trigger1 = !root,numexplod(19961234)
trigger1 = enemy,alive !=0
flag = noko
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
triggerall = !ishelper
trigger1 = palno = 12
attr = SCA,AA,AP,AT
slot = 0
stateno = 0
time = -1
forceair = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = palno = 12
trigger1 = !numhelper(6150)
helpertype = player 
ID = 6150
stateno = 6150
pos = 0,0
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !ishelper
triggerall = palno = 12
trigger1 = anim = 0
sysvar(2) = 0
ignorehitpause = 1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = !ISHELPER
trigger1 = palno = 12
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State 0, LifeSet]
type = LifeSet
trigger1 = palno = 12
trigger1 = 1
value = lifemax
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = palno = 12
trigger1 = 1
sysvar(4) = gametime
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
triggerall = palno = 12
trigger1 = sysvar(4)!=gametime
trigger2 = movetype = H
value = 4500
ignorehitpause = 1
persistent = 256

[State 0, VarSet]
type = VarSet
triggerall = Alive
trigger1 = palno = 11
trigger1 = 1
sysvar(4) = gametime
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
triggerall = palno = 11
triggerall = Alive
trigger1 = sysvar(4)!=gametime
trigger2 = movetype = H
value = 2800
ignorehitpause = 1
persistent = 256


[State 0, VarSet]
type = VarSet
triggerall = Alive
trigger1 = palno = 10
trigger1 = 1
trigger2 = life<=150
sysvar(4) = gametime
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
triggerall = palno = 10
triggerall = Alive
trigger1 = sysvar(4)!=gametime
trigger2 = life<=150
trigger2 = movetype = H
value = 600
ignorehitpause = 1
persistent = 256

[Statedef 111222];炒鸡死投
type = S
movetype = A
physics = N 
velset = 0,0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = anim!=70000
value = 70000
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = !ishelper
trigger1 = alive&&!hitpausetime
attr = ,NA        
hitflag = MAFD             
affectteam = B        
pausetime = 5,0
sparkno = -1
hitsound = -1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = !ishelper
trigger1 = alive&&hitpausetime>1
value = 666666
ignorehitpause = 1

[Statedef 111333];超级死投
type = S
movetype = I
physics = N 
velset = 0,0
sprpriority = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 700002
ignorehitpause = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = S,NA
time = 1
ignorehitpause = 1
 


[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno!=4009&&4500&&4605&&3051&&2801&3200&&3501
ignorehitpause = 1



































[State -3]
type = VarSet
trigger1 = stateno = 0
trigger2 = stateno = 11
var(43) = 0


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

[State 191,3]
type = PowerAdd
trigger1 = stateno != [2000,4000]
trigger1 = MoveContact = 1
value = 30
id = -1
absolute = 1



;---|| 俙俬 ||-------------------------------------------------------------------
[Statedef 666666];超即死
[state ]
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trigger1=1
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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trigger1=1
[state ]
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[state ]
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[state ]
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[state ]
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trigger1=1
[state ]
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[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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[state ]
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[state ]
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[state ]
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trigger1=1
[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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trigger1=1
[state ]
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[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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[state ]
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[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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[state ]
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[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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trigger1=1
[state ]
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[state ]
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trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
[state ]
type=null
trigger1=1
ignorehitpause = 1
[state ]
type=null
trigger1=1
ignorehitpause = 1
[state ]
type=null
trigger1=1
ignorehitpause = 1
[state ]
type=null
trigger1=1
ignorehitpause = 1
[state ]
type=null
trigger1=1
ignorehitpause = 1
[state ]
type=null
trigger1=1
ignorehitpause = 1
[state ]
type=null
trigger1=1
ignorehitpause = 1
[state ]
type=null
trigger1=1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value =ifelse(alive&&hitpausetime>1,stateno,111222)
ignorehitpause = 1
persistent = 256


